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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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NCP's disrupting trade lanes

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NCP's disrupting trade lanes
Offline Tachyon
05-23-2012, 02:34 PM,
#21
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It's more a nuisance than a problem for me; nothing bad enough to make it a priority to remove them.

And yeee, trader perspective.

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Offline Ursus
05-23-2012, 02:36 PM,
#22
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It'd be best to just cut the frequency waay down. Add an extra dice-roll or something.

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Offline Madvillain
05-23-2012, 02:52 PM,
#23
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' Wrote:They're one of the most annoying things in disco going straight after the 'dock in use, entering queue...'

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Offline Toaster
05-23-2012, 05:13 PM,
#24
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' Wrote:It'd be best to just cut the frequency waay down. Add an extra dice-roll or something.

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Offline Dashiell
05-25-2012, 01:06 PM,
#25
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remove them? no

Frequency down? yes. Please

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Offline Bloody Reverb
05-25-2012, 02:08 PM,
#26
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Dont remove them...


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Offline Pancakes
05-25-2012, 03:15 PM,
#27
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Give NPCs the CDs back, since currently beside missions or cap patrols they serve no purpose at all. At. All.

Beforehand F2/F3 trading would actually require you to look on what you do, right now, I can just F2 from a Jumpgate to Jumpgate (might not be time efficient, but works) and do a lot of other things in the meanwhile. I can assume how long it will take me to get to my destination and go back to preform the jump accordingly.

Oh and you don't need to fear pirates in that way either, since seriously - which pirate sits in the middle of nowhere in a system waiting for a trader to pass by?

my 2 cents, bubai.

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Offline Daedric
05-25-2012, 04:39 PM,
#28
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' Wrote:Your logic doesn't make sense, removing NPC pirates doesn't remove an RP feature, nor does it remove any options of what people can play, removing pirates does.

Actually, my logic makes perfect sense. NPCs are part of the role play environment, same as pirate characters. What we have here is a request to remove or modify a part of the environment merely because it is annoying.


' Wrote:I didn't say I think NPC's ability to disrupt TL's should be removed because it's annoying. I said I think it should be removed because it's annoying and it serves no purpose.

Unless, of course, it serves a purpose of which I'm not aware.

You are aware of it, you just don't know it. It is called immersion into the role play environment. That is, other players are not the only factors in our fair role play environment.

I'm all for lowering the frequency, but I'd want the buggers made stronger so when they do hit you; they actually make the encounter an encounter. Not a hit cruise and laugh while being annoyed you were slowed down thing.

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Offline Gemini893
05-26-2012, 07:00 AM,
#29
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' Wrote:I'm all for lowering the frequency, but I'd want the buggers made stronger so when they do hit you; they actually make the encounter an encounter. Not a hit cruise and laugh while being annoyed you were slowed down thing.
^^ THIS! +10,000

I trade a lot too, and actually miss when NPC encounters meant having to pay attention to your game instead of being able to ignore your computer between jumps. PLEASE make NPC a little tougher in the central systems and able to CD players everywhere!

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Offline Ceoran
05-26-2012, 11:31 AM,
#30
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If NPCs would have the ability to actually hurt traders this would render certain, if not all supertransports useless considering their ridiculously low amount of defenses. And then there are transports with full pulse loadouts. Forcing them to kill NPCs would make the game a nightmare for them.
Also, the amount of them disrupting your lanes during low server load can indeed reach values of more than once per lane you are passing, yet I've never encountered more than 2 different player controlled pirates (or groups of those) on a single trip, not even when going into Liberty.
Now, if you are running from some pirate and manage to dock a tradelane before he can disrupt it the NPCs can pretty much screw off the trader afterwards if they disrupt the lane. Simply because your cruise engine will charge way slower than his.

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