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Hey, don't forget about us peaceful trader types!!! If you make it too hard for people without extraordinary reflexes, you're going to lose a lot of players (and drive away new ones).
I'm worried about the new running blockades difficulty especially. Does this apply to traveling through war zones (as a non-participant), too? How will I be able to deliver my cargo? It's hard enough without getting shot up now. Jude
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Jude wrote: **Hey, don't forget about us peaceful trader types!!! If you make it too hard for people without extraordinary reflexes, you're going to lose a lot of players (and drive away new ones).
I'm worried about the new running blockades difficulty especially. Does this apply to traveling through war zones (as a non-participant), too? How will I be able to deliver my cargo? It's hard enough without getting shot up now. Jude **
words of wisdom from one trader to another: cloaking device ahh, i dunno what gov't gives the cloak off the top of my head, if any... the miranu or azdgari maybe, i dunno. or a fast or heavily armored ship. or have some escorts.
speaking of escorts, they're gonna be smarter too right? esp. naval escorts? it'd be neat if they found their own damn targets
------------------ "what do you call a boomerang that don't come back?" "a stick."
(url="http://"http://209.67.19.99/~da_mac/orion/")()rion Productions(/url) ~ Robin ( (url="http://"mailto:funky_cheeze@usa.net")mailto:funky_cheeze@usa.net(/url)funky_cheeze@usa.net
The cloaking device comes from the ue mission string where you have to spy on the vionian drednaught (sp)
------------------ Only a few can survive true vengeance and they are my friends
I'm particularly talking about the Voinian blockade of Pax when you go to rescue the Voinian defector. In that misn, the Voinian blockade ships are all angry at you as they are told to do so in the misn resource. Running blockades where you are a non-participant (unless you have made the govt doing the blockading VERY angry) shouldn't be a problem.
As for it being too hard for people without extraordinary reflexes, I heard somewhere that mattb was looking at tying the new AI to a persons combat rating, so that early on in the game, when players have no money and relatively weak ships, everything is a bit easier, but as a player progresses and kills more ships, things start to get more difficult. So if you don't shoot anyone, things will be a lot easier on you. But only if mattb does this (at this stage this is a completely unsubstantiated rumour, and it may prove to be completely untrue, but I think that it is a pretty good idea).
Frandall wrote: **Your skills might be extraordinary, but I would like to see you get out of a Voinian blockade of 5 ships (all appear on top of the spob you're taking off from) in a scoutship with no upgrades and no Afterburner. Possible, but definitely not easy. And if 1.0.2 is good enough (and it will be once mattb has worked out a few relatively minor kinks)m you'll find a way to get your hands on it. **
My skills are probably no better than most peoples' on these boards. I don't know, though, which is why I'm pushing for Arena EV. Anyway, what the hell kind of blockade starts right on top of the planet? With no afterburners and a scoutship, you'd be an idiot to try it. I'm not going to say I could do that without playing it, but I wouldn't be stupid enough NOT to buy an afterburner. And personally, I like those frontier express ships best. (What ARE they called? I haven't had EVO in a while, and can't remember.)
------------------ Three years and my pizza still isn't here.
Maybe I should call.
I guess I'm just a realism freak, but I feel it's not realistic to tie combat rating to AI. It makes some sense for AI captains to not take weak ships seriously, but in that case if they start taking damage they would notice it.
Personally I think that it would be nice if this was all customizable, but I understand that would be difficult to implement. I think it'd be nicer to be able to define AI skill levels for different combat ratings for different dudes, perss, and other ships. That way, you can integrate these both ways into a scenario. But I'm guessing 1) This is difficult and time-consuming to do and 2) This won't end up happening.
Mike Lee (Firebird)
Firebird wrote: **I guess I'm just a realism freak, but I feel it's not realistic to tie combat rating to AI. It makes some sense for AI captains to not take weak ships seriously, but in that case if they start taking damage they would notice it.
Mike Lee (Firebird)**
Realism is only nice in a game if it adds to gameplay. If it just makes the game impossible to play for most people, then it isn't worth it. And there are people (read Jude's post), who have no desire to go out and prove that they are worthy of their cownoy boots by shooting everything that moves, and a lot of things that don't. So, if you don't like the fact that things will be easier to kill when you begin, remember that you start in a shuttle craft, and as soon as you get one kill, things become more difficult. If you want gameplay to be challenging, go out there and start shooting stuff. As you get better, you'll find the game more and more challenging.
And as for it being completely customisable, I agree it would be nice for any scenario or plugin designer to be able to say how good or bad each ship, pers, dude, etc individually, but for now, having a better AI generally is a big step forward.
i don't know who else asked this, or if anyone asked this, but how do you make Krait fighters heaps powerful, are they faster, have better weapons, better armour what?
i'm really interessted.
Harder gameplay will really make EVO better, cause combat in EVO at the moment is a bit to easy when your in an Igazra.
------------------ Jt
Heh heh... looks like destroying the Dreadnought isn't going to be done in Kraits after a while...
------------------ "I don't say yes or no, more like the other way around"
Ankh Starrunner, The Diamond Blaster
Ankh Starrunner wrote: Heh heh... looks like destroying the Dreadnought isn't going to be done in Kraits after a while...;)
If you're you, you should still be able to, they don't call you you for nothing. Try doing it in a Freighter.
------------------ Andrew M, fleet admiral of the Na'jan'té interstellar fleet.
"Vessel Identified. Federation Starfleet, Intrepid class. 143 life forms. Prepare for assimilation." -The Borg
I like chicken soup, and I read Star Wars For Dorks because I don't understand the plot
What is the Monty Python manuver????????
robotech fan wrote: Philcat is sooo cool, so don't get mad at him!!:mad:
robotech fan (again) wrote: Yea Philcat!!!!!
Mapusteel wrote: I like chicken soup, and I read Star Wars For Dorks because I don't understand the plot
Cassy wrote: What is the Monty Python manuver????????
Uh huh. Quit spamming. Lesse these IPs:
robotech fan 209.50.113.194
Mapusteel 209.50.113.194
Cassy 209.50.113.194
All the same, coincidence? I think not. Do you even know what EVO is?
(This message has been edited by Andrew M (edited 03-16-2000).)
Hey Matt, the AI sounds great, but I have one thing to ask. Could you change it back to where a gun only takes up a gun slot and a turret only takes up a turret spot? I don't think it's that hard of a change plus a lot of people have been complaining about it. And with that spiffy new AI, were going to need those extra slots.
------------------ -Shade
"Cannibals are people to."
(url="http://"http://www.theonion.com")The Onion, America's finest news source(/url)
Hmmm, I wonder if Matt is still reading this; I understand he has a lot to do. If he isn't, perhaps somebody on the ATMOS team, if they agree, could ask Matt to do this. Then again, I still doubt it would happen if he did read this. Thanks anyways.
ShadeOfBlue wrote: **Hey Matt, the AI sounds great, but I have one thing to ask. Could you change it back to where a gun only takes up a gun slot and a turret only takes up a turret spot? I don't think it's that hard of a change plus a lot of people have been complaining about it. And with that spiffy new AI, were going to need those extra slots.:) **
Okay, well...oh, damn. I have to go for a minute. I'll finish in about 10.
Okay, sorry bout that. Now, shade, about the turret2gun thing. You're right, it's rather silly. I know Matt did it to stop people like me putting 3 turrets and 5 guns onto a ship, but thing about it realistically.
Turrets go on the top or the bottom of the ship. Guns go on the nose or the wings. You try sticking a turret on the nose of a ship, or guns on the fuselage. I don't think so!
Sorry Matt, I don't want to diss you, but it's true.
Besides positions as you mentioned, it also gives a truer measurement of the ships upgradeibility. Say you have a heavy fighter with 4 gun slots and 1 turret slot and it comes with 4 guns standard, you'd think at first that you could keep your original firepower and add a tuuret, but in fact you, have to sell a gun then buy your turret. On a ship with just one or two in each the consequences are greater; you could only have one or the other. On a ship with one gun slot and several turret slots, you wouldn't even be able to use the gun slot unless you sold all your turrets.
Actually, the guns vs. turrets thing hasn't changed since the original EV - the issue lies in the way the Override scenario is configured. (check the 'outf' resource flags in Override Data 2 if you want to see for yourself) I'm not sure why Peter decided to do it that way, but there it is.
mcb
------------------ ----------------------------------------------------------------------- Matt Burch | "If it's not on fire, it's a software problem." mburch@ukans.edu | [http://www.ambrosiasw.com/~mburch/ -----------------------------------------------------------------------://http://www.ambrosiasw.com/~mburch/ ...---------------](http://www.ambrosiasw.com/~mburch/<br /> -----------------------------------------------------------------------)
Yeah, Matt, I did actually notice that all guns/turrets in the outf resource are guns. (or turrets. They're all the same though.)
When I had EVO, I fixed it myself. I advise anyone with plug developing skills to do the same thing.