Topic: Red npc's on Alpha aka 'rats'
Long time listener; first time poster.
Now this might be something that exists, or did exist, but was altered for the steam release and non-gamma world npc/pve balancing. However I am worried there is an oversight of the potential of the following:
The idea:
*Add red npc's to Alpha-2, maybe even areas in 1.(!)
Details:
-Make them really low-level npc's. akin to the drones around alpha-1 terminals, dumb ai, weak dps, no ewar, slow..etc (scale up to create a gradient of difficulty in particular areas/islands)
-If they roam: reduce their max speed or give them inefficient navigation mechanics.
-Ambush squads off the highways! Roaming gangs in the wilderness! Oh the possibilities!
-etc. etc. you get the idea.
Why:
The idea of risk needs to be introduced and at a scale small that is somewhere between future beta/gamma pvp experience and the current alpha risk factor (0).
Force haulers and miners alike to at least fit for some defensive or offensive tactics to combat the red-npc rats.
This will at least begin to have miner-types cross train to fit a gun and repair modules. Whatever the rat composition, it should be possible to fend them off easily should a miner/harvester at least taken this into consideration.
Now at least miners have some choice, they can fit to solo tank the reds (sacrificing nic/hr), or squad-up and get some combat support. (Encouraging player interaction?! - or multiboxing..)
I am not saying that these reds should be able to pop every Scarab that is autopiloting, but maybe the ones that didn't fit a shield... Balancing will be tricky, but limiting the alpha-red npc ai, or fittings should be able to modulate the risk factor.
Add a bit of a challenge to those that choose to reside in alpha. As the game becomes more populated alpha-sourced materials will over-saturate the market. Reds will at least add interference and therefore value to the activity.
Inda made a good point about not neglecting those who choose not to pvp.
[http://forums.perpetuum-online.com/topi … experience] (specifically post #14)
This doesn't mean their experience with pve/mining/harvesting/hauling should not be met without a challenge.
Yes, this is not a new idea, but I am curious as to why its not present.
TL;DR
Non-pvp islands should have a gradient of risk induced through strategic pve content (red-npcs) that does not exceed the capacity of indy-players to contend with.
Your thoughts?