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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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NPC population control

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NPC population control
Offline Tenacity
06-07-2008, 11:33 PM,
#1
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

Ok, this has really been getting on my nerves ever since I started playing my Order character.

Right now, you cant sit next to toledo/isis for more than 30 seconds without npc's showing up, be they bounty hunters or nomads. They show up continously in groups of 4+, often both factions attack at the same time and they always target players over order npc's or each other.

So what you're left with is swarms of npc fighters around toledo that hound the order players there CONSTANTLY. What's even worse is, every time I see a smuggler or hostile player moving through the system (if I even notice them through the two-dozen red contacts in my scanner window), I cant go to cruise to pursue the player because the bounty hunter NPC's spam cruise disruptors like there's no tomorrow.

Now, I know the npcs are there to liven up the environment when player activity is lacking... but there's just too many of them in the system - and it's very similar in omicron delta at the moment.

All I'm asking is that the spawning frequency of NPC's in these systems be lowered, or removed entirely from the area immediately around toledo/isis.

Honestly, why would a trio of bounty hunters in FIGHTERS attack a battleship and hostile planet? It'd be suicide, and it usually ends up that way for them. The only purpose those npc's serve is to annoy the order players trying to stop traffic from going through our space.


[Image: Tenacity.gif]
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Offline Boss
06-08-2008, 02:23 AM,
#2
Member
Posts: 5,125
Threads: 101
Joined: Jan 2008

/SIGNED

Especially the RETARDED BHG over Malta.

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.
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Offline Tenacity
06-08-2008, 02:58 AM,
#3
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Posts: 9,496
Threads: 635
Joined: Apr 2008

Thanks for the support, boss.

I only really notice this problem on my order character because my others are nuetral to the faction npc's that do this sort of thing... but I can see it being an issue for a lot of people.

Having BH ships swarm your home planet, firing off cruise disruptors like madmen, is not fun. Hell, the bounty hunter npcs shouldnt even BE in these systems, especially not in the numbers they're spawning in. When I undock from toledo and see 15 bounty hunter hammerheads and a couple destroyers... while battleship Isis is sitting there completely ineffective in destroying them... it gets extremely frustrating.

Perhaps putting a 25-30k zone around home planets where hostile NPC's wont randomly spawn (mission npc's would be able to, though) would fix the problem. Primarily I see this being needed at crete, malta, and toledo, as those are the only real 'unlawful' planets where the npcs are an issue.

It might be more difficult than it's worth for the developers... i dont know. I would assume there's some kind of simple setting in each system for hostile NPC spawn frequency, if not it'd probably have to be an alteration of patrol paths which I hear is a pain in the butt.

[Image: Tenacity.gif]
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Offline timmychen
06-08-2008, 05:13 AM,
#4
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Posts: 695
Threads: 31
Joined: Feb 2008

/signed

Please do.
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Offline custo'-benitez
06-08-2008, 10:34 AM,
#5
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Posts: 67
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Joined: Nov 2007

There isn't so much of a Problem at Crete. The BHG in Gamma stick to the Malavada Feild, but you'll still get Frrelancers turning up every few seconds, and they are invariably hostile due to the BH pest control we have to carry out. Still,
/signed


Oh, it's Jammi, I just can't be bothered to switch accounts.

[Image: n4v9g3.jpg]
[center]The blood of the Hispania runs in my veins, the blood of my enemies shall wet my hands.
Life story: From birth 'till death I serve the Corsair Empire
Flight log: Each day, the fight continues


Forum accounts: Jammi (main account), Fanatic (Xeno) and last but not least Custo' Benitez (Corsair)[/center]
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Offline Cyberanson
06-08-2008, 05:34 PM,
#6
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Posts: 1,555
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//Signed.

It's very frustrating, when you can't even see player ships between those horribly long lines of NPC enemies in Minor.

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Offline Tenacity
06-08-2008, 05:36 PM,
#7
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Posts: 9,496
Threads: 635
Joined: Apr 2008

Seems like quite a few people support the idea... maybe we can get this change done in the next mod version.

[Image: Tenacity.gif]
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Offline Jose_de_Tolosa
06-08-2008, 09:55 PM,
#8
Member
Posts: 44
Threads: 2
Joined: Mar 2008

You know what?

/TRIPLEDOUBLEMEGASIGNED
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Offline Seth Karlo
06-09-2008, 10:59 AM,
#9
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Posts: 2,985
Threads: 141
Joined: Apr 2008

Easiest way for the developers to change it would be to alter the patrol paths. I'm not sure if they can be altered or if they have to be deleted and reamde.

Nonetheless, I can do it, so a developer (proper one) should be able to. Might take about an hour or so to do all those planets.

[Image: SethSig.png]
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Offline Panzer
06-09-2008, 11:51 AM,
#10
Man of iron, blood and Nyxes
Posts: 3,092
Threads: 56
Joined: Dec 2006

I vote in favor of a total NPC reform.

Let them get top stuff - Starblazers, Griffins, Liberators, Wraths, Phantoms, Hussars, Templars, Chimaeras, Wyrms and everything.

But let their numbers be lowered significantly - no more stuff like 12 starfleas chasing me, a dozen freelancers outside thegate in sigma 19, the situation around Toledo et ceter et cetera...

And no more armor multiplying beyond what a player can ever hope to have. That is plain cheating.

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