Career Officer
Join Date: Jun 2012
Posts: 844
Recently new Federation ships were added to the NPC groups. These all have special abilities that are similar to those of the players. The problem is with two ships: Galaxy w/Saucer Sep, and Multivector Assault.

They will use those abilities regardless of the fact they have been reskinned as another vessel. For example, I received a review that a friendly Cardassian Galor separated into a MVAM Escort during combat. That really ruins the immersion.

We really need these new ship types removed from the Foundry. Anything that separates into different vessels should be disabled for Foundry mobs.


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Captain
Join Date: Jun 2012
Posts: 546
# 2
10-14-2012, 09:35 AM
I've encountered this as well and confirm it happens for re skinned groups. However, rather than removing the new combat routines and behaviors I would rather see a "make friendly" command for enemy groups as seen in cryptic missions.

Additionally to solve the problem some kind of enemy/ally "construction kit" would be nice wish list replacement.
Career Officer
Join Date: Jun 2012
Posts: 844
# 3
10-14-2012, 05:16 PM
Quote:
Originally Posted by designationxr377 View Post
I've encountered this as well and confirm it happens for re skinned groups. However, rather than removing the new combat routines and behaviors I would rather see a "make friendly" command for enemy groups as seen in cryptic missions.

Additionally to solve the problem some kind of enemy/ally "construction kit" would be nice wish list replacement.
Yes, but even in that case, any Fed ships are in danger of separating into a MVAM or Saucer. There are times when you want a specific Starfleet vessel to take part in combat, so that will still break when it separates its non-existant saucer and changes to a Galaxy Stardrive.

We absolutely need a better way of selecting what sort of mob spawns. We need the ability to select both basic type of ship/powers of a mob (we don't have to customize them, just select from a list, maintaining balance), and we also need to be able to easily tell what NPCs spawn with a given number of players, so we can reskin them properly. But I figure that is not something we can expect within the next 6 months, if not a year. Although, if the STO UGC team was going to work on anything, that is something that is unique to the game and I expect it would be more independent of NWN code changes.

For the time being, removing ships that blatantly break costumes would be a quick fix. This is a problem that is potentially going to affect all Foundry authors, and probably generate bad ratings for them at random.


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Captain
Join Date: Jun 2012
Posts: 3,168
# 4
10-14-2012, 06:30 PM
Additional:

- Intrepid changes skins when deploying Ablative Armor
- Rhode Island generates a photonic duplicate of another Rhode Island
- Armitage launches Peregrine Fighters

Instead of removing these from the Foundry, however, I think we should just have different mob possibilities. For example:

- "Cruiser Standard"
- "Cruiser Galaxy"
- "Escort Standard"
- "Science Standard"
- "Science Nebula"
- "Science Rhode Island"
- "Science Intrepid"
- "Battleship Typhoon"
- "Battleship Armitage"
- "Battleship Prometheus"
Say NO to mandatory Arc!

Last edited by psycoticvulcan; 10-14-2012 at 06:32 PM.
Career Officer
Join Date: Jun 2012
Posts: 844
# 5
10-14-2012, 06:46 PM
Adding extra group options would be fine, or even ideal, so we could take advantage of these new vessels. Either way, I hope something can be done, and pretty soon. This really has a negative affect on the Foundry's costume feature.

Almost any friendly vessel right now has to be a reskinned Federation, and there are enough costume-breakers that there's a fairly significant chance in any combat that one or more vessels will end up getting broken.


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Career Officer
Join Date: Jun 2012
Posts: 1,497
# 6
10-14-2012, 06:53 PM
The most sensible solution would to be have an "allegiance" tag on groups
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