Posts: 6,549
Threads: 360
Joined: Aug 2007
Staff roles: Story Dev Economy Dev
I reckon the most a multiplier should be is X3, which is just above the highest armour upgrade, I mean that would work for elite guard pilots wouldn't it? Having a uber proto-type armour upgrade.
About the Freelancers a 2.5 armour upgrade, I also think the faction should be changed to the Freelancers Association which is an orginisation... actualy I'll post a new thread...
Make them respawn a lot less right now it seems if you manage to fight of a patrol they instantly reappear .
Smaller Patrols (for instance not 8 corsairs at a time)
Less in General (my scanners usually so full of red I dont even see players till my shields down)
Freelancers (need to be truely neutral if they were really put in as a challenge)
Less armour on cap npcs
Balance pirate npcs with lawful npc especially around pirate bases (they should be at least as strong)
Cruise disrupters need seriously nerfed and npc thruster speed should be less to make avoiding them easier.
Most ridiculus thing from unlawful point of view are freelancers lvl~15 which you can find almost everywere, it's just insane. Try to shot down one of such in a VHF, I don't recomend it anyone. What is more if you try to cruise to move somewere else you can be sure your engines will be disturbed as soon as you hit shift+w.
Bribe is a thing which could solve it a bit.
Anyway whole Sirius space is overloaded with NPCs and sometimes it becomes so goddamn annoying.
Urgh. I've encountered all of these NPCs before, and they're a real headache to take down. The Wild have some insane hull, probably with a x30 multiplier or something. It's ridiculous. And the Freelancers are INHUMAN. They can fly in these bizarre patterns, dodge incredibly, and to top it all off, their hull is nearly impenetrable. I'd say that the armor upgrades REALLY need a nerf, as I can spend 15-20 minutes in my gunboat taking down a single Freelancer.
For the guard NPCs, again, I'd say that just an armour nerf is needed. Just have lots of them with good weaponry. You don't need to give them enormous hulls as well.
The Wild already have great weaponry; they don't need a massive hull. Also, the Wild around the NB jumphole can fly straight through asteroids! That one REALLY pisses me off. I once nearly had a Wild Valkyrie killed when it flew straight through an asteroid and restored some of its hull and shields. The legionnaires are pretty annoying as well, but I haven't actually encountered them much.
I've never had a problem with large numbers of NPCs (with the exception of certain areas of Delta, where you'll occasionally get 4 Nomad fighter patrols at once), and I haven't found cap NPCs to be incredibly tough. The only nerf I think needs to be done is on the armour of the some of the fighter NPCs.
I've never really had any issues with the Wild in NB. My Saber can chew them up pretty fast, but the Inferno probably helps. Once I kill the shield, my twin Nomad cannons, Wrym 2's, and pair of codies shred the hull in no time. (at the maximum, five minutes per Wild.)
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
:PFirst Id like to say great Discovery Mod server [RP] and great bunch of people / Aliens. :D
Killing NPC is rather :(troublesome; although as :unsure:I figure, if everyone is playing with the same deck of cards, that is gaining REP / weapons on mod version 4.84 then Ill just have too try a :nyam:little harder