NPC suggestions. Also, use Weekly Challenge board to garner some NPC designs from players.

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    We need more NPC ships. But adding more default designs requires building and designing them. And that takes time away from other playtesting and code-working (and just having fun with thunderdome duels). Not to mention having to redo them to be viable again if some aspect of the game relating to ship design gets significantly overhauled. Therefor, the ideal solution is to outsource NPC design to people willing to do it for free of their own accord. Such people fortunately exist; they are this game's alpha playtesters.

    The weekly challenges board has been grossly underused. So why not use it (and maybe rename it to better reflect its new purpose) to run contests for vessels to be used by NPCs? Throw in a little legalese into the topic to make a point that by submitting a ship to it, a player is giving that design the to devs to do with as they see fit, and you are good. The winning entries can be added to a pool of ship designs used by the NPCs by default. A number of other rules are also necessary, including perhaps a certain format to the submission (must post images and a link to the blueprint file, for instance), and some guidelines based on the ship challenge in question (appearance, size, etc).





    Which brings us to the second part of this topic. Enhancing the NPC system a little. I have two ideas for this.

    1. NPC-faction-specific ships. Pirates and civilian traders (and whatever other factions eventually get added) need not use the same ships. In fact, its best if they don't. Allow them to not use the same ships, and that is accomplished. The question of "what different ships?" is taken care of by the afformentioned series of design contests proposed. We players will supply them for you ourselves. And you can tailor the contests and cherry pick their applicants for ships which best match the appearance you want for the faction in question.



    2. Scaling NPC "cost rules." Put simply, set it such that the total cost of a pirate wing's ships cannot exceed a certain value. A value that increases dependant on the minimum absolute value of the sector coordinates. And which may completely exclude ships from certain sectors.

    In other words, the farther out you go, the stronger the pirate spawns will become. Perhaps none will spawn within, say, 3,3,3 and -3,-3,-3 or something like that. And up to 10,10,10 maybe you will only see fighters (maybe lower, maybe higher, depends on the scaling factor). The farther you go, the larger the available cost to spawned pirate wings, with a cap set somewhere with regards to total number of ships, so you don't ever see more then 1-5 pirates at once.

    Different NPC factions could follow different scaling methods, such that Traders use different scaling mechanics for their wing cost caps.

    As AI gets improved, a "Military" faction could be added that escorts Trader ships with a force that scales similarly to pirates. This Military faction could also be put in charge of protecting shops in place of traders, with them following a special spawn rule for those (perhaps the cost limit for shop defense is based on the attacking player's own ship cost).

    A last option would be to, instead of using sector numbers, to have each system have a randomly preset value for each faction's general activity level, which determines how powerful the ships of each faction are there. With the system spawn is located in being unique in that its not random and always has certain settings for its NPC ship cost allowances.



    Lastly, when more NPC factions start getting added (and the envisioned quest system gets added), a reputation system would be good to put in. Such that, if you attack shops too much, they will stop selling to you or buying from you. But perhaps a type of "mercenary station" or "black market" location would still be willing to. And if you attack shops enough, pirates may start treating you as neutral, and allow you to buy from certain pirate locations. Naturally, attacking and killing pirates would make them like you less, and perhaps make the trader's guild like you more.

    So basically, you'd best not attack shops to get at ship parts from defenders unless you are willing to deal with some of that stuff.
     
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    #2 Using the |value| of the sector to calculate average pirate strength seems great for keeping the early sectors clear and letting you choose when you want to fight better pirates. Maybe once a \"day\" (the option to set day length is in the server config file) a random number 1-20 would be generated, if a 20 was rolled there would be a double strength pirate attack. And maybe if it was less than 5 there would be little to no attack.

    #1 however seems odd. Who are the merchant guild selling ships and equipment to when not selling to the players? The pirates, so the ships would be similar. Who are the pirates \"acquiring\" ships from when not harassing the player? The merchant guild. AFAIK there are only humans so far, so the ship designs would likely be similar. Maybe just have the pirate faction have a different hull color than the merchant guild? (I was going to suggest this would reduce the number of ship designs we have to download and store, but I think the different hull color would have to be a separate design). This would also auto-balance battles between the pirate AI and the merchant AI if they\'re all using the same ships.

    I would download a bunch of designs just for my pirates to use, but I\'d be too tempted to buy the ships and fly them instead of building my own and learning how to build better ships.



    Getting better pirate ships from the players is a common, but still excellent idea.
     
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    More Content = More Fun

    I love the Idea.It would also be great if there would be a kind of Diplomatic-System that gets altered if you destroy a ship (should be fairly easy to implement)

    The Advantage of joining NPC Guilds for the player should be that NPCs will start to spawn around him and Follow him.They would populate his Space Station and eventually (seems hard to add) buy from his shop.

    Eventually Schema could add an Faction block which allows you to start Requests (for either Ships or Employees[those would be an AI ship])
     
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    After all, traders aren\'t going to actually FLY the same weaponized vessels that pirates would. Pirates typically fly somewhat roughshod looking things that are armed reasonably well, while traders more traditionally use, well, trading ships.



    Also, allowing different factions different ships will open up the option for server owners to not worry about \"spawn abuse\" or some such.
     
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    We do need a separation between trade guild ships and pirate ships, although a more in customizable AI would be much better. I also don\'t see much point in adding lots of ships to the default cataloged as server admins already have full control over the types of ships that the AI use.
     
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    Sven_The_Slayer do you mean for the admin to make a bunch of NPC factions? If so, thats fine but really this topic is to improve single player from the looks of it.

    As for the contest I think submissions for ships shouldn\'t be sent to the devs. They have enough to worry about right now although the idea is good. I think there should be an in-game list of submissions. There would be another tab in the menu that would say \"Submissions\". In that tab there are sections for most popular (by popular vote in-game), biggest, smallest, and new. When you click a ship there will be a picture or pictures and all it\'s stats. Under that are buttons to add to the pirate faction, trading guild, and other factions. Everything else is really great.
     
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    Yeah the current ship upload system on the site is such a mess, what with people just re-uploading heldtech ships and the default Isanth over and over again, ships are also not tied to our accounts so we cannot delete, update or search based on creator so there really isn\'t a good resource for server admins to find decent ships to populate their server with. There would have to be a better system in place for users to upload, manage and share creations before the devs sould even think about making it available in game and even then there is not much of a reason because the game already has a ship manager, but it could do with some more rounding out.

    It would, however, be great to have custom \"resource packs\" of ships that are well balanced and aestheticaly matching to make it easy for server operators to be able to add a diverse population to their servers but I still don\'t think it really needs to be anything that gets added to the default game.
     
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    I got to move my ass and create some designs.I already got an really awesomeish design but that shall never get replicated since Chuck Norris would kill me for creating something more awesome than him.

    Honestly it is awesome.... Well back on topic I like the Weekly challenge idea I hope to see a lot of ships
     
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    They ought to split that up a bit too.

    For instance, separate the option to save a ship to the catalog from the option to import a ship. So that it becomes an option for a server to allow purchasing of ships made on that server, but not allowing outside ships to be added.

    If they also throw in the option of choosing whether to buy a ship with credits, or to require its parts in player inventory (effectively making it just a \"quick-build\" option for them), and/or possible add an option to set size limits for allowable catalog ship size, it would really help out with servers that might allow the use of blueprints if such limits were around to prevent some of the current potential for abuse.
     
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    Basically, if you want to impliment a system where the NPC factions get different ships based on sector numbers and/or which faction they are, you need a couple different ships so that \"vanilla\" servers and players (who may not enable pirates to use player-saved ships or bother with altering contents of the default ships folder) will be able to generate debug data for you. But of course, throwing together some suitable NPC ships is just one more thing that needs to be done.

    If Schema or other devs were to want to use some of their free time to make a few such ships, that\'s all well and good. If they would prefer to let us make a few for them, and generate some community interaction in the process via a weekly challenge, that also works. Either way, by the time this game reaches late beta, it would not surprise me if current ship designs are somewhat iffy on account new mechanics and other such things that get added and/or changed between now and then. And that\'s assuming they don\'t make such level of a change in some aspect of mechanics, game engine, or coding that it becomes downright incompatible with previous versions.

    Either way, updating the default ships from time to time isn\'t necessarily a bad thing, and more then one would be needed if any changes are planned from the relatively simple AI ship-choosing that exists at present (3 or 4 default ship designs for the AI would allow suitable testing of the 2 suggestions I made, as it would allow 2 ships to be used for difficulty-with-distance=scaling testing, and 1-2 more that can be used to make sure a different faction properly uses its own ships).







    As for why to have different factions use different ships... What kind of \"traders\" would fly around in fighters or other ships with laughable cargo capacity (infinite player inventory notwithstanding)? And if you consider the traders to also be the military, it seems odd that outlaws would have access to the same military grade whatnot that the official armed forces do.