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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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NPC's

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Poll: should the NPC's be made harder?
You do not have permission to vote in this poll.
Yes
47.62%
10 47.62%
No
33.33%
7 33.33%
Don't care
19.05%
4 19.05%
Total 21 vote(s) 100%
* You voted for this item. [Show Results]

Pages (4): « Previous 1 2 3 4 Next »
NPC's
Offline kiggles
05-05-2006, 11:17 PM, (This post was last modified: 05-05-2006, 11:18 PM by kiggles.)
#11
Member
Posts: 436
Threads: 13
Joined: Feb 2006

Trust me the templars do more damage than the BS's the Destroyer and the GB added together.

They take a cruiser shield down in about 20-40 secs if you are not moving around And they are quite hard to hit.

My advice is if you want a challange try fighting bret templar patrols.

I've been mildly miffed by one-shot weapons since their implementation, oh so long ago. I remember the days when fights were a matter of who could aim better, rather than who could aim a single shot. - Virus
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Offline Virus
05-06-2006, 12:02 AM,
#12
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

Perhaps one system with just a high NPC count... with HIGH NPC strength... Perhaps where something really neat is purchased?

I mean, when I can get the Theta(or farther) in a Starflier THROUGH Delta, enemies need a bit of an upgrade. Not everywhere, since then it would be impossible, but like.... in Eden! XD

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
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Offline Alpha 429
05-06-2006, 12:31 AM, (This post was last modified: 05-06-2006, 12:32 AM by Alpha 429.)
#13
Member
Posts: 410
Threads: 8
Joined: Jul 2005

ok i no this might be a lot of work but someone could make a new system where all the big NPC pirates are and with high skill levels like a massive 3 way battle between Corsairs, Outcasts and Hessains and give them their own cap ship fleets as well ( that would be cool :) ) also if you make the skill level hard enough it would be almost impossible to reach the other side and at the other side make a base that sells all of the codename weapons ( now that would be worth the effort) Just a thought but wat do you guys think?

[Image: roleplayisnotacrime2.jpg] [Image: spinchao.gif]
[Image: 7320f9d8.jpg]
I know where it is Cortana, I just have to find it. - Commodore Puddles
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Offline Dab
05-06-2006, 12:42 AM,
#14
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

2 way battle with strong high level NPCs - Risha, new system, I made it, its almost done, has Blood Dragons and GC vs. Kusari Naval Forces.

[Image: DFinal.png]
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Offline Virus
05-06-2006, 05:09 AM,
#15
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

I'm killing Naval Forces. >:)

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
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Offline Wolfpack98
05-06-2006, 06:03 AM,
#16
Banned
Posts: 1,195
Threads: 84
Joined: Nov 2005

Honestly, NPC Skills go any higher, the game will be nearly unplayable by new people.

And remember guys.. the more NPCs, the bigger the server load. Right now, we're trying to throw as much as we can on the box and see how it handles. Ever since we added FLHook or FLSHell we've had lag. the lag is partially due to my router being hit 300 times a day by hakcers doing portscanning, but it's there.

I'm on a *LOCAL* lan compared to the rest of you as far as the srver is concerned. You guys will see lag before I ever will, but when I see lag, it's server performance or my network suffering from it.

Dab, that 2 way battle idea of yours? If Igiss implements it and i see the server performance degrade, I'll ask him to remove it. Either that or y'all can help me upgrade the box and get it the best equipment available for everyone's enjoyment.

So..Think about this. Do you want a mod where newbies (fresh out of academy people) can't play the game unless we buy them VHFs or better, a mod that kills basic hardware...

or leave it as-is and build on that?

User was banned for: Compromised account
Time left: (Permanent)
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Offline Virus
05-06-2006, 06:06 AM,
#17
Member
Posts: 4,311
Threads: 257
Joined: Oct 2005

Hmm..... How about..... As is?....

[Image: virussig3.png]
Into the Maelstrom - A Measure of Salvation - Reaver Company Database
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Offline Igiss
05-06-2006, 08:07 AM,
#18
Discovery Creator
Posts: 3,181
Threads: 578
Joined: Jun 2005

I already tested battle loads and I won't increase number of NPCs in a certain area above a certain limit.

Regarding NPCs, I may further increase power of Corsair and Outcast fighters if you consider them too weak. I don't. And further increase capital ship hit points. What concerns me most is low amount of damage that capships deal - they have a bad habit of ineffective turret usage.
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Offline Jamez
05-06-2006, 11:16 AM,
#19
Member
Posts: 1,571
Threads: 80
Joined: Feb 2006

I personally think there should be LESS NPC's. There are loads!

For example, at Belfast manufacturing facility, there is about 25 at any time there.
That must have an effect on lag.

Methinks the NPC count for a system should be based on Leeds.

Its a lovely queit system that im really starting to like, no nonstop scanning (which is really starting to p*ss me off) but there are enough NPC's to keep the 'atmosphere' of FL there.

And yea it was UBERLAGGING last night.

Andrew Skye
Starflier thrill-seeker

Evangeline Knight
Seasoned fighter pilot

Shinji Takeda
Renzu Corp ex-COO
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Offline marauder
05-06-2006, 12:39 PM,
#20
Member
Posts: 1,950
Threads: 42
Joined: Nov 2005

I was just asking to see what people thought about it. I just wondered how many people thought most NPC's are too easy to kill.

The outcast silettos in Tau's 31 and 29 need either a level increase, better weapons or switched to sabres because the navy patrols with mk2 VHF's are slaughtering them easily. Hell the navy patrols can kill them faster then a player.
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