- Joined
- Jul 30, 2013
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A few awesome additions to the AI and their blueprint settings would include:
I hope everyone likes these ideas. Based on some of the other suggestions I've seen (especially the ones about shops), this might seem to be opposed to those concepts, but from an Admin perspective, having these options would make everything better.
- The ability to turn off Trader Guild response when players fire upon a shop. On my server, I have The spawn area shop protected, as well as the sectors around it, and when certain kids of players feel like logging in, shooting at the shop, and hanging around spawn to watch the hordes of AI pile up, I'm sure you can see how this poses a problem.
- The ability to differentiate between Trader Guild and Pirate used blueprints. I'd love to see the trader guild flying around shielded barges with small happy escort ships, and the pirates flying menacing fighters and frigates. The current setup makes that impossible to control.
- Protected zone toggles AI OFF, or destroys NPC faction entities on entery. This suggestion is similar to my first one, in that it is meant to help keep protected areas from getting congested with NPC's. I run some super powerful hardware, but large swarms of NPC's (sometimes gathered purposefully by malicious players) really puts a strain on the server. We really need a way to mitigate this kind of issue without disabling pirates/traders all together.
- System of managing pirate wave strength and ship assortments. I've outlined my idea for this here. The need is for us to be able to have Pirate ships of varying sizes/power that will spawn with an appropriate assortment of other Pirate ships so as to not be too under or overpowered. Check the link for details.
I hope everyone likes these ideas. Based on some of the other suggestions I've seen (especially the ones about shops), this might seem to be opposed to those concepts, but from an Admin perspective, having these options would make everything better.