Hi all,
first and foremost I have already talked to the council about this, but back then the idea wasn't fully fleshed out yet, so I figured I'd compile it into a coherent list. Also note that all points belong together, so please judge them as a whole, not individually.
I suggest the following steps:
1. Separate general AI accuracy (player drones and turrets) and pirate AI accuracy in the config. This will allow additional difficulty tuning.
2. Hold a "pirate community contest". Players could submit their ships from community content in varying diverse size classes ranging from isanth-size fighter to 20-30k mass. Judgement criteria should first and foremost be aesthetics, and after that AI compatibility. Winning ships (there should be at least several "winners" per class) go towards default public blueprints (unless removed by the administrator). These are also usable by pirates! (Note: point below is very important)
3. New pirate difficulty setting in the config (separate from pirate accuracy and player AI accuracy settings). This setting would be a percentage with a default value of e.g. 50. Whenever a pirate would normally spawn, the game would look at all player piloted ships in sector loading range and select the one with the smallest mass (alternative: any compromise between lowest and highest mass, or even complex formulae to take a whole fleet into account - like for example (sum of mass)*(some factor)).. It would then multiply this value with the pirate difficulty setting and use the result as upper mass boundary for the possible pirate ship selections.
4. New pirate difficulty growth setting in the config (separate from all previous). This is a floating-point value between 0 and a reasonable number. This value times the distance in systems from the universe spawn would be added on top of the pirate difficulty percentage mentioned above. If multiple players are affected, the lowest distance to spawn of any player is relevant (alternative: any compromise between lowest and highest mass, or even complex formulae to take a whole fleet into account - like for example (sum of mass)*(some factor)).
Advantages:
- Players would experience progress even in singleplayer. The bigger the ship, the bigger pirates will be spawning - which will drop more loot and in turn enable the player to upgrade their ship again.
- Very distant systems would be extremely dangerous (depending on the masses of the largest available blueprints). They would also be were experienced players organized in fleets would hunt for maximum loot - far away from the newbies.
Additions and alterations (as suggested in this thread):
- Separate settings for the trading guild.
- Other possible formulae to set a base mass limit for fleets, including those that go up to or even over the maximum mass of any ship in range.
Example 1: Player A (newbie) flies a ship with 50 mass. The pirate difficulty is 50%. The newbie is still at spawn, so distance to the spawn is 0 systems. As such, only pirates with a mass lower than 50*(50/100) = 25 would be able to spawn in any sector that is loaded by this newbie. Assume the blueprints available to pirates are 200, 500, 1500 and 7500 mass, the newbie would be completely safe from any pirates.
Example 2: Player B (theDestr0y0r) flies a ship with 10000 mass. The pirate difficulty is 50%. Player B is currently in a system 8 systems away from spawn, and pirate difficulty growth is set at 2.0. The effective pirate difficulty is now (50+8*2.0)% = 66%. The upper boundary for pirate spawns is now 6600 mass. Assume the blueprints available to pirates are 200, 500, 1500 and 7500 mass, only the first three could possibly spawn.
Example 3: Player A is within chunk loading range of player B. Assume the smallest distance is 8 systems and the pirate difficulty is 50%. The effective pirate difficulty would again be 66%, but it would be multipied with player A's newb shuttle - as such the mass boundary for pirate spawns would be 50*(66/100) = 33, and no pirates would spawn for either player.
first and foremost I have already talked to the council about this, but back then the idea wasn't fully fleshed out yet, so I figured I'd compile it into a coherent list. Also note that all points belong together, so please judge them as a whole, not individually.
I suggest the following steps:
1. Separate general AI accuracy (player drones and turrets) and pirate AI accuracy in the config. This will allow additional difficulty tuning.
2. Hold a "pirate community contest". Players could submit their ships from community content in varying diverse size classes ranging from isanth-size fighter to 20-30k mass. Judgement criteria should first and foremost be aesthetics, and after that AI compatibility. Winning ships (there should be at least several "winners" per class) go towards default public blueprints (unless removed by the administrator). These are also usable by pirates! (Note: point below is very important)
3. New pirate difficulty setting in the config (separate from pirate accuracy and player AI accuracy settings). This setting would be a percentage with a default value of e.g. 50. Whenever a pirate would normally spawn, the game would look at all player piloted ships in sector loading range and select the one with the smallest mass (alternative: any compromise between lowest and highest mass, or even complex formulae to take a whole fleet into account - like for example (sum of mass)*(some factor)).. It would then multiply this value with the pirate difficulty setting and use the result as upper mass boundary for the possible pirate ship selections.
4. New pirate difficulty growth setting in the config (separate from all previous). This is a floating-point value between 0 and a reasonable number. This value times the distance in systems from the universe spawn would be added on top of the pirate difficulty percentage mentioned above. If multiple players are affected, the lowest distance to spawn of any player is relevant (alternative: any compromise between lowest and highest mass, or even complex formulae to take a whole fleet into account - like for example (sum of mass)*(some factor)).
Advantages:
- Players would experience progress even in singleplayer. The bigger the ship, the bigger pirates will be spawning - which will drop more loot and in turn enable the player to upgrade their ship again.
- Very distant systems would be extremely dangerous (depending on the masses of the largest available blueprints). They would also be were experienced players organized in fleets would hunt for maximum loot - far away from the newbies.
Additions and alterations (as suggested in this thread):
- Separate settings for the trading guild.
- Other possible formulae to set a base mass limit for fleets, including those that go up to or even over the maximum mass of any ship in range.
Example 1: Player A (newbie) flies a ship with 50 mass. The pirate difficulty is 50%. The newbie is still at spawn, so distance to the spawn is 0 systems. As such, only pirates with a mass lower than 50*(50/100) = 25 would be able to spawn in any sector that is loaded by this newbie. Assume the blueprints available to pirates are 200, 500, 1500 and 7500 mass, the newbie would be completely safe from any pirates.
Example 2: Player B (theDestr0y0r) flies a ship with 10000 mass. The pirate difficulty is 50%. Player B is currently in a system 8 systems away from spawn, and pirate difficulty growth is set at 2.0. The effective pirate difficulty is now (50+8*2.0)% = 66%. The upper boundary for pirate spawns is now 6600 mass. Assume the blueprints available to pirates are 200, 500, 1500 and 7500 mass, only the first three could possibly spawn.
Example 3: Player A is within chunk loading range of player B. Assume the smallest distance is 8 systems and the pirate difficulty is 50%. The effective pirate difficulty would again be 66%, but it would be multipied with player A's newb shuttle - as such the mass boundary for pirate spawns would be 50*(66/100) = 33, and no pirates would spawn for either player.
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