Fightin'
Moderators: winston, another_commander
- *cat
- Dangerous
- Posts: 103
- Joined: Wed Mar 28, 2007 12:12 pm
- Location: Bristol, UK (or maybe Anerak?!)
Fightin'
Deep down, i know it's just a game, and when I'm fightin' pirates, it's just a buncha numbers whirring around in the CPU... So when they let loose with their lasers, does it make any difference if I duck and dive with my ship, or will they hit me a certain percentage of the time anyway?
- Disembodied
- Jedi Spam Assassin
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- Location: Carter's Snort
- Cmdr. Maegil
- Sword-toting nut-job
- Posts: 1294
- Joined: Tue Feb 27, 2007 10:28 pm
- Location: On the mend in Western Africa
At least until the introduction of yaw thrusters, the NPCs tried to keep the same 'horizontal' plane as the player, reacting simulatneously.
I had suggested at the time introducing a delay and even mistakes on the AIs to simulate several grades of pilots, but it was said that the player already has too many advantages, namely shields...
I had suggested at the time introducing a delay and even mistakes on the AIs to simulate several grades of pilots, but it was said that the player already has too many advantages, namely shields...
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
I'm obviously not one of them.
- Commander Mysenses
- Deadly
- Posts: 214
- Joined: Sat Mar 08, 2008 9:30 am
- Location: Devon, a backward little planet scourged by evil weather
What I have issues with is the flee behavoir.
From the pirateAI.plist
ATTACKED = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
"ENERGY_LOW" = ("setStateTo: FLEE");
Which I assume means that they attack until their energy is low, then they flee. All well and good so far, but the flee behavior is a bit daft. They use evasive manoeuvring until they get to a certain range from the aggressor (seems to be 1km) then they settle to a max speed straight line flee... even when you are piling photons into their arse. that doesn't make sense to me (but I guess it makes my life easier!). I would have thought it would make more sense to continue evasive manoeuvring out to at least 5km range (or more for a large target)... or better yet, stay evasive until they stop receiving hits.
From the pirateAI.plist
ATTACKED = (setTargetToPrimaryAggressor, "setStateTo: ATTACK_SHIP");
"ENERGY_LOW" = ("setStateTo: FLEE");
Which I assume means that they attack until their energy is low, then they flee. All well and good so far, but the flee behavior is a bit daft. They use evasive manoeuvring until they get to a certain range from the aggressor (seems to be 1km) then they settle to a max speed straight line flee... even when you are piling photons into their arse. that doesn't make sense to me (but I guess it makes my life easier!). I would have thought it would make more sense to continue evasive manoeuvring out to at least 5km range (or more for a large target)... or better yet, stay evasive until they stop receiving hits.
I think the NPC's are pussies compared to Elite (apart from behemoths and the like), probably because I'm blinged up with shields and a naval energy unit. What does seem different is the behaviour in which they come at you, there seems to be less of them and they tend to come at you in groups rather than one after the other. Single ships are easy to deal with and groups can be outwitted tactically with injectors or cloaking.
The Grey Haired Commander has spoken!
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"
OK so I'm a PC user - "you know whats scary? Out of billions of sperm I was the fastest"