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Strong NPCs vs weak NPCS? - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Strong NPCs vs weak NPCS? (/showthread.php?tid=130309) |
RE: Strong NPCs vs weak NPCS? - Highland Laddie - 06-08-2015 I still think Capital Patrols are kinda nice, and make better sense inRP. RE: Strong NPCs vs weak NPCS? - Gulryz - 06-08-2015 I think guard system NPcs should be strong RE: Strong NPCs vs weak NPCS? - Highland Laddie - 06-08-2015 I thought there are no more "guard systems" in the traditional sense? RE: Strong NPCs vs weak NPCS? - Miaou - 06-08-2015 Yay, this topic again! You know what I hate? Flying around at <20 people on the server when NPC spawns are the highest. The amount of NPC gunboat patrols with CDs makes me never want to fly an unlawful again. If anything, I think the NPC spawn rate should be adjusted for the amount of players online. RE: Strong NPCs vs weak NPCS? - Lythrilux - 06-08-2015 (06-08-2015, 04:13 PM)Highland Laddie Wrote: I still think Capital Patrols are kinda nice, and make better sense inRP.They should never ever have an impact on encounters though. I don't mind just watching them fly by as an aesthetic, but it gets annoying when an NPC rams head first into an encounter I have, impacting the enjoyment of things. IMO cap and GB NPCs should have their own gun types, like snub NPCs do. That way they can have all the nice effects and aesthetics, except the damage from their guns would be harmless. The server is about players interacting with players, not players interacting with NPCs. Still can't believe that some planet docking rings were given the ability to fire two cruiser missiles. It's terrible. RE: Strong NPCs vs weak NPCS? - Highland Laddie - 06-08-2015 (06-08-2015, 04:24 PM)Lythrilux Wrote:(06-08-2015, 04:13 PM)Highland Laddie Wrote: I still think Capital Patrols are kinda nice, and make better sense inRP.They should never ever have an impact on encounters though. I don't mind just watching them fly by as an aesthetic, but it gets annoying when an NPC rams head first into an encounter I have, impacting the enjoyment of things. Whilst true, at the same time, a House Capital system not a place where one should expect to being casually strolling near a capital planet as an unlawful with near impunity. And I do believe most of the cap patrols are near planets to help prevent this, correct? So, maybe your target "encounters" should happen a bit further from them, or otherwise you just roll the dice and do your best and thus is the price one pays for such activity in a Capital System? RE: Strong NPCs vs weak NPCS? - Lythrilux - 06-08-2015 (06-08-2015, 04:28 PM)Highland Laddie Wrote:However Highland this is a roleplay server. Players pick up IDs and play various roles. Planetary defense should be done by players, not NPCs.(06-08-2015, 04:24 PM)Lythrilux Wrote:(06-08-2015, 04:13 PM)Highland Laddie Wrote: I still think Capital Patrols are kinda nice, and make better sense inRP.They should never ever have an impact on encounters though. I don't mind just watching them fly by as an aesthetic, but it gets annoying when an NPC rams head first into an encounter I have, impacting the enjoyment of things. And no, annoyingly NPC cap patrols like to wander all over some systems. RE: Strong NPCs vs weak NPCS? - Fluffyball - 06-08-2015 Quote:Planetary defense should be done by players, not NPCs. Planet Manhattan overrun by Outcasts dreads, three times a day. C: RE: Strong NPCs vs weak NPCS? - Epo - 06-08-2015 NPC cap patrols in guard systems are just here for making it more difficult to raid those systems and protect them when players can't. And NPCs in home/guard systems should be strong. Otherwise many aspects of the game will lose their sense of being. And cap NPCs are IMO support for RPing, so don't touch them pls. Fluffyball Wrote:Planet Manhattan overrun by Outcasts dreads, three times a day. C:And yes, those situations too. Not only in Liberty RE: Strong NPCs vs weak NPCS? - Lythrilux - 06-08-2015 (06-08-2015, 04:44 PM)Fluffyball Wrote:Quote:Planetary defense should be done by players, not NPCs. And simply shoot them to bits with a counter raid later on. (06-08-2015, 04:49 PM)Catherfield Wrote: NPC cap patrols in guard systems are just here for making it more difficult to raid those systems and protect them when players can't. And NPCs in home/guard systems should be strong. Otherwise many aspects of the game will lose their sense of being. And cap NPCs are IMO support for RPing, so don't touch them pls. If you can't defeat them - welp, that's just how the cookie crumbles. It's PvP: Player verses player. A battle of skill against skill and tactics against tactics. It's dumb that infinite NPCs can have such a weighty impact encounters like that. Even if you don't want to shoot something and simply want to talk, NPC gunboats rolling up towards your face make it so much harder to RP. |