I've no clue how things work from a technical point, but the in-ooniverse way of dealing with it would obviously be to tie the delay to game time, not real time. So if the TimeDrive speeds up time by a factor of 10 (random number picked out of my head - I really have no clue how much faster you go on Jumpdrive), an AIdecision that usually takes 10 seconds to make would take 1 second with TD activated.Ganelon wrote:I'm not sure how long the delay spoken of is, but if it's made too short or eliminated, we could lose some of the illusion of the game AI being people in other ships. At present, when a ship comes on your screen there's a moment before it reacts to you that is logically while the (albeit fictional) commander of the other ship is noticing you on their scanner, ID-ing you and deciding what to do about you. While it's not impossible that there may be commanders somewhere in space who instantly attack anything that moves, most would probably take a little time before deciding if they should risk their ship.Commander McLane wrote:One other tweak would be needed: Currently pirateAI has an in-built delay of action. A pirate doesn't got after you immediately after you crossed his path. So, if you're very quick with step 4, it's theoretically possible that step 7 never happens. The obvious solution is to shorten the pirates' delay.
But I'm sure the guys who actually know how things work under the hood will be along shortly to tell us all about why this plan won't work...