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Corraidhin Farsaidh
Farsaidh's Freeborn
720
|
Posted - 2014.10.21 13:11:22 -
[31] - Quote
Ix Method wrote:Bullock Brawn wrote:You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run. The number for the National Self Harm Helpline is 0800 622 6000. You're in my thoughts. afkalt wrote:Gaan Cathal wrote:TL:DR - Lowsec missions should be lowsec-oriented content, not highsec content in the wrong system. Problem nailed right there. Perhaps something along the lines of burners (i.e. frigate sized) just not as stupid as burners in terms of fit required. This is of course bang on the banana but after years of vague mutterings about randomised NPCs and tools to create new, exciting missions we're still saving the damsel. Hopefully the burner concept will be extended in Low/Null, Cruiser NPCs requiring HACs seems tailor-made for such places but expecting a wholesale revamp of the missions system feels like wishful thinking.
Think of the initial isk sink when people are throwing cruisers or higher at burner missions until they work out how to run them :D |

James Baboli
Ferrous Infernum
140
|
Posted - 2014.10.22 04:14:06 -
[32] - Quote
Bullock Brawn wrote:You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run.
NPC mechanics already in place put a MASSIVE priority on the following mods that most PvE players are unlikely in the extreme to use: ECM, Warp disruptors and Warp scramblers.
ECM has 17 TIMES the priority of any other factor on the field under the parameters established in the Level One AI system that was modified from sleeper and incursion AI.
Warp scramblers and points are second on this list.
That crazy bag FC with the silly things on the hull that shouldn't but just did.
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Inkunen Makanen
The Blind Eyes
2
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Posted - 2014.10.22 06:42:58 -
[33] - Quote
James Baboli wrote:Bullock Brawn wrote:You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run. NPC mechanics already in place put a MASSIVE priority on the following mods that most PvE players are unlikely in the extreme to use: ECM, Warp disruptors and Warp scramblers. ECM has 17 TIMES the priority of any other factor on the field under the parameters established in the Level One AI system that was modified from sleeper and incursion AI. Warp scramblers and points are second on this list. Does this mean that I can throw an ecm mod on my mission ship to hold aggro fairly steadily? |

King Fu Hostile
Imperial Collective Unsettled.
178
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Posted - 2014.10.22 07:01:15 -
[34] - Quote
James Baboli wrote:Bullock Brawn wrote:You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run. NPC mechanics already in place put a MASSIVE priority on the following mods that most PvE players are unlikely in the extreme to use: ECM, Warp disruptors and Warp scramblers. ECM has 17 TIMES the priority of any other factor on the field under the parameters established in the Level One AI system that was modified from sleeper and incursion AI. Warp scramblers and points are second on this list.
You must be wrong because he is an "elite multiboxing mission-runner".
He doesn't really read any of the replies anyway, just wants the game changed to hand him more effortless ISK for no particular reason. |

James Baboli
Ferrous Infernum
142
|
Posted - 2014.10.22 07:09:06 -
[35] - Quote
Inkunen Makanen wrote:James Baboli wrote:Bullock Brawn wrote:You are trying to tell a 3 year mission runner what the aggro mechanics are on missions. That's all I pretty much do playing this game is mission run. NPC mechanics already in place put a MASSIVE priority on the following mods that most PvE players are unlikely in the extreme to use: ECM, Warp disruptors and Warp scramblers. ECM has 17 TIMES the priority of any other factor on the field under the parameters established in the Level One AI system that was modified from sleeper and incursion AI. Warp scramblers and points are second on this list. Does this mean that I can throw an ecm mod on my mission ship to hold aggro fairly steadily? Yes. It also means I can keep a griffin on incursion gates if I suspect someone is gonna try and futz with my fleet and pull the aggro off my fleet long enough (hopefully) to get everything expensive and/or owned by a newbie, off grid.
Quote: You must be wrong because he is an "elite multiboxing mission-runner".
He doesn't really read any of the replies anyway, just wants the game changed to hand him more effortless ISK for no particular reason.
Oh, I know, but one must fight back against bad ideas, or they breed and hybridize.
That crazy bag FC with the silly things on the hull that shouldn't but just did.
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Bullock Brawn
Brawny Inc
31
|
Posted - 2014.10.22 11:59:55 -
[36] - Quote
So guys... based on what you are saying about NPC aggro is
1) If I use any other Electronic Warfare mod on another player ship, and not on an NPC target, the NPC aggro will switch to the player ship that is using the Mod..
I will try this today and see. If you are right, I stand corrected. I'll repost. |

X Gallentius
Justified Chaos Spaceship Bebop
2611
|
Posted - 2014.10.22 12:05:51 -
[37] - Quote
Donnachadh wrote:My resistance to low sec missions is and always has been the potential for gate camps that a mission fit ship has virtually no chance of surviving. A little preparation is all you need. Here are some options: 1. Use a courier contract to move your mission ship to a low sec station. Keep it in low sec. Use an interceptor to enter/leave low sec. 2. Scout low sec gate with interceptor. If clear, use a "travel fit" to get your ship to low sec (warp core stabs in lows). Refit in low sec station, or use a mobile depot to refit. 3. Spend some time in your low sec area and get to know it (use an interceptor). You'll be able to do a proper "risk assessment" instead of "pseudo risk assessment" most high sec players who never venture into low sec do. Did you know many more high-low sec gates are NOT camped than are camped?
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Bullock Brawn
Brawny Inc
31
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Posted - 2014.10.22 12:52:28 -
[38] - Quote
James Baboli wrote: NPC mechanics already in place put a MASSIVE priority on the following mods that most PvE players are unlikely in the extreme to use: ECM, Warp disruptors and Warp scramblers.
ECM has 17 TIMES the priority of any other factor on the field under the parameters established in the Level One AI system that was modified from sleeper and incursion AI.
Warp scramblers and points are second on this list.
Does this mean that I can throw an ecm mod on my mission ship to hold aggro fairly steadily?[/quote] Yes. It also means I can keep a griffin on incursion gates if I suspect someone is gonna try and futz with my fleet and pull the aggro off my fleet long enough (hopefully) to get everything expensive and/or owned by a newbie, off grid.
Quote: You must be wrong because he is an "elite multiboxing mission-runner".
He doesn't really read any of the replies anyway, just wants the game changed to hand him more effortless ISK for no particular reason.
Oh, I know, but one must fight back against bad ideas, or they breed and hybridize.[/quote]
So Love Birds (King Fu and James)
I did x 2 (level 2 missions) with the following setup
2 Navy Vexors (one Mission Runner, one Attacker)
1) Each mission I sent in the Mission Runner and started the run and got all room aggro. 2) I then brought in my attacker and both Warp Scrambled and Stasis Web him. 3) I then had my attacker put passive drones on the Mission Runner
Mordu Legion = Mission runner started aggro and killed NPC spawn, Attacker Web/Scram = No aggro to attacker, during the entire spawn. Recon (1 of 3) = Mission ship got aggro once in 1st gate and started combat, Attacker toon came in gate and Web/scram Mission Runner = No Aggro to Attacker during entire spawn.
On both missions I had my Combat log up and running on my Attacker toon, and did not take one hit from the NPC ships while my Mission runner was fighting. The only time I got the NPC's to aggro my attacker was when my mission runner pulled drones off field and stopped attacking NPC's, and it took a very long time for them to switch targets.
Conclusion is = My original post stands and I feel the aggro mechanics still could be adjusted to equal the room with all ships on the field.
You seem to just be trolling |
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