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NPC Battleship and cruiser patrols - Printable Version

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NPC Battleship and cruiser patrols - Cellulanus - 10-07-2008

' Wrote:One thing tho, fighter escorts that come with battlegroup are more effective than rest of group itself. Actually, if area would be patroled by that strong ships, they would eat player caps. For instance, bret dessie + 2 gbs + 2 templars is more than able to bring down gunboat shields. Most of damage coming from templars, but patrol as whole is rather useless because it is in formation, and refuses to break it. So you can slowpace behind and take out rear turrets, and then just glide with them and shoot them.

Also do not foget that even if cap patrol is useless on its own, they tend to spamm in huge numbers after some time bringing in more evil fighter escorts.

That was why I was suggesting we replace some of the NPCs AIs, give a few the freighters AI and they will be able to break formation, maneuver and fire more rapidly.


NPC Battleship and cruiser patrols - Dra1003 - 10-07-2008

If your an enemy of a planet you shouldnt even stay there for more then a minute so.. id say improve them.

The only problem i see is the whole Cding a npc makes everything around you mad.


NPC Battleship and cruiser patrols - Cosmos - 10-07-2008

tbh, a npc cap should be able too take down a player gb, but a player cruiser would struggle against one very much so and a player BS would kill it after a little fight, this just makes the game more reallistic and RP'd because tbh if a cap went vs a gb the gb would go cya, and when i had my old bh gb, i could kill a nomad BS, yeah it would take alot and alot of dodging and about 20 mins too kill one but it still died, which obviously means caps arent powerfull enough, but nomad caps are and i hate they cus they camp at jh's and planets.


NPC Battleship and cruiser patrols - Varyag - 10-08-2008

It would be nice if most got made as powerfull as the Rhein patrols. They can keep you away pretty well. It is a heck of a fight to take a bs down there in a cruiser.


NPC Battleship and cruiser patrols - Ximen_Benitez - 10-08-2008

It's the Liberty capships that bug me... they are ALL over, and every time I get in a fight I just happen to hit one with a cruise disrupter and they heavily damage me. I say lessen the amount of Liberty ones.:P


NPC Battleship and cruiser patrols - n00bl3t - 10-09-2008

' Wrote:It's the Liberty capships that bug me... they are ALL over, and every time I get in a fight I just happen to hit one with a cruise disrupter and they heavily damage me. I say lessen the amount of Liberty ones.:P

Whilst the above statement is most probably meant as a joke, liberty capital ships really are everywhere.

Rheinland capitals in NB also spawn in the most inconvenient places.


NPC Battleship and cruiser patrols - guitarguy - 11-10-2008

Giving NPC capships shields might solve the problem in one fell swoop, maybe.


NPC Battleship and cruiser patrols - Fletcher - 11-10-2008

Make capital patrols around faction home planets. Camping them is a no no...

Not to mention the NPC capitals are a freaking joke...


NPC Battleship and cruiser patrols - Cellulanus - 11-10-2008

Okay, is there anyway to give them the same AI as they did in the SP campaign? Is it somehow bugged?


Seriously, the current NPCs are all like "Lulz, I pwn big ship" and the campaign units are more like "OMGOMGOMG"


NPC Battleship and cruiser patrols - jshkornmiller - 11-10-2008

Good idea, i like it, But, that would make it harder to rp invasions if the npc's wtfpwn everything. Also, i agree 50% about capital ship patrols in alpha and gamma. but, i do see outcast destroyers patroling near the eta jump hole. just not battleships. Also, those ships are huge. The other thing is, having so many fleets in the air would, in rp, limit the amount of player owned cruisers and battleships. the pirate factions don't have the manufacturing capabilities of the four houses, therefor in my opinion how could they have so many ships afloat. unless the number was like 2 or 3 cap ship fleets afloat at all times, no more.