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What would a better NPC spawner look like? Your ideas

Discussion in 'General' started by SirConnery, Feb 26, 2019.

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This last post in this thread was made more than 31 days old.
  1. SirConnery Apprentice Engineer

    Messages:
    293
    So, while you can create quite challenging scenarios with the current mod Modular Encounters Spawner. Even this mod just runs on a timer for spawning things randomly.

    If the devs created a more feature rich default spawner for SE we could do a lot of things with it.

    My ideas are.

    1. Progressively harder enemy spawns based on player overall grid size.
    2. Bigger Ship spawns with a pre-announced timer (should be easy to implement)
    3. AI faction spawning small scout ships before real attacks
     
  2. Ronin1973 Master Engineer

    Messages:
    4,964
    Well, before all that... do a little research into how the game spawns ships. It's pretty disjointed. Cargo ships and encounter ships are really similar. However, you can't put random loot in encounter ships as far as I know. But even this functionality is pretty clunky.

    A better spawner would be able to incorporate player variables to derive which ship(s) to spawn. Example: a ship is going to spawn near a player with 20,000 blocks or a high PCU count. Which ship should spawn? How about a player just starting out? There's just not that kind of control.
     
  3. Silvrav Trainee Engineer

    Messages:
    89
    Also working detection of players or his grids, not just if antenna is on or not
     
Thread Status:
This last post in this thread was made more than 31 days old.