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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 329
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So people don't like Safezones. OK that's understandable. Scorch said there will be more AI to fill in the gaps, so lets leverage that have varying levels of AI patrols.
Sectors closer to the stations should have more AI patrols that sectors far away. Unreg shouldn't have any patrols. Yes, I'm talking about an EVE style system here. Civs can still get ripped, but the AI will respond. Also, I want to add a panic button to the mining and transport ships. Something that announces you are under attack and brings help before it's too late. |
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
Unlike EVE Police should never spawn on top of an attacker. The police should just fly around on patrol. When the police get the call they vector in to pursue the attacker.
They need police lights too. One issue is EVE style police griefing. A solution could be making it so police only attack if the shield of a victim's ship is dropped. Police respond to fire but issue a warning first to cease fire while the victim's shield is up. Otherwise griefer are going to be flying through mining beams and the like. |
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__________________
Something is Fowl in the State of Quantar |
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 329
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
The exact mechanics about spawning could be worked out in beta. They could spawn closer or farther away, depending upon the sector.
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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 329
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
they should have specific weapons designed just for them:
Pepper spray missiles that affect your HUD Tazer type lasers that disable your ship without killing you |
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
So wait.. are these LA cops or new york cops?
Either way, i'm opening the first Donut Delivery Business.. i'll never be pirated again ![]() |
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__________________
"Come on guys, this is the internet we're talking about. Guys are guys, girls are guys, and kids are the FBI." --Injustice |
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
I think that having cops that do only non-lethal (yet annoying) damage would be good. I would NOT have them spawn, instead they should follow their regular patrol paths, thus creating a natural safe zone (by mining along known Patrol Routes).
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
I actually like the general idea, though I'd be wary of making the drones "one hit, one kill" wonders (as I understand EVE AI cops tend to be).
As an additional thought/idea, to try to cut down on abuse of the system, how about keeping track of who makes false calls for help (that is, no danger), and with enough false calls the AI cops will start downgrading the response priority for the guilty party? Nothing immediately a problem, maybe 10 false calls, to start, or some higher value. Granted, this isn't an absolutely vital thing, and may not even be worth the effort required to code it in, but I think it would be a nice addition if it isn't too much of a hassle. |
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__________________
Just another nohbody professional statwh0r3 |
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
No make them like British cops and give them batons only
![]() Besides, Quote:
I think you'd of been more correct saying that safezones dont appear to be popular with many among the pvp crowd. |
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
Quote:
I always liked how the GTA games handled their NPC police. They seem to make their NPCs respond to threat levels from the player. This applies only to factional space... Make a small infraction and you will go from threat level 0 to 1. An NPC will stop you if he happens by and over time the level will drop back to 0 again. This could take care of accidental firing on a civilian. Repeated firing upon a civilian raises your threat from level 1 to 2 and an NPC officer will be actively hunting for you for your arrest/warrant. Decay is lot longer to go back to 0 again. Continue to fire upon a civil raises your level again. Level 3 thru 4 are basically like level 2, except more NPC police are involved in the chase. Still decay is lot longer to go to 0. Killing a civ or fac police gets you level 5 threat rating and along with NPC police, "special" TRI units are sent for your capture/demise. There is no decay of the threat level and money must be paid by the offender as well as working off the PR to bring his threat level back to 0. If a pilot is at level 5 he may run to unreg and stay, however any faction space he goes into, factional police units and "special" TRI units will come gunning for him. This could be expanded in a lot of ways like, special, one time use, "no arrest drops" that will drop a player from level 4 to 0, etc. |
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
may i say that Freelancer had cool police/military patrols that also responded to threat level, and weren't Unkillable Drones that killed you in one shot.
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__________________
Josip Broz Tito |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 794
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Re: No Safeszones? How about different levels of AI patrols? (and a panic button)
I like the general ideas expressed here and particularily alphabet's expansion. Makes it very believeable. Then again, the possibility of a Combat Patrol mission would be a good thing as well, with higher payouts to patroling in higher danger routes/sectors/areas.
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