7ate9tin11s wrote:Of course not, probabilities are linked with the difficulty mode and the less than brave can turn things all the way off if they want (Like the Kha'ak p2p jumping).
IMO, all the way off means a 5 % chance. (always read the package insert =)
and no, I was not saying Gazz was a bothersome thing to turn off...
Oh, some moderators might actually... edit
LV do you
really think it's that's hard for us to do
So your Khaak dig swarming?
When Khaak are using MARS they do some swarming of their own and I think that looks pretty cool.
Every Khaak big ship can then deploy/spawn scouts although the M6 only have a few available.
(it's still a bit buggy but I'm working on it)
1 A-Kyon isn't a real threat but that extends the
reach of a lonely Khaak capital ship because it deploys scouts that go 300+ m/s. It helps them dealing with their poopy laser range.
But I'm thinking of something else for your Khaak. Clusters fragmenting into many little Khaaklets is nice and dandy but what about 4 scouts merging into a fighter (once they have traveled fast and made enemy contact), more into a bomber.
They
already look like triangular LEGOs so why not give them a few replicator genes, merging many (useless) drones into a capable M6 perchance...
They could form into a Guardian for a temporary firebase?
You could tie that into Signal_Attacked, mostly or totally eliminating any watcher script overhead.
You can't just charge a large swarm of "harmless" scouts with an M3 because they might turn into a few fighters, a guardian, maybe an M6.
You're not fighting individual ships but... the swarm.
Khaak would
not necessarily become
harder to fight (let's face it - all their ships suck) but more... unnerving. Alien. That nameless thing in your nightmares.
If you can make the player fear Khaak for what they are - even though they have crappy ships and weapons - then you have a winner. Messing with the player's mind can be very rewarding.
Err... for the player, I mean. The whole game experience thing, ya'know?
But if you want it to be scary, you have to make a show off it.
A good show can be 90% of a script's "value" because that's what the player sees. Any amount of narrative about what has just happened is insignificant when compared to showing the player.
Old live action roleplayer rule: If you can act it convincingly, it has happened. It's
real. The game masters
will bend or flat out break the rules for a good show.
I bet that a good deal of MARS' popularity also comes from the show those Goblins put up. Cargo isn't just beamed on board, no - a little drone goes and fetches the container and it's flying slowly while towing the container. It all looks... real.
So if Khaak scout KM5-72 is attacked by an M3 it decides to even the odds a bit.
3 other scouts are quickly determined to be "in range". All 4 get collisions turned off, KM5-72 stops and the other 3 execute a
move to position with a small watcher script continually setting their speed to max (684736 works).
So all 3 extras are seen to be crashing right into the first scout, emerging as a fighter once the last arrives.
Alas, collisions off is required to allow them to go for a collision course.
But it won't take long so I doubt it would be very noticable.
Oh, you can probably skip the show part if the Playership is some 10 km away...