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NPC troubles.

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NPC troubles.
Offline Kontrazec (Somni)
03-21-2011, 12:19 AM,
#1
Gaian Ninja
Posts: 481
Threads: 60
Joined: Jun 2008

Is there really no way at all to fix the godlike NPC collision? I mean, I'm sick and tired of pirate npc's locking my train right in front of a tradelane by ramming for minutes at a time! I'd say okay if the pirates used say...gunboats. Force transitions would make some sense then. But a dagger rams me and I start spinning like a bloody drunk cow in front of the tradelane ring. I'd be happy to do whatever I can with my limited knowledge of computers and programming, but I refuse to believe that in a game you can make a ship yourself and set its mass,turning,etc etc, you can't mod NPC's to at least be realistic and if not CRASH into your ship and take heavy hull damage, at least make them bounce off and let you stay on course. Same thing with commodities in space. What, are they anchored by a singularity? Hiding a black hole? It's like you hit a station when you hit an NPC or a commodity in space.:angry:

Sucks to be a weight on the wrong side of the brilliance-insanity scale.
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Offline Zukeenee
03-21-2011, 12:43 AM,
#2
Member
Posts: 1,803
Threads: 82
Joined: Mar 2006

No, from what I understand, there really isn't a whole lot we can do about the NPC ramming issues. It has to do with the fact that NPCs are programmed to think you're in a small ship, and the way that physics and collisions work in FL.

And, as one dev put it a while back in some other thread (I forget who said it), the NPC patrol paths are more or less "on rails". Player ships aren't. They'll plow right through you to get where they're supposed to go, and the collisions will make the game spin you right 'round to get you outta their way.

[Image: Zukeenee2.gif]
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Offline AeternusDoleo
03-21-2011, 02:20 AM,
#3
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

So... apply that collision mod to NPCs, make em suffer for hitting us:P

Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.


Mostly retired Discovery member. May still visit from time to time.
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Offline VoluptaBox
03-21-2011, 02:29 AM,
#4
Member
Posts: 2,453
Threads: 68
Joined: Sep 2010


Just remove NPCs straight away...they're so annoying...and useless...and....>.<
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Offline dodike
03-21-2011, 03:01 AM,
#5
Member
Posts: 3,799
Threads: 55
Joined: Oct 2009

' Wrote:So... apply that collision mod to NPCs, make em suffer for hitting us:P
Like flies on a windshield. Not a bad idea.
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Offline Hone
03-21-2011, 03:19 AM,
#6
Banned
Posts: 4,577
Threads: 287
Joined: Jan 2010

' Wrote:So... apply that collision mod to NPCs, make em suffer for hitting us:P

Yes definitely! Why on earth would they be programmed not without it?

User was banned for: Griefing others
Time left: (Permanent)
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Offline Kontrazec (Somni)
03-21-2011, 03:22 AM,
#7
Gaian Ninja
Posts: 481
Threads: 60
Joined: Jun 2008

Duh,how did I not think of that? Yes,implement the NPC ramming damage. I also saw on an occasion a Gaian npc shooting at a BHG npc; the BHG npc had full shield,yet hull was dropping. Funny bug, hope it never happens to me. :lol:

And it would be fun if you could just plow through a buttload of Hessian npc's with a Colossus, do EXACTLY as its decription says.:)

Sucks to be a weight on the wrong side of the brilliance-insanity scale.
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Offline Jeremy Hunter
03-21-2011, 04:14 AM,
#8
Member
Posts: 6,094
Threads: 200
Joined: Jul 2009

' Wrote:And it would be fun if you could just plow through a buttload of Hessian npc's with a Colossus, do EXACTLY as its decription says.:)

:D

Barge.

[Image: jeremy10.png]
May you ever walk in the Light, Shizune.
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