PopulationControl.oxz

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
stranger
Deadly
Deadly
Posts: 139
Joined: Thu Apr 05, 2018 5:31 am
Location: Vladivostok, Russia

Re: Too many pirates...

Post by stranger » Wed Apr 17, 2019 1:07 pm

Tweaking population rules based on system government / TL / maybe GNP seems most logical solution. We have already such dependencies in vanilla populator, so you can just enhance its magnitudes.
Tweaking AI (parameter accuracy) is another approach and it was realized in Skilled NPCs. It really works for me, making system danger levels very different without redefining populator.

User avatar
Mikkail
Average
Average
Posts: 11
Joined: Mon Jul 16, 2007 9:56 pm
Location: Auckland, New Zealand

Re: Too many pirates...

Post by Mikkail » Thu Apr 18, 2019 7:59 am

Disembodied wrote:
Tue Apr 16, 2019 8:54 am
I think - and this would preserve the non-player-centric nature of things - that it might be better to change the populator by government type rather than by player rank. Keep pirate groups small (from lone-wolf raiders to a larger ship plus two fighter escorts max) in Corporate States, Democracies, Confederacies, and Communist worlds. Start bringing in larger packs from Dictatorships on. Allow the total number of pirates and pirate packs in a system to increase as government levels drop.

Players of all ranks can then avoid big pirate packs by sticking to safer systems. If a beginning player - or an experienced player in a big, slow, or otherwise non-combat-optimised ship - gets attacked by large gangs in a dangerous system, then it's their own fault.
I've been playing the OXP today, and it seems to work well. I agree with the above - once one gets to a certain level, then it is up to the player how many pirates they wish to take on, also depending on the role they take on in-game (trader, bounty hunter, or ...)
The fact that no one understands you doesn't mean you're an artist.

User avatar
Mikkail
Average
Average
Posts: 11
Joined: Mon Jul 16, 2007 9:56 pm
Location: Auckland, New Zealand

Re: Too many pirates...

Post by Mikkail » Thu Apr 18, 2019 8:04 am

phkb wrote:
Tue Apr 16, 2019 12:27 pm
A general question - should this limitation on the size of pirate packs in safer systems have an expiry? eg when the player reaches a certain score? After a certain number of in-game days has passed? Or just keep it in place permanently?
I'd vote for leaving it in place permanently - it is removable if someone finds it unnecessary after a while, and to me it takes it back to the Elite I used to play. Also like the idea of still risking running into larger packs in "unsafe" systems; if you go there, you were warned to keep enough fuel to jump to safety or be prepared to eject ship... :D
The fact that no one understands you doesn't mean you're an artist.

User avatar
phkb
Commodore
Commodore
Posts: 2281
Joined: Tue Jan 21, 2014 10:37 pm
Location: [p]laying [h]ard and [k]icking [b]utt somewhere in G7...

Re: PopulationControl.oxz

Post by phkb » Thu Apr 18, 2019 10:54 am

Mikkail wrote: I've been playing the OXP today, and it seems to work well.
That's good news! If everything keeps hanging together I'll add this to the download manager.

And hat-tip to Disembodied for splitting this discussion into its own thread.

User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 1315
Joined: Thu Jun 20, 2013 10:22 pm

Re: Too many pirates...

Post by Redspear » Thu Apr 18, 2019 12:54 pm

phkb wrote:
Tue Apr 16, 2019 12:27 pm
A general question - should this limitation on the size of pirate packs in safer systems have an expiry? eg when the player reaches a certain score? After a certain number of in-game days has passed? Or just keep it in place permanently?
As others have said, I don't think it needs an expiry and would be better without one.

However, as you've included a small chance of a large pirate pack appearing, I'd consider applying it to that i.e. no chancr of them apparing until expiry conditions met. If a player is unlucky enough to meet a large pirate pack on on of their first few trips then it remains a major inconvenience, however unlikely.

Suppose such packs inly start appearing once the player has reached Above Average rank, he or she should have a challenging but not impossible time of it.
"With our thoughts, we make the world" :-) - - - Game too slow for you? Masslock Compensators - - - Trouble getting out of trouble? Indestructible Injectors

Rustem
Deadly
Deadly
Posts: 161
Joined: Mon May 25, 2015 5:23 pm
Location: Russia

Re: PopulationControl.oxz

Post by Rustem » Fri Apr 19, 2019 10:05 am

Also may be reset a large missionVariables.deep_space_pirate_kills via special mission(for advanced players) in the hacker outpost?

Post Reply