Posts: 6,563
Threads: 361
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
I thought you left?
And for what little it's worth I support player docking and Carriers spawning NPCs. Maybe player docking on Liners, Battleships and Carriers, with Carriers having the additional bonus of NPC spawns?
I think this idea has real merit. I think it would expand RP capability, and let's be reasonable about the OORPers, almost no "casual" player is going to be able to afford this.
So Seth, are you tooling the idea for dockable Carriers? Or just NPCS? curious. I think both are great ideas, but I'm really pushing for dockable carriers with the aforementioned set up (if the carrier dies or logs off, you respawn on your last base)
This one thing has been on my mind since I STARTED playing Freelancer Discovery and I've been hoping to see that for a long time.. it would open up so many interesting RP possibilities and i think because of how difficult it is to obtain a Carrier it would be relatively easy to balance against the rest of the game.
Player Events could become much more interesting, and it -is- silly to have a carrier that doesn't bloody carry anything. You might as well call them "Emptiers" if we keep it is as it is. I do agree with removing a small amount of total firepower, but very modest, to keep balanced.
I would love to get a Carrier and a few good player-fighter-pilots to cause all sorts of interesting things around the Sirius Sector!
Please keep us informed on your progress, Seth/Cannon, and keep up the good work guys.
Actully, I got to play on the Flak sever with fox last night, and he showed me a bunch of stuff that he put in that I would of missed, such as the wingman function, it makes NPC(s) follow you around no matter WHAT! (Unless you dock of course)
Very good job fox, only problem is, then I told him "I wish they would put this on disco..." he responded; "Igiss didn't put that on yet?"
So after taking a break for about a year I've decided to get back in to Disco. So yeah.
Second, I am looking at doing the following (With Cannon)
-NPC wingmen that you can buy who will follow you around and help you attack people.
-Player Dockable ships, as in, you can dock with your friend.
-Controllable NPC wingmen, as in: /attack Seth.Karlo etc.
Task 1 is proving difficult at the moment.
Task 2 is easy to do but time consuming.
Task 3 will be attempted once Task 1 and 2 work.
Second, I am looking at doing the following (With Cannon)
-NPC wingmen that you can buy who will follow you around and help you attack people.
-Player Dockable ships, as in, you can dock with your friend.
-Controllable NPC wingmen, as in: /attack Seth.Karlo etc.
Task 1 is proving difficult at the moment.
Task 2 is easy to do but time consuming.
Task 3 will be attempted once Task 1 and 2 work.
-Seth
Yes!
Just carry on with the good work. Don't tire yourself too much, if we've waited this long we can wait a bit more.
Thanks for doing all this.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
Few things you may need to bear in mind about this:
-NPCs will no longer be able to scan for cargo. This mechanism is what's used to make them follow you, so regular scanning can't exist simultaneously with this.
-Each and every system where they spawn will have to have patrol paths inputted, as they only work off patrol paths. This is because regular area spawns don't scan you, whereas patrols do. This will likely cause a number of crashed and bugs and the like until it's perfect, as patrols are notoriously evil to make.
-Unless you can spawn the NPCs via Hook, which it seems you're working on, as the number of players increases the number of spawns will decrease as it does normally, and so people will be unable to use their wings.
-NPC wings won't follow you through systems, or in and out of bases, but will work through tradelanes.