- Joined
- Mar 15, 2015
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Once you make a good enough ship, then pirates become so easy that fighting them is no longer fun. It would be cool if pirates got increasingly harder the farther away you get from Sector 0,0,0
DEFAULT_BLUEPRINT_ENEMY_USE = true //Default option for blueprints not in catalog yet
we can also then use the scores to determine pirate spawning by difficulty, and adapt it depending on how powerful the combined scores of the players in an area are, which should lead to a lot better scaling difficulty and therefore more fun.
AIs are always too easy as soon you learn their particular ways or get the right gear.Once you make a good enough ship, then pirates become so easy that fighting them is no longer fun. It would be cool if pirates got increasingly harder the farther away you get from Sector 0,0,0
The AI as it is now is completely incompetentAIs are always too easy as soon you learn their particular ways or get the right gear.
Fight humans.
I've never heard "humans are too easy." Not ever.
This is spot on. Upscaling pirate ships is a dead-end approach to improving MP server play. It hurts far more than it helps, and so many MP servers fall into that trap because a handful of short-sighted players start loudly demanding it.Well, the main problem for this is the same as for servers with custom pirates.
If they are tough enough to be entertaining for the established players, then they are so strong that they walk all over new players. It is not fun at all to try and get started on a server who's pirates are built to be a threat to somebody thats been there for 6 months and is fielding planet sized cruisers.
It just ends up being a huge "New players aren't welcome here" sign which eventually causes the death of a server as older players fade away and no new ones come in to replace them.
Simply making the pirates stronger the farther out you go doesn't work either, because older players will often be the ones at the center of the galaxy, who got there first, meaning new players have to constantly move farther out to find unclaimed space, right into the path of the harder pirates.
I think the approach the devs are taking is perfect. The best way to provide some variety of difficulties in AI opponents is to have random regions of harder and easier enemies. The NPC faction system looks like it will do something along the lines of what you're saying here, which is to procedurally generate regions of AI opponents of varying difficulties and characters.One approach to balancing it could be to show how much territory in a particular galaxy/bit of the universe is under control by that group, which could determine the size/strength of their fleets. That way if you're looking for a fight you'll know what you're getting in for. So a single system would be very manageable, and a huge clump of 20 systems would be fielding formidable groups of ships.
I'd like to be able to get a rough idea from the map, but honestly I hope that it's only very rough, because one of the most fun activities in the game is running reconnaissance missions (or sending recruits to run them for you) that have real meaning.I hope defense strength in faction territory does end up based on areas controlled, distance from garrisons, strength of controlling faction, all of that. It will give a lot to the game, especially if you can tell, by looking at the map, what the strength of an area is.