
Coriander Rinne
Federal Navy Academy
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Posted - 2008.12.02 13:24:00 -
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Long topic is long and I just skimmed it, but the overwhelming focus of the topic seems to be related specifically to AI. The problem with introducing AI changes is that the PvE structure (specifically missioning) is still as stale as ever. Take a mission, look up every detail on it using the in-game browser, fit accordingly, and take it out solo according to the guide.
I don't think we necessarily need AI changes to make the PvE more interesting; the focus instead should be on unpredictability and a more dynamic and group-oriented experience than we have now.
This agent/mission system should remain in place for the solo player, but add to those agents the ability to participate in "patrols", which would then spawn a dungeon consisting of randomized levels and factions that offer more rewards as the group progresses further in.
Perhaps to make things even more interesting (let's make the PvE as hardcore as the PvP), the gate locks five minutes after you first activate it, forcing you to proceed through the entire dungeon without warping out. No changing your hardeners! >=D
Perhaps the gate locks itself to individual players after thay activate the gate, meaning that late arrivals can join a patrol in progress, as well as allowing intruding probers in on the fun.
Ideally, the random factions from room to room combined with the locking gate would require the group to prepare for every possible situation, making this an exceedingly difficult task for a solo player.
These rooms may include, but aren't limited to: -triggers both obvious (single large bounty battleship) -and unexpected (did that spider drone just call in reinforcements?) -environmental effects (fighting in the middle of the Recon 3/3 cloud would be awesome and you KNOW IT) -named spawns -ambushes -"impossible" spawns (perhaps destroying a nearby structure despawns them, or they show up upon clearing the room, forcing you to dash for the gate) -industrial convoys (like the hauler spawns in asteroid belts) -sharks with lasers -swarms of a specific ship size/type -and on rare occasions just to freak the player out, absolutely nothing.
A well prepared group should be able to crawl through the dungeon (maybe 6-10 rooms) in 2-4 hours, with a scaling reward depending on the deepest gate activated.
A fun and viable group PvE mechanic has been sorely lacking in this game, and I think such a thing would go a ways towards fixing it, while providing a challenge that forces Joe Dominix and Sally Raven to get a bit more creative with their fits.
The biggest problem with this is that if it's implemented in highsec, that's yet another reason never to leave for missioners. On the flip side, if it's implemented only in low/nullsec, risk/reward would be skewed so much that it won't be profitable enough to participate in for most people. L5's, anyone? THAT, I have no idea how to fix.
As for NPC AI: for the love of god don't implement fleeing NPCs. There's nothing more annoying than chasing that one idiot that bolts away faster than you can run after him.
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