Re: The Oolite NPC ecosystem (and other questions)
Posted: Tue Aug 06, 2013 5:52 pm
Suddenly I feel so victimised
For information and discussion about Oolite.
https://bb.oolite.space/
I've witnessed many NPC vs NPC fights which took forever because of this. Thanks for revealing the reason.cim wrote:This is because, by default, the NPCs consider their aim "perfect" if it's within 4m per km - and the centre to edge distance of a Cobra III is not large at that orientation, so they'll miss but think they're on target at any range greater than about 4km...
As a result of this, NPC vs NPC fights often take absolutely ages to resolve, because even with overwhelming numeric superiority, they are rarely able to finish a damaged enemy cleanly. Then the player can join in and wipe out one entire side of the fight within a couple of minutes.
Perhaps there's another way to deal with this. The player gets feedback (for instance through the laser sound) whether they hit or missed. So, if I think that I'm on target but actually am not, I'm notified of this with my shot, and can adjust my aim for my second shot.cim wrote:Thoughts?
shipAttackedOther
event handler), and re-aim if it missed, even if the shot arrived inside the 4m-per-km-radius. Thus it would by trial and error finally aim for a point inside the profile of its target.Definitely worth trying. The whole infrastructure is already there to do it, in fact: misses over hits is already tracked by the AI and used (accuracy >= 0) to tighten the aim circle. It just very quickly runs into the limit here on how small a turning move can be, so doesn't help.Commander McLane wrote:That wouldn't be as radical a change as the ones you were pondering, with less impact for the player, because the whole trial-and-error process would need to start all over again after each evasive movement of the player. Only when fleeing in a straight line without rolling the chances to be hit would approach 1 after time.
As somebody who worked on tracking helicopters to see how easy they are to shoot down with small and medium calibre weaponry and can confirm that even good gunners will have trouble getting a bead on a good helo pilot who is "jinking" lots - straight and flat-out level flight is, as you'd expect, less of a problem for a good gunner - so I don't think it's so bad that ships are actually difficult to hit, especially low profile ones, if the pilot is ducking and weaving, the AI is not so far off reality!Norby wrote:I think to fix the aim of the AI is important. There are two case which should be investigate separatedly: playing with OXPs and with almost strict mode.
With OXPs I do not fear from the installed strong ships due to the player can install offsetting OXPs also (similar with my [wiki]HardShips[/wiki]) or change some settings by hand to balance it, or ask in the forum if changes needed.
To balance the core game is harder but it is possible and worth to get the fixed aim.
I do not support the laser downgrade, pirates with pulse laser is not so realistic.
Goods dropping are good due to pointless and risky to try to kill a clean ship without cargo, I do not know why pirates do it at all. A pirate should send a message to clarify if you drop it then can leave anytime. An OXP equipment can do auto drop if the last energy bank touched - the auto eject saved me many times so this will be useful also. Pirates should be ignore clean ships with zero or small cargo capacity.
Injectors are cheap and defend the cautious trader if do not make long jumps or go to the sun for refuel. NPCs should use it a bit more and earlier to escape if the aim fixed.
Defending the early game also good. If the best governments are enough safe then a weak clean trader can not disturbed by the better aim and others should be disturbed.
By the way: why must destroy the derelict ship to get the bounty and not get right when the pilot ejected?
I think that a pirate could think that a small fighter ship like the asp, or other similar ships with very small or no cargo space, is a bounty huter and see it as a threat. If the pirate is alone, he might prefer to run away, but if it's in a group, he could decide to attack the bounty hunter. A hunter is a danger to the pirate gangs, so the attack could be seen as a form of defense.Norby wrote:Goods dropping are good due to pointless and risky to try to kill a clean ship without cargo, I do not know why pirates do it at all. A pirate should send a message to clarify if you drop it then can leave anytime.
This sounds very sensible to me.DaddyHoggy wrote:There are so very good trade routes in "safe" systems within a 7ly jump of Lave, I think they should be heavily protected by Police - perhaps artificially so, so newbies can trade in relative safety - but leaving those safe systems should come as a noticeable step change - a shock to the pre-emptively cocky and over confident pilot.
Realism ... needs to be careful. A typical pirate pack of 4 lightly armed ships could at current prices become a pirate pack of 3 ships fully loaded with shield boosters, military lasers, hardened missiles, and so on, and still have plenty of money to spare. Similarly a trader group could do the same by selling one escort ship.Norby wrote:I do not support the laser downgrade, pirates with pulse laser is not so realistic.
All of these are already in the new pirate AI: ships without cargo are ignored, cargo demands are made explicit and work, pirates won't attack a group they don't outnumber. NPC traders will surrender without a fight if they're badly outnumbered.Norby wrote:Goods dropping are good due to pointless and risky to try to kill a clean ship without cargo, I do not know why pirates do it at all. A pirate should send a message to clarify if you drop it then can leave anytime. [...] Pirates should be ignore clean ships with zero or small cargo capacity.
For an in-universe explanation, try capturing the pilot but not destroying the ship in the Constrictor mission. (Here's a save file just before mission start)Norby wrote:By the way: why must destroy the derelict ship to get the bounty and not get right when the pilot ejected?
Oh, certainly, if you try to dodge it'd be nice if it worked - but dodging only comes in for NPCs at accuracy >= 5 (i.e. out of core game bounds) and for the player at the moment dodging is actually a good way to get shot! In a Cobra III (or most of the smaller wedge-fighters) if you pitch up you're actually increasing your target cross-section relative to a pursuer, and furthermore you're moving your angular position outside the 40/10000 zone so they will then adjust their aim and might hit you.DaddyHoggy wrote:As somebody who worked on tracking helicopters to see how easy they are to shoot down with small and medium calibre weaponry and can confirm that even good gunners will have trouble getting a bead on a good helo pilot who is "jinking" lots - straight and flat-out level flight is, as you'd expect, less of a problem for a good gunner - so I don't think it's so bad that ships are actually difficult to hit, especially low profile ones, if the pilot is ducking and weaving, the AI is not so far off reality!
In the current experimental setup, Leesti is naturally very safe: as a high-tech corporate state it doesn't have many pilots, and it can afford Interceptors for anti-piracy measures. It's (just!) too far from Riedquat for raiders, and it doesn't get many from Orerve.DaddyHoggy wrote:There are so very good trade routes in "safe" systems within a 7ly jump of Lave, I think they should be heavily protected by Police - perhaps artificially so, so newbies can trade in relative safety - but leaving those safe systems should come as a noticeable step change - a shock to the pre-emptively cocky and over confident pilot.
At the moment I have three types of pirates:Tichy wrote:If the pirate is alone, he might prefer to run away, but if it's in a group, he could decide to attack the bounty hunter.
I agree and I suggest to avoid making independent pirates with pulse laser. In a large gang the small escorts maybe imaginable with weak lasers, in this case please make separated definition to the escort variants and leave the original ships with beam laser also in the game.cim wrote:Realism ... needs to be careful.
Well done, you are pretty fast!cim wrote:All of these are already in the new pirate AI: ships without cargo are ignored, cargo demands are made explicit and work, pirates won't attack a group they don't outnumber. NPC traders will surrender without a fight if they're badly outnumbered.
Capturing a nearly destroyed ship is not a good idea: based on the vehicles of the planet Earth the fixing cost will be more than a working second-hand one, and any light security (ignition key) can prevent the instant usage. But gain salvage is a very good idea, similar with the asteroid mining: ship-mining should be a well payed work!cim wrote:Towing them back as salvage is a possibility, as is capturing them
Reducing this constant sounds like a quick and good fix.cim wrote:40/10000
Oi! Who are you calling a thug? Moi?cim wrote:... thugs (who actively seek out bounty hunters and destroy them)...
If the player instigates an attack (lands the first hit?) on a pirate, then the player should be treated as a bounty-hunter.cim wrote:... determining whether the player should be treated as a trader or a bounty hunter at a particular moment.