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Player Features and Ideas Discussion

 
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Npc Haulers with circadian seeker A.I

Author
Not that Forumguy
Hedion University
Amarr Empire
#1 - 2015-05-25 17:03:00 UTC
Would be a fun thing for pirates to kill and loot etc. just npc's that are not pirate targets.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2015-05-25 18:07:39 UTC  |  Edited by: Rivr Luzade
What's a Hauler or Purveyor going to do with Seeker AI?

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Frostys Virpio
State War Academy
Caldari State
#3 - 2015-05-25 18:15:59 UTC
Rivr Luzade wrote:
What's a Hauler or Purveyor going to do with Seeker AI?


All I'm thinking of is baiting you to warp to a structure where you get blap'd by a circadian BS...
Kashadin
Caldari Provisions
Caldari State
#4 - 2015-05-25 18:19:15 UTC
Same thing as the seekers do with the AI, adapt/change. Tho I doubt that the AI is so sophisticated as to actually allow them to change habits outside of a pre-set path, they are just making them look "adaptive" for a lore reason.

Could be interesting to see more npc "hauling", could be added to FW for a more inclusive "war" feel to those areas.
Joia Crenca
Science and Trade Institute
Caldari State
#5 - 2015-05-25 18:38:39 UTC
For some reason, the title made me think of that 'Joker Semi-truck' in Maximum Overdrive.
Lugh Crow-Slave
#6 - 2015-05-25 18:43:02 UTC
why do we need NPC when there are plenty of PCs doing it?

no unneeded npcs
Mike Voidstar
Voidstar Free Flight Foundation
#7 - 2015-05-25 20:03:05 UTC
Because it's a game that some people like to play. There is a wider universe than just the pc's and they all need stuff too. There should be regular interbus convoys, various Corp shipments, etc... That people playing pirate should be able to hunt. On the flipside there should be similar industry functionality for the criminal factions that need protection- they all have shipyards, drug production, etc.. that more 'noble' minded players could disrupt. Done well the stations of the individual factions could gain and lose services, have fluxuating surcharges for the use of market brokers.

Imagine the havoc in Jita if players flying in support of the Guristas were to prey on NPC shipping so much that everything being bought and sold in those stations was losing 50% value.

It would be a way to lose ISK out of the world, possibly spur the use of PC run market centers, and drive a new kind of conflict in the game where players begin taking on escort and courier mission, or running patrols in the areas of space where these haulers must pass and fighting other players intent upon destroying those haulers.

Manipulatable, sure... But if those haulers are profitable to hit then you will see people trying it despite the economic ramifications of systems no longer being viable as grade hubs.
Not that Forumguy
Hedion University
Amarr Empire
#8 - 2015-05-26 13:44:27 UTC
Mike Voidstar wrote:
Because it's a game that some people like to play. There is a wider universe than just the pc's and they all need stuff too. There should be regular interbus convoys, various Corp shipments, etc... That people playing pirate should be able to hunt. On the flipside there should be similar industry functionality for the criminal factions that need protection- they all have shipyards, drug production, etc.. that more 'noble' minded players could disrupt. Done well the stations of the individual factions could gain and lose services, have fluxuating surcharges for the use of market brokers.

Imagine the havoc in Jita if players flying in support of the Guristas were to prey on NPC shipping so much that everything being bought and sold in those stations was losing 50% value.

It would be a way to lose ISK out of the world, possibly spur the use of PC run market centers, and drive a new kind of conflict in the game where players begin taking on escort and courier mission, or running patrols in the areas of space where these haulers must pass and fighting other players intent upon destroying those haulers.

Manipulatable, sure... But if those haulers are profitable to hit then you will see people trying it despite the economic ramifications of systems no longer being viable as grade hubs.


Exactly finally someone who gets it...
FT Diomedes
The Graduates
#9 - 2015-05-26 15:31:16 UTC
It was nice of him to put some flesh on the skeletal idea you posted. I like the idea of player actions influencing NPC market taxes and fees.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Not that Forumguy
Hedion University
Amarr Empire
#10 - 2015-05-26 16:11:06 UTC
FT Diomedes wrote:
It was nice of him to put some flesh on the skeletal idea you posted. I like the idea of player actions influencing NPC market taxes and fees.


Yes it was, thank-you for that.

Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2015-05-27 00:05:22 UTC
But surely if you're playing pirate, you have no interest in killing NPCs?

Killing rats isn't fun. killing players is fun. Less time spent killing rats and more time spent killing players means more time spent actually having fun...
FT Diomedes
The Graduates
#12 - 2015-05-27 02:01:35 UTC
Danika Princip wrote:
But surely if you're playing pirate, you have no interest in killing NPCs?

Killing rats isn't fun. killing players is fun. Less time spent killing rats and more time spent killing players means more time spent actually having fun...


Think of it as "gateway targets" for wannabe pirates. While it might be boring to you, there might be those who got a kick out of it, especially if it trolled thousands of other players by making that Station raise its market transaction fees.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Mike Voidstar
Voidstar Free Flight Foundation
#13 - 2015-05-27 06:18:37 UTC
Exactly.

For a great many PvE players, one of the biggest reasons to avoid PvP is the lack of a solid reason to bother with the hassle. This isn't Space Battlefield, there are consequences to that loss, and very little reward for winning.

Not everyone has the kind of mindset that requires ruining someone else's time playing to have fun in the game. Another consideration is the difficulty of supporting a PvP playstyle on the income of a PvP playstyle--- if you could take that same PvP ship and hit NPC shipping for enough profit to keep you in hulls and ammo, and at the same time encourage others to come out and stop you in actual combat capable ships, then the game gets a bit more fun for everyone.
Not that Forumguy
Hedion University
Amarr Empire
#14 - 2015-05-27 07:12:41 UTC  |  Edited by: Not that Forumguy
Danika Princip wrote:
But surely if you're playing pirate, you have no interest in killing NPCs?

Killing rats isn't fun. killing players is fun. Less time spent killing rats and more time spent killing players means more time spent actually having fun...


Killing players is fun, but a pirates main focus is attacking a cargo ship and taking the loot. The npc's that i am suggesting can provide for that activity, it is also an activity to do when there is no pvp, for whatever the reason, or for when your just looking for something to do solo. we all know that solo pvp is often met with numbers and a quick death, and that is not very fun so i guess that solo option needs an answer as well.

Story wise it could go something like the pirate faction's know something is coming and are getting more aggressive for supply's in ready for it.