Captain
Join Date: Jun 2012
Posts: 522
# 1 MOBS?Just get rid of them
01-21-2013, 04:12 PM
I have come to the opinion that the entire ?enemy/friendly mob? concept is a bad one. It would be far better if we could just place individual characters and ships on the map with an advanced option to programs some of their data like shield strength, hit points, etc.

Also, combine mobs and contacts into a single item with what they do based upon selected (and changeable) behaviors.

This would alleviate a huge number of problems and be far easier for us to get what we want on screen without having to resort to ham-handed work-arounds that invariably fall short of the mark. I can think of no real advantage to the current way of doing things.

Old missions can be either converted by set criteria or allowed to stay as vestigial mobs that follow the old rules. Why continue down a wretched, pothole filled road when there is a nice paved one not far away?
Lt. Commander
Join Date: Jan 2013
Posts: 129
# 2
01-21-2013, 04:32 PM
Think about it this way:
You are talking to the devs who honestly believe that 5 mobs + 3 Kill objectives = Epic mission. They have been building games based on this principle for more than a decade.

Asking them to put mobs away is like trying to convince a Hindu to eat beef. Not gonna happen.
Anyway this has been proposed more than a year ago.

Last edited by pendra3780; 01-21-2013 at 04:34 PM.
Captain
Join Date: Jul 2012
Posts: 2,539
# 3
01-21-2013, 05:13 PM
Quote:
Originally Posted by pendra3780 View Post
Think about it this way:
Asking them to put mobs away is like trying to convince a Hindu to eat beef. Not gonna happen.
No offense intended to the Hindus, but I found that funny.

Anyways, I'd prefer if there was an option between traditional mobs and the suggestion the original person said. Having a choice is better than being locked into an option.

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Lt. Commander
Join Date: Jun 2012
Posts: 115
# 4
01-21-2013, 05:19 PM
You also have to consider how the base AI, enemy spawning (what class and what they come with) and scaling is done in game. The "normal" missions use mobs as well so going from it to singular enemies might require re-writing a lot of code.
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Captain
Join Date: Jun 2012
Posts: 550
# 5
01-21-2013, 08:42 PM
I rather like the system because these are the combat groups that have been tested and tried over the whole period of STO's existence. I got a feeling breaking them down is a bad idea and will lead to us dealing with problems the devs themselves dealt with at game creation. We'd basically be ripping up the road to repave it again the same way.

Although, I would like to see some way to include more single captain balanced mobs eventually, for if/when the day comes where we get single Captain maps or Shuttle/Fighter only maps. The standard groups, outside of weak, will not cut it.
Career Officer
Join Date: Jun 2012
Posts: 846
# 6
01-22-2013, 04:35 AM
I think the current mechanic is fine, we just need to have a few more options. If we could set the allegiance of any group, that would be great. Also, if we could have separate Cardassian and Jem'Hadar ship groups. And if we had "boss" groups, which were just a single ship (Frigate/Cruiser/Battleship/Dreadnought) that was scaled up to be difficult, then I think we'd be good.

I think the only issue with the contacts is the contact limit needs to be doubled.


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Captain
Join Date: Jun 2012
Posts: 3,376
# 7
01-21-2013, 04:43 PM
The only problem with the OP's suggestion is that it doesn't take teams and scaling enemies into account. Aside from that I like it a lot.
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