Download Game! Currently 125 players and visitors. Last logged in:ArgooniRuskaAstraxFloppy

BatMUD Forums > Guilds.sailor > Re: combat over land

 
 
#1
06 Apr 2012 23:37
 
 
Tugmeno, if your own hull is only at 13% and you try to fly over land,
you'll barely clear beaches, much less anything else. Just saying it
would be nice if npc ships followed the same rules that player ships
have to live with.

Crawe, I had matched heights with the npc ship and was not doing a
crushing attack, but a regular ram attack, so that wasnt it either.
With a crushing attack, your height does drop to 0, and you do have to
reset it after a failed attack or so. This wasnt happening, I was
matched in heights with the npc ship, until i was damaged slightly
so that my max height wasnt all the way up, like the npc ship who
was even more damaged than me.

I actually do think that the recent tunes to the way that npc ships
sail around, and can do different combat moves is neat, it adds alot
to the game. I really don't mind too much that npc ship captains know
where tradelanes are MUCH better than any player could. Meaning that
they can pick up a tradelane in the middle, pretty much anywhere,
without having to have a waypoint for the end of that tradelane made.
Sure, its a pain when you are trying to chase one down, but it is
still possible to do so. What bugs me is that NPC ships dont seem
to obey the same speed and height restrictions that player ships
do, if their pieces are damaged. I can deal with the superior
shiphandling skills of npc captains, but when they dont have to suffer
the same restrictions as I do as far as ship damage, its aggrivating.

--Hair

 
Rating:
1
Votes:
1
 
 
Hair
N e w b i e  H e l p e r
2y, 153d, 12h, 13m, 28s old
Level:
76
 
 
#2
09 Apr 2012 08:57
 
 
Had a chance encounter with class4 ship, scanned it to be far below me and
tried to ram it. The result was that my crew kept telling me the ship was too
high above us. It worked about 10% of the time, and the time it worked it was
a sure miss result. After matching heights (lottoing where the other ship is),
ramming worked nearly 100% hit rate.
It took 24minutes for the ship to sink, which doesn't really fit to melemkors
'about 30minutes depending on class'.

 
Rating:
1
Votes:
1
 
 
Mahon
1y, 347d, 4h, 31m, 35s old
Level:
90