IDEA: 1 Special UFO npc

Ideas for improving Starport:GE

Moderators: Moleman, Kwijibo, Luna

Should This Be Part of Starport???

Yes
38
79%
No
10
21%
 
Total votes: 48

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Severon
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Post by Severon » Sun May 27, 2007 1:58 am

I would really love it since colonies dont make the exp. like they used to.

repaxan
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Post by repaxan » Mon May 28, 2007 7:14 am

Ralf the Dog wrote:Make the UFO ship a cube. Your ship does not get blown up by it, your ship gets assimilated into its escort fleet. The longer the ship is out there the harder it is to kill.

After you blow up the main ship you can still have the fun of taking out the escorts.
So... how do you play the game after you get assimilated?

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Thunder22
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Post by Thunder22 » Tue May 29, 2007 6:47 pm

sound like a good idea it would keep the most expericned vets with their hands full

Shawn Millican
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Post by Shawn Millican » Wed May 30, 2007 2:01 pm

It's 1 NPC. How would it keep their hands full?

Major.Arse

Post by Major.Arse » Wed May 30, 2007 2:18 pm

nuke-renuke a wise man once said...otherwise:

why not. sounds like fun. however it requires new game art and tons of code.

Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

Elemayo
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Post by Elemayo » Wed May 30, 2007 2:26 pm

This is a great idea, even Toonces likes the idea of Boss NPC's. Somebody should point this to him.

I think this NPC should be extremely hard to find. You can buy drinks to get tips on it's location. It should have:

between 50k to 200k Xp
between 1000 and 5k Rep +/-
10 Million credits

only 1 random UFO per galaxy

Type: Super UFO

Shields: 24,000

Primary Weapon: any

Special Weapon: Laser Death Beam (fires a homing laser that damages a ship by 600 shields and using 300 energy per shot)

Maximum Speed: 12 kps

Turning: 10 dps

Thrusting: 10 kps^2

Energy Regen: 8 twps

Hardware Slots: 10



This NPC would generally avoid players. This would solve the problem of Noobs getting pwned by them and crying. It would fly out of system, away from players. But, if you attack it, it turns deadly. Unleashing up to 10 nukes on you. Or even the idea of letting it deploy lasers/mines, would be kind of cool. Attacking such an NPC should be risky, even to the most experienced players, but the rewards should be plentiful. If you land to reshield, or renuke, it should make a run for it. And it should be extremely hard to track down, as it's constantly on the move. Maybe have a specified Name for this NPC? Allowing someone to stumble into the same system of it, just as it's warping out, and recognize it.

Major.Arse

Post by Major.Arse » Wed May 30, 2007 2:33 pm

Wow!!

I actully typed some of what you said Mayo, then deleted it not knowing if it was good or bad. Just for turds and laughs heres what i deleted:

you should be able to buy drinks for locations. or through u.n. reports.

...and "wouldnt it be funny to see this bad-donkey building laser walls?"

Elemayo
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Post by Elemayo » Wed May 30, 2007 2:47 pm

And adding in, the shields and cargo of this NPC should be reset back to 100% after 2 hours of non-combat with other Players.


And to add in an even crazier idea, how about the longer it goes without being killed, the more exp and money it gets? (This would probably be easier to implement) Or maybe it goes around killing other NPCs? Thus allowing it to gain credits and exp.


This is a pretty wild idea, but Toonces would love it. Somebody point it to him in a PM or in game.

Elemayo
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Post by Elemayo » Thu May 31, 2007 10:23 pm

Zenova wrote:pretty sucky to be barging or something and run into this. But i do like it
Its not aggressive. It will just run, rather than attack the noob flying by.

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Stklr
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Post by Stklr » Thu Dec 27, 2007 10:58 am

my biggest bump ever :shock: :shock: :shock:

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Talak.Winstar
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Post by Talak.Winstar » Thu Dec 27, 2007 3:36 pm

Severon wrote:I would really love it since colonies dont make the exp. like they used to.
Dang, I've not seen Severon or any of the other guys who posted in the earlier pages of this thread in a loooooong time. :?

xi
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Post by xi » Thu Dec 27, 2007 8:22 pm

why not just have it shoot the solar cannon missiles?

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Stormy
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Post by Stormy » Thu Dec 27, 2007 8:25 pm

Only one? What use it it when it's dead?

DionysuZ

Post by DionysuZ » Thu Dec 27, 2007 8:33 pm

if the primary is any short range weapon this npc is too easy to kill

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Luna
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Post by Luna » Fri Dec 28, 2007 1:33 am

This was originally posted in October of 2006. Old, geriatric topic.


If one NPC did have this ability I'd hope it was non-aggro. That aspect would protect newbies and low level ships, and would only effect those that wished to engage in battle.

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Nomad
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Post by Nomad » Fri Dec 28, 2007 1:36 am

Luna wrote:This was originally posted in October of 2006. Old, geriatric topic.
damn necromancers - they need to be shot :)

anyway - i like the idea of upgraded/tweaked npc's to some degree, but there's a few things i'm not that happy-happy-joy-joy about with this one....

MorteshDoomLord
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Post by MorteshDoomLord » Sat Jan 26, 2008 3:54 am

maybe tokens should be reward too hmmm if its 1 per server :P



mortesh the token whore.

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Lumanaty
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Post by Lumanaty » Sat Jan 26, 2008 10:12 pm

I LOVE IT

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feenix
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Post by feenix » Tue Jan 29, 2008 5:04 am

can't wait to see it in action :twisted:

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Thavy
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Re: IDEA: 1 Special UFO npc

Post by Thavy » Thu Dec 24, 2009 2:24 am

bump

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kenoneill
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Re: IDEA: 1 Special UFO npc

Post by kenoneill » Thu Dec 24, 2009 6:25 am

I don't know if it's possible but npc's should have a memory.If you kill an npc weather good or bad and weather your good or bad it should remember and if it see's you in a system it should attack you.Now this cant be everlasting so i suggest that it only last a calender month. Basically when we get our achievement points the first of the month the npc's are reset

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pbhead
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Re: IDEA: 1 Special UFO npc

Post by pbhead » Thu Dec 24, 2009 4:45 pm

well... I LOVE how npcs will chase you.. great ai there.

and of course they still travel in packs.

However... they dont reshield... so you will have a warrent officer engage you with 20% shields left... its its like... wtf?

and... I have not seen any NPCs in Intergalactic ships recently... which is kinda sad. :-(

and NPCs cant cloak right. they turn it off as soon as they cloak. kinda useless. actually, alot of the AI secondary weapon usage needs to be adjusted

Now.. hehe.... If... NPCs could buy mods... then you could have your super ship... haha! imagine a IGS NPC with grav and EMP and a few speed mods... I think that might ruin your day if your invading a colony, and pop off the colony to see this in orbit... with a small pack of lesser ships with it! you get emped... you can prolly say good bye.

NightgraderP6
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Re: IDEA: 1 Special UFO npc

Post by NightgraderP6 » Wed Dec 30, 2009 11:40 am

While i do like finding the rare IGS NPC, lets face it, It's just too easy to kill (even with out nukes). I have cleaned whole hoards of npc's from a system. The fact that they follow a player when doing a large circle around the map just makes it no fun. Adding a UFO NPC would NOT fully solve the problem of NPC's being a better challenge. A revamp of the NPC AI needs done first. For instance : When a npc gets low on shields it turns away from you and runs. Why not fly backwards to warp so it can still shoot (depending on it's weapon). OR, why not throw in a fake retreat here and there, or a temporary "break off". I have also noticed that NPC's have leaders, Kill it and the rest run. Why is that? I agree with luna about NPC's not attacking newbs, gives them half a chance to get started at least. But for the record, I voted yes.

Nightgrader

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