Pilgrim Slash Freelancers?

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Re: Pilgrim Slash Freelancers?

Post by Drako Slyith » Sat Apr 16, 2011 5:42 pm

I've already got it running for the pilgrims to use all the powers (except, obviously Nebular Sight, and Desperate escape works maybe 1/5 times) but I put serious limitations on the shatter. It takes almost twice as long to recharge as any other power (roughly 10 min to the wave which is about 6 min). I actually am almost done, I just need to do the sovereign changing system and get them all to use different images (I can't figure out how to do this in one ship tage, or if it's possible.) I also need to add in the encounters (I think uncommon near Eridani, going up to very common around St. Kats, then slowly getting less common until it reaches level 10 (Heretic, 1 other system) But I'm still open to suggestions.)
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Re: Pilgrim Slash Freelancers?

Post by Resident-Pyromaniac » Sat Apr 16, 2011 8:18 pm

Wow. Sounds absoulutely Fantabulistic.
Thanx for putting in so much hard work on this.
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Re: Pilgrim Slash Freelancers?

Post by RPC » Sat Apr 16, 2011 10:43 pm

Drako: Try <ImageVariants> (I personally don't know how it's spelled) but that's how the CW slums have different images.
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Re: Pilgrim Slash Freelancers?

Post by Drako Slyith » Sun Apr 17, 2011 3:19 am

I tried the image variants, but it didn't have any image appear. I got no errors, but nothing showed up.
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Re: Pilgrim Slash Freelancers?

Post by speedofsquid » Sun Apr 17, 2011 4:33 am

Until the Indefinite Future, <ImageVariants> only works in stations. It's Ticket #213.

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Re: Pilgrim Slash Freelancers?

Post by Shrike » Sun Apr 17, 2011 11:56 am

A word of warning: Possibly working out some anti friendly-fire code for the use of Shatter might be in order, as well as the increased recharge rate you've given it.

Otherwise, hilarity is pretty much guaranteed. :twisted:

The other thing is, the player is a one-off....the only pilgrim to get through, the legendary bad-ass douchebag of the entire QZ. So other pilgrims need to be toned down in terms of equipment and sheer evil tactics to prevent sheer overkill (and the degrading of the "holy crap this guy is going to kill EVERYTHING" vision from whatsit, you know, that guy you meet*.....the Hauri person...). Although an NPC version of wolfy camping Phobos dreadnoughts would be entertaining, as well as giving me an idea of how the hell to do it myself....:P

Apart from that, it's a sweet idea, and I look forward to seeing it when it's finished. :)







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Re: Pilgrim Slash Freelancers?

Post by RPC » Mon Apr 18, 2011 1:33 am

Shrike wrote:The other thing is, the player is a one-off....the only pilgrim to get through, the legendary bad-ass douchebag of the entire QZ.
That is the best description of the player I've ever heard of. The player pretty much carved out the whole thing with his/her hands.
There should be a mod that highlights this fact.
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Re: Pilgrim Slash Freelancers?

Post by Shrike » Mon Apr 18, 2011 6:38 am

You forgot 'And conducted genocide against about a dozen seperate groups'

:P

The next line should be: "he's probably here to kil everything 'hostile' in the system...the bastard, I've got some relatives at (insert base here) *man shoots you in the face*"
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Re: Pilgrim Slash Freelancers?

Post by Drako Slyith » Mon Apr 18, 2011 9:02 pm

Anyway...

I do have some behavior code worked out. They use the same behavior as my upgraded salvagers mod to upgrade themselves to game level. But I also added the code that if they see an enemy they will go and attack it. They're quite stupid, and will probably die running into a sung citadel or Ares shipyard, but whatever, it's their choice. :lol:
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Re: Pilgrim Slash Freelancers?

Post by Atarlost » Mon Apr 18, 2011 9:36 pm

I would start off by randomizing their equipment to an appropriate level, possibly system level - 2 or system level - 3. Otherwise they'll die before they can loot any equipment.
Literally is the new Figuratively

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Re: Pilgrim Slash Freelancers?

Post by Drako Slyith » Tue Apr 19, 2011 3:15 am

That makes sense. I'll add that code in.
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Re: Pilgrim Slash Freelancers?

Post by Shrike » Tue Apr 19, 2011 5:58 am

Drako Slyith wrote:Anyway...

I do have some behavior code worked out. They use the same behavior as my upgraded salvagers mod to upgrade themselves to game level. But I also added the code that if they see an enemy they will go and attack it. They're quite stupid, and will probably die running into a sung citadel or Ares shipyard, but whatever, it's their choice. :lol:

hey, eventually ONE of them..(the player) will make it, so it's a good compulsion for Domina to instill. :P
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Re: Pilgrim Slash Freelancers?

Post by Drako Slyith » Tue Apr 19, 2011 8:44 pm

I had some fun with GOD battles where I had 100 pilgrims with all powers (I think I forgot to mention that they have a random domina level (1-9) which determines which powers they can use) go against an equal team. It was quite interesting. Shatter was used a lot, several died from that, but several managed to enable defend or desperate escape first. Then the mass of waves of purple death came, and then several died in that, but a few survived. It was a very interesting battle with many domina powers used.
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Re: Pilgrim Slash Freelancers?

Post by RPC » Tue Apr 19, 2011 11:50 pm

One word for that: Awesome.
Questions:
Will they spawn as friendlies?
Do the Pilgrims also take the same missions you do (like try to save PJ with you)?
It would be really cool to talk to one and get them as a wingman, except unlike Buster in UGW, they have their own inventory and can use Domina powers :) .
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Re: Pilgrim Slash Freelancers?

Post by Drako Slyith » Wed Apr 20, 2011 1:24 am

I was planning a few things I still need to figure out. I did actually think of having an ability to make them escorts. I'm thinking maybe a dockscreen, where you have to talk them into joining you. I was going to do a few experiments to see if I can get some random dockscreen transition like this:

Code: Select all

Intro
        /      \  
      80      20
       |         | 
    undock    persuade to join
                 /         \ 
              reason     empassioned plea
               |                |
         (reason level)   (plea level)
         
So you have a 20% chance to try to persuade them to join (else they just kick you out), the he asks you why, any you have a reason level and a plea level. Pleaing increases plea level, reasoning increases reason level. The higher the level the greater chance they have to join you (up to 90%) I'm also planning a noFriendlyFire="true" for them so they don't kill you with shatter and wave of purple death.

For the spawning, I plan to have most as friendlies, but I will have some ares at the accurate level and some sung at the level (maybe some charon? still not sure on this), which will be ares or sung respectively.
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