Phillipus wrote:Regarding NPCs running away - lots of debate on this on the official forums. I don't think anyone is against the NPC AI being harder. It's simply that if the NPCs are running away all the time they're neither harder or easier, just annoying. As it is now, if I take down the shields of a fast NPC (FLD, Clipper) and it runs away, I then ignore it and move. Personally, I'd rather it stick around and dog-fight. After all, that's what I do when my shields go down.
That may be fine for your bigger ships, but I don't think you'd want to stick around in a Vulture or you'll be sucking emergency oxygen.
A little balance would be nice.

Some run away and some stick around.
Some that run away have engineered thrusters and some don't.
Some that stick around are tanked and some are just stupid.
If they take significant thruster damage, they can't run away quickly.
If they take significant power plant damage, they can still run, but w/o shields & weapons.
And please limit the chaff & SCBs to realistic levels.
JohnLuke wrote:I think that ground assault missions are going to change considerably. As Kharma noted, you can't attack a defense turret or skimmer from your ship anymore. Also, when your ship enters controlled airspace (so to speak), the security ships swarm your butt pretty fast. I lost my shields on an A rated Python VERY fast by taking defense turret fire, and 3 cops hammering me before I jumped out of there.
RE: Defense turrets and skimmers. Can you shoot them with fixed weapons?
RE: Attacking a base and being outnumbered. Maybe it's not realistic for a single ship to attack an entire base.
It sounds like a wing of 4 might work out okay.
