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Patrol questions

lordmalak1lordmalak1 Member Posts: 4,681 Arc User
Finally got back to my editing, and was all excited to get to use the new patrol waypoints, and while editing it hit me:

You can only assign patrol waypoints to NPC groups, not contacts, and only combat units ?

Would it really be gamebreaking to allow patrol routes of neutrals and non-combat ships (freighters) ?? I simply want to move a freighter from 1 point to another, why's it so hard ?
KBF Lord MalaK
Awoken Dead
giphy.gif

Now shaddup about the queues, it's a BUG
Post edited by lordmalak1 on

Comments

  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited December 2012
    You could assign a patrol to a friendly NPC group and reskin it as a freighter with fighter/runabout escort.
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2012
    You can also set the type of enemy to be the scared type so that it will try to run and not fight back.
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited December 2012
    You could assign a patrol to a friendly NPC group and reskin it as a freighter with fighter/runabout escort.

    Really ?
    Never considered reskinning groups of ships (my noobieness is showing).
    :0
    Tnx

    ...btw, would a reskinned ship retain the weapons of the original ship, or the skin placed over it ? I really don't want a freighter fighting and maneuvering like a cruiser.
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2012
    lordmalak1 wrote: »
    Really ?
    Never considered reskinning groups of ships (my noobieness is showing).
    :0
    Tnx

    ...btw, would a reskinned ship retain the weapons of the original ship, or the skin placed over it ? I really don't want a freighter fighting and maneuvering like a cruiser.

    It keeps those of the original ship. Use the Battleship instead because it's more sluggish generally.

    But then under Behavior you should set the ship to Timid Creature, so it won't fight. The ship will be hard to destroy but won't actually fight, so it will seem like a wimpy freighter running away.
  • lordmalak1lordmalak1 Member Posts: 4,681 Arc User
    edited December 2012
    nagorak wrote: »
    It keeps those of the original ship. Use the Battleship instead because it's more sluggish generally.

    But then under Behavior you should set the ship to Timid Creature, so it won't fight. The ship will be hard to destroy but won't actually fight, so it will seem like a wimpy freighter running away.

    Thanks for the info, makes Q-ships easier to create (until custom mob creation becomes a reality) or until I can find something really doggy and vastly underarmed to reskin and make fight back.
    Makes me wish even more that patrols could be used by other than warship NPC mobs.
    KBF Lord MalaK
    Awoken Dead
    giphy.gif

    Now shaddup about the queues, it's a BUG
  • nagoraknagorak Member Posts: 882 Arc User
    edited December 2012
    They don't actually use the Foundry. They have access to more advanced tools, at least in theory. They can do a lot more than we can.
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