Smuggler Archive
Thread: Revamp Discussion: Contraband/Missions PART 2 (Solutions)
majorslappy wrote:
As it seems you will both not be dissuaded and I know that I will not, perhaps we should move the discussion on to other things. Know this however, that I will not stop talking to GM or the other devs about PvP and PvE being separate and equally valid and enjoyable playstyles and I will talk against any attempt to make PvP the default or the constant for PvE players.
PvE is standard, it is what everyone MUST do and learn to deal with to some degree. PvP is Auxillary, learning to survive PvP is different and not a required part of the game, additionally, PvP is not nearly as predictable. Thus I see no reason why choosing to participate in PvP should not have additional bonuses.
As foryour argument here... it is completely valid.. PvP is NOT the default and never will be the constant for those who don't want to participate in it, and it also was not the point of my argument to say otherwise.
Message Edited by SBRD0C on 07-06-2004 02:06 PM
HOTDOG wrote:
Some disagree with me and that's okay but I find it hard to believe that anyone would argue that PvE can be programmed to match PvP.
silversaber wrote:
HOTDOG wrote:
Some disagree with me and that's okay but I find it hard to believe that anyone would argue that PvE can be programmed to match PvP.
To me it would be easy. The scriptors can easily give any NPC an overwelming advantage over any PC.
NPC's can be scripted to have fargreater HAM pools and equipment than and PC could have.
An PC BH has to actually find you going through the whole tracking/droid investigation phase. The NPC doesnt have to do this since it is an NPC program, all it has to do is spawn the thugs right on top of you.
Manage to hop on your speeder and get away? Have the NPC's pull out speeders (no 15 sec wait for them!) and give chase! Or if this isnt possible, Have themwarp on top of you when you stop later.
If you manage to eludeyour persuersto the point of reaching a shuttleport and moving to a new planet, that can be a big problem for a player, sincehe has to rely on tracking droids again. But not the NPC thugs, all the program has to do is spawn them on top of you again when you reach the other side, perhapse after a 5 min timer.
You managed to actually log out to avoid your persuers? Well, the PC BH is SoL.Better lucknext time. But not the NPC thugs! 5 mins after you relog in, they respawn right on top of you and were off again!
Ect etc..
NPC's could be FAR harder than anyPC, because they would haveseveral advantages that PC's coild never have.
It's all in how you look at it. All I want the Devs to do is consider my above example, but if they have made up thier minds that PvP is superior from the outset and never even try to look into it, then this arguement is truely dead.
Silversaber, the system you just outlined above certainly doesn't seem like very much fun at all. Not only to those that would want PvP Bounties, but those who enjoy PvE as well. You are correct when you say that we can make AI extremely difficult. We can make it impossible. We could give them Mandalorian Armor, and Krayt Dragon Mounts with Jet Packs strapped to their backs. Then to top it off we can give them Death Star Laser Canons. (Mini-Size that is).
I would consider an AI like that to be Strong. Impossible to Kill. But not a better threat then a Player Bounty. The difference between the two is that the player is a bajillion times smarter then the AI will ever be.
Like you said, the player has to track their prey down. They have to follow the target, and decided upon the best time to attack. They know when to pull away, or when to call for help. They know which weapon is best to use on their target. They'll know the best tactics to get their prey.
You've illustrated the sad fact that the AI can't compete with the player. That the only way to make the AI threat worthwhile is by giving it Godlike powers, which in the end destroys the fun that the Bounty System was created for.
-red