PopulationControl.oxz

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

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stranger
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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.

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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 ...)
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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
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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.

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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.
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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?

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Re: PopulationControl.oxz

Post by phkb » Sat Apr 20, 2019 3:35 am

Rustem wrote:
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?
I’m trying to keep this OXP close to the core functionality, rather than getting into what other expansion packs do. To keep this one simple.

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Re: PopulationControl.oxz

Post by Switeck » Sat Apr 20, 2019 12:36 pm

Something semi-player-centric could be added in the form of slightly reduced pirates in Galaxy Chart 1, where the player normally starts.
This would be on top of reduction of pirates in "unsafe" systems.
Likewise, Galaxy Chart 4 could have more pirates, reflecting the extra Anarchy and Multi-Government systems.

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Re: PopulationControl.oxz

Post by Mikkail » Tue Apr 23, 2019 3:24 am

phkb wrote:
Sat Apr 20, 2019 3:35 am
I’m trying to keep this OXP close to the core functionality, rather than getting into what other expansion packs do. To keep this one simple.
An excellent idea. The OXP seems to be working well at what it does. There are expansion packs to add missions, modify ships/weapons and so on to make the game challenging. For me, this OXP allows me to have a lot of fun (currently doing courier runs all over the place, taking on hostiles when I need to and always on the lookout for lone Pythons with Offender status :) ).
I'm always wary of "feature creep" as I've seen it be the ruin of many a good idea in the real world. The old KISS formula - Keep It Simple for Success. :D
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