Hi, I have created a Dreadnought for the Trade Guild to help round-out their patrol fleet. The Titan-Class Dreadnought should be comparable to the Tovera in terms of loot, scale, and challenge. This Dread features a full compliment of offensive weapons as well as a fully equipped interior featuring spawners and NPC crew to bring it to life! In addition to the Titan-Class Dreadnought I have made a few more subtle changes to the other three Trade Guild OPV's. With the creation of a Trade Guild Dread I have downgraded the loot and offensive capabilities slightly of the Heavy Trade Guild OPV to bring it more in line with a Zirax Destroyer. I have also added NPC crew blocks to each of the old OPV's (something i forgot to do in my last update). The other important (in my opinion) change i have made is to add unique spawn names for each of the Trade Guild OPV's so that the player can differentiate between them without having to put themselves dangerously close to do so. Trade Guild Light OPV: Bounty-Class Corvette Trade Guild Medium OPV: Currency-Class Frigate Trade Guild Heavy OPV: Mogul-Class Destroyer Trade Guild Dreadnought OPV: Titan-Class Dreadnought My thinking here is that with the addition (hopefully ) of the Titan-Class Dreadnought there needs to be separate labels for each patrol vessel so that players hostile to the trade guild have a fighting chance to flee in time should they come upon a Dread unprepared (as is the case with the Zirax fleet ships) without having to first get within visual range to know which ship is coming at them. If anything needs to be changed let me know! -Filbertfarmer
Great ships you have here and I agree would be great to man those ships but unfortunately adding spawners may not work here We can’t walk or move in moving ships yet, the same applies to NPCs, if you get to fly close enough to any of those ships to trigger the spawners you will see the NPCs falling trough the ship and by the time players get to stop the ship it will most likely be by destroying it’s core or generators so the spawners wont activate Those spawners would only work as intended if the players destroyed all the thrusters to stop the ship but in that case the issue with the invisible walls would most likely keep them from boarding the ship, it happens in fact even after the core is destroyed in most cases
Spawners can work in patrol vessels but you have to make sure that the spawner radius is such that they will only spawn NPCs if a player boards the ship. Otherwise they could trigger while the patrol vessel is still moving if a player flies too close to the ship and then the NPCs will fly out of the ship and despawn.
All of the spawners are within the hull as per ravien’s comment as they have been with all OPV’s that I have submitted. (Thanks again to Escarli, Sulusdacor, and Vermillion for showing me how to make OPVs!)