NPC Pilot commands and features

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Hubes

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NPC Pilot commands and features

Postby Hubes » Sun Nov 29, 2015 9:23 pm

In the last Twitch session Jam said it would be a good idea to make an NPC command thread and since I don't see one around I'm starting one here. He will need to work on them a lot when he does combat, so that's when he'll get the chance to upgrade them some.

I'm going to post some things I think would greatly benefit everyone...please discuss and add ideas.

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--------------------------------------------------------Fleet Commands-------------------------------------------------------------------
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1) Create Fleet (fleet name)
- Makes a separate item in the pilot list under the name you've assigned it. You can click to open chat and give orders just like the individual, but the order is given to all pilots assigned to that fleet. The Pilot you give the chat command to leads the fleet and does the talking from that point.

2) Assign to (fleet name) Fleet
- Adds NPC pilot to a fleet tab to receive fleet orders instead of individual orders.

3) Disband Fleet
- Breaks fleet up into its original independent pilots.

4) Defend (fleet name) Fleet
- Assigns pilot to defend fleet against pirates (not sure if Jam wants this, but would be cool) This would let us used armed NPCs ships to fly with NPC traders and defend them.

5) Assemble at (colony/OSB)
- Allows all fleet members to assemble at one location so they can be deployed together (this is important if NPCs can be assigned to defend fleets)

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--------------------------------------------------------Solo Commands-------------------------------------------------------------------
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1) Dump Cargo
- Pretty self explanatory...there are times when NPCs are stuck with cargo they can't get rid of and become incapable of trading due to stuffed cargo holds.

2) Free Trade in (system name)
- Lets NPCs trade between all colonies and OSBs withing assigned system

3) Restrict Trade to (item)
- makes NPCs only trade given item while already on a route
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Gorndolf

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Re: NPC Pilot commands and features

Postby Gorndolf » Sun Nov 29, 2015 9:37 pm

"Your Fired" Reclaim ship or at-least delete it
"Rename Ship" Allows the renaming of ship
"Unload Cargo" Puts cargo in Warehouse if near one
"Course Set (system,system,system)" So they don't go the long way around through all the core 9 :P
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Re: NPC Pilot commands and features

Postby Mizuk » Sun Nov 29, 2015 9:44 pm

add patrol point 0, 0, 0 "colonyname" 13, 13, 13
makes patrol fly from A to B.

Rename Pilot/NPC

Haul gate "gatename" "material"
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Re: NPC Pilot commands and features

Postby Wulf » Sun Nov 29, 2015 9:46 pm

like the fleet idea...so one command set for every ship in fleet i assume? (ie trade route)

patrol features: patrol system, monitor gates?, protect colony /osb

donate: ship/fleet especially usefull with system patrol and pve.

recall: recalls ship to hanger ship placed in hanger npc pilot placed in unassigned staff

report: gives last full trade set, time it toke and what it did.
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Re: NPC Pilot commands and features

Postby rmartz » Sun Nov 29, 2015 9:52 pm

What is your route?
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davh62

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Re: NPC Pilot commands and features

Postby davh62 » Sun Nov 29, 2015 10:50 pm

Guard- 'colony name' or 'osb name' Crucial for those who have RZ interests
Dock carrier- 'carrier name'


Friend/foe list(player name) Again RZ relevant

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gotpurplefleas

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Re: NPC Pilot commands and features

Postby gotpurplefleas » Sun Nov 29, 2015 11:43 pm

For NPC Traders:
“What are you doing?” returns trade route information such as origin/destination, cargo, eta, profit or loss, or a statement from pilot about no trade route and why.

“Where have you been?” returns the last leg of the current trade route and what was traded.

“Where are you going?” returns information about destination and why.

“ship” returns information about ship model and size of cargo hold. Maybe even a list of mods and weapons.

“List all” returns a list of all current npc and pilot information including trade routes and cargo. This could be transferred to Dave6000? or just accessed from the dialog screen as an npc ship computer with brokerage information available.

“last updated” returns the last time the pilot checked markets and made decisions concerning the next step or two or three in the trade route. It could also return those decisions and why.

“Please advise” returns any possible missed opportunities that the pilot has seen that the player may have missed when assigning the trade route…use your imagination with this one…we know that the pilots have access to all of the data required to make these decisions…so lets use it to inform the player of possible mistakes.

This is a short list of possible solutions to problems that we have already encountered. More later.
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BoshingTong

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Re: NPC Pilot commands and features

Postby BoshingTong » Mon Nov 30, 2015 2:57 am

Pause trading: Stops trading but still knows the route it was on.

Resume trading: Restarts were they left off.
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Mooncrest

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Re: NPC Pilot commands and features

Postby Mooncrest » Tue Dec 01, 2015 10:06 pm

Moving Material
move <quantity1> <material> from <colony1> to <colony2> leaving <quantity2

The command is pretty self-explanatory. quantity1 could be entered as 'all' in which case all the material except quantity2 would be moved. It would also be nice if commands could be stacked so that, for instance, you could order the movement of fruit, grain, meat and vegetables and the pilot would execute them one after another.

Obviously this command could only be used on your own colonies. :mrgreen:

Carrier-based ship commands
dock with <carrier_name>

launch

escort <carrier_name>
Fly in close formation with the carrier and defend against hostiles; if this is possible.
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Re: NPC Pilot commands and features

Postby Agamemnon » Wed Dec 09, 2015 8:26 pm

Lots of good suggestions here, only ones i can think to add are around combat patrols and fleets.

Fleet - Move to (location)
Join Fleet - join fleet (name) - this is for fleet creation
Disband fleet - disband fleet (name) - this is for breaking up ships compliments to form different fleets or singles
List fleet - list fleet name - lists ship complements by name and ship class
Patrol - patrol (location) - assign fleet to patrol a specific location like a planet (colony name), system, a gate, a station - keep in mind while patrolling a system it will stay meander throughout the system and may not be within reach of a colony when it comes under attack.

Carrier operations-
Deploy wing - deploy (wing name) - launches all npc in fighter wing from carrier
patrol ready 5 - patrol ready 5 (wing name) - sets all npc fighters in a wing to patrol within a set 5km distance from the carrier (6 coordinate points are needed by jam for this to set a hexagonal pattern around the ship for turns)
set formation - set formation (wing name) (formation type) - since a wing is limited to 8 craft you can set 2x2, 4x4 or 8 man spread V for wing man patterns to be set.
set IFF (on/off) - set IFF on (wing name) (Friend name) - this is for particular RZ battles where you would want to have this set to ON most of the time and with it you could allow guild mates free travel through your system by adding your friend to your combat ignore list etc. With it set to On and no name listed, it would target everyone still especially hostiles (pirates) up to X km set by jam, and with it OFF you would have no IFF set at all and would only attack upon being attacked.
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