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Strong NPCs vs weak NPCS? - Printable Version

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RE: Strong NPCs vs weak NPCS? - Miaou - 06-08-2015

(06-08-2015, 04:51 PM)Lythrilux Wrote: It's dumb that infinite NPCs can have such a weighty impact encounters like that.

If people want an example of strong NPCs, go download the 4.85 version and check out Gallia. You could not have an interaction between lawful/unlawful because the NPC swarms would just poop on your face. It didn't matter if you dodged, the NPCs just scrapped away at your hull and the other player could just wait for them to die by NPCs. Strong NPCs aren't a good thing.


RE: Strong NPCs vs weak NPCS? - Fluffyball - 06-08-2015

All in all, we should test one thing:

Make no capital spawns at all in any system, for a week, for testing.


RE: Strong NPCs vs weak NPCS? - MonkeyMan - 06-08-2015

Strong weapons yet weak hull...makes em easy to kill yet not to annoying...


RE: Strong NPCs vs weak NPCS? - Epo - 06-08-2015

But cmon, it's a guard system. It has to be well defended.
Lythrilux Wrote: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.
It's hard to rp too when you've got 3 snubs (Player ones) on your snub's tail...
Cuz if you stop - there will be big boom

So keep things how they are or it will crush the game IMO. As I've told, guard systems are guard systems, don't make them like kindergarten. That's all I want to say

Cheers
Cat~


RE: Strong NPCs vs weak NPCS? - Lythrilux - 06-08-2015

(06-08-2015, 05:02 PM)Fluffyball Wrote: All in all, we should test one thing:

Make no capital spawns at all in any system, for a week, for testing.
It's not necessarily that. I sort of like the aesthetic look, but I just disagree with the amount of damage they can do.

Altering your suggestion a bit, maybe staff could remove the guns from all NPCs for a week (and if possible remove capship missiles from planets too).


RE: Strong NPCs vs weak NPCS? - Fluffyball - 06-08-2015

Quote:Altering your suggestion a bit, maybe staff could remove the guns from all NPCs for a week (and if possible remove capship missiles from planets too).

Quote:Make no capital spawns at all in any system, for a week, for testing.

Devs. Please.


RE: Strong NPCs vs weak NPCS? - Lonely_Ghost - 06-08-2015

It's completely inRP with NPC caps near planets or stations. You not gona sell some weed or trying to rob a truc near police station, or if you do, hope you like how tazer is hitting.
Same story here. Keep your unlawfull arse away from lawfull bases, and everything shall be sweet. Kinda simple.
P.S. You still have area near gate, where the madness shall begins.


RE: Strong NPCs vs weak NPCS? - Tarator - 06-08-2015

I'd say npc's are good as they are.


RE: Strong NPCs vs weak NPCS? - Highland Laddie - 06-08-2015

Quote:Altering your suggestion a bit, maybe staff could remove the guns from all NPCs for a week (and if possible remove capship missiles from planets too).

I can tell you exactly how that will go: OC BSs (and other pirate caps) will sit outside Manhattan and lulz away at traders with no consequences other than waiting for a gank squad of LN to finally show up.

These are not the kinds of "essential" RP encounters that Capital NPCs are ruining. If anything, they help prevent this kind of stuff, and rightly so.

No thank you.


RE: Strong NPCs vs weak NPCS? - Swallow - 06-09-2015

Good points those ones.