Topic: [Roadmap2015] NPC Rework

Assuming all of the bullet points in the blog hold, questions for the Devs and community:
What sort of reds can/should we expect on Alpha2's and greater?
How big is a single roaming gang? 
How many gangs per island? How densely are they populated?
What level npc's?
Ewar/demob?
Will intersecting roams fight eachother or gang up on player?
When aggro'd, do roams's home-position also stop, or will they pass eventually out of aggro range?

Or conversely, let's frame the questions about the viability of certain actions on each island based on player skill, squad support/size, or level of active participation:
Should a player be able to solo mine? -afk? -semi-afk? Tanked Hmech? etc..
Should a player be able to escape a roam after aggroed?
How often should indy bots need to relocate to dodge roams?
How many players (of some skill/bot size) be able to handle a given red gang?
How will this affect combat/any missions?
What hauler bot/fits should be able to travel through a roam?
Can roams be dragged by players for griefing purposes?

Re: [Roadmap2015] NPC Rework

I honestly think that should be the set questions answered for each alpa1s, alpha2s, betas and Gammas.

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Re: [Roadmap2015] NPC Rework

do you need to discuss that now? it looks like it wont happen before christmas anyway?

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