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Mike Substelny

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Reply with quote  #16 
Testing shows that the BioMech life cycle is functional and the Infestation mission is quite challenging. IMO it still leaves Communications with not quite enough work to do, though.
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notsabbat

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Reply with quote  #17 
Bimechs that don't surrender and can't be taunted means that comma is pretty bored. I know I was when I played as comms on an infestation mission.
 
maybe Thom could put something in where transmitting a certain pulse would enrage a biomech causing it to react as if being taunted. That would be very beneficial to completing the mission and would give comms something to do. Maybe even make them flee for a couple of seconds if the right pulse was ssent instead of surrender.

 I believe the order of pulses are G, X and then M; so maybe the "correct pulse" to transmit is X, then the pulse to the left of that (G) makes them enraged for a time and the pulse to the right (M) could repel them for a bit.

just a though. 

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Mike Substelny

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Reply with quote  #18 
I talked with Thom about this afterwards. He assured me that the BioMechs do de-aggro when you pulse the right message to a Stage 4. He believes that the problem is that if any BioMech anywhere in the sector is fighting an enemy ship (usually Skaraan) then the de-aggro will only last for a split second.

If this is correct then the strategy should be to find all enemies that are fighting any BioMech and taunt them just before sending the pulse. If a friendly is fighting a BioMech then you may need to fly over and save the friendly before sending the pulse.

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notsabbat

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Reply with quote  #19 
Quote:
Originally Posted by Mike Substelny
I talked with Thom about this afterwards. He assured me that the BioMechs do de-aggro when you pulse the right message to a Stage 4. He believes that the problem is that if any BioMech anywhere in the sector is fighting an enemy ship (usually Skaraan) then the de-aggro will only last for a split second.

If this is correct then the strategy should be to find all enemies that are fighting any BioMech and taunt them just before sending the pulse. If a friendly is fighting a BioMech then you may need to fly over and save the friendly before sending the pulse.


Good to know. My group plays on Tuesdays, so we will get a chance to try it out then.


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Mike Substelny

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Reply with quote  #20 
Please report back on how this works. If it does work as Thom intended then the combination of taunts/pulse will give Comms a need to be more skillful than ever before.

Of course de-aggroing the BioMechs does not solve the Infestation. Instead it causes the BioMechs to resume growing and reproducing. But it can give the players a few minutes of breathing room to build up weapons, repair damage, get friendlies out of danger, etc..

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Richard

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Reply with quote  #21 
Hi,

Does the biomech life cycle works in scripted missions or just in the infestation mode?
I mean, if I create a script where there are several asteroids and some lvl 1 Biomechs are they expected to grow and to reproduce?

Thanks 
Mike Substelny

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Reply with quote  #22 
I believe the BioMechs do not work in scripted missions. The BioMech life cycle is not part of the brain stack; it is part of the story captain protocol. The story captain protocol is not available to mission scripts.
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ryleyra

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Reply with quote  #23 
I will agree with this. I didn't see any way to force the default BioMech behavior in a script. You could simulate the behavior by creating and destroying BioMechs under certain conditions, but I don't know of any way to program them to "eat" asteroids except to direct them to the coordinates of an asteroid field manually.

I believe I also confirmed the agro behavior doesn't work in scripts.
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