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Kamikazee AI.
Posted: Sun May 25, 2008 1:11 pm
by Frame
just had a nice fight with galcop, seems one of them went kamikaze on me with injectors on, even though i tried to avoid him, he got me... good thing i have my clone insurance at SAVE...
is this delibereted action ?, if not could we get so that they have a chance of going kamikazee on ya ?.. if you are dangerous enough
Damn Confederacy, not letting us hardworking pirates alone
...
Posted: Sun Jun 01, 2008 1:33 am
by nijineko
this would be an entirely appropriate police action in a feudal system.... i encourage research into this area of development. super-fast single-pilot kamikaze feudal police fighters would be great! after all, in a feudal system, the nail that sticks out WILL be hammered down.
imagine. no lasers, no missles, no mines. just an honorable desire to bring glory and honor to the family by taking out a offender or fugitive by ramming them with the missle-cum-ship. if somebody scripts this, i'll supply drawings at least, even some japanese and english messages, maybe even some models. any takers?
Posted: Sun Jun 01, 2008 8:16 am
by Killer Wolf
oh man, i HATE the kamikaze pilots! lost count of the number of times i've been in epic battles fighting my way to an Anarchy's station, racking up kills galore and scooping a fortune of cargo, getting my ship to near-death levels at some point...then some effing FLD decides the best combat fighting technique is to to dogfight at full burn, and blats me into oblivion. 40 mins of battle and heroic survival sturggles down the drain. >:-(
Posted: Sun Jun 01, 2008 10:59 am
by DaddyHoggy
"sturggle" - what a fab sounding word you've just created!
Posted: Mon Jun 02, 2008 7:03 am
by Commander McLane
I'm not sure whether the AI-handling is delicate enough to create real Kamikazes. I tend to think that the crashes we get with superfast FDLs and the like are actually accidents. I don't think the ramming is intended. It's just that the manoeuvring skills of the ship's pilot don't keep up with the ship's speed, if you know what I mean.
Posted: Mon Jun 02, 2008 7:43 am
by DaddyHoggy
I know nothing of the new js oxp language, but would it be possible to switch the AI of the ship to that of a missile? Since their sole purpose is to impact upon the player's (or any other) ship, it seems ideal for the task.
Posted: Mon Jun 02, 2008 7:58 am
by Commander McLane
Yeah, JavaScript can do that.
Posted: Tue Jun 03, 2008 6:32 pm
by Killer Wolf
""sturggle" - what a fab sounding word you've just created!"
i think that was actually the sound i was making after it happened for the xth time!
Posted: Tue Jun 03, 2008 8:52 pm
by TGHC
especially when the go down the drain
Posted: Tue Jun 10, 2008 9:26 am
by Amen Brick
I've had asps ram me to death (often launching a missile) before, hoping my shield enhancer helps me survive that.
Sounds like some good ideas for a fuedal oxp to match the anarchies and the commies, heh?
Posted: Thu Jul 31, 2008 1:03 pm
by Cmdr Wyvern
Kamikazes are an old bug, not intentional. Usually a death ramming happens by a ship on injectors as they try to laser-joust you. And the occasional escort ship ramming the station navbuoy with fatal consequences.
I had an idea once for a terrorist oxp - religiously motivated and/or bat crazy kamikaze pilots appearing very rarely in stripped down rusty adders, equipped with nothing but fuel injectors, and a modified q-bomb warhead in the cargo hold with the detonator in the cockpit. Using a modified pirateAI, they would run towards the target on injectors, then detonate the bomb when they got close.
Bounty for killing the mad bastard would be extremely high, but killing him before he reached his target and went up in a blue sphere of oblivion would be difficult, because he's on injectors. On the other hand, they ignore missiles, won't flee or veer off course once they started the suicide run.
Certainly not an encounter a Harmless jameson wants, but could be a challenge for Deadly or Elite pilots.
Comments?
Posted: Thu Jul 31, 2008 3:04 pm
by FSOneblin
Cmdr Wyvern wrote:
I had an idea once for a terrorist oxp - religiously motivated and/or bat crazy kamikaze pilots appearing very rarely in stripped down rusty adders, equipped with nothing but fuel injectors, and a modified q-bomb warhead in the cargo hold with the detonator in the cockpit. Using a modified pirateAI, they would run towards the target on injectors, then detonate the bomb when they got close.
Bounty for killing the mad bastard would be extremely high, but killing him before he reached his target and went up in a blue sphere of oblivion would be difficult, because he's on injectors. On the other hand, they ignore missiles, won't flee or veer off course once they started the suicide run.
Certainly not an encounter a Harmless jameson wants, but could be a challenge for Deadly or Elite pilots.
Comments?
Sounds awesome. I would like that. But have them in a varity of ships, and the 911 terrorist were dressed really nicely with a nice carryon bag, So you might want there to be Fer-de-Lance and Mussurana's, too. and It would be neat to include a mission, too.
Don't Panic: FSOneblin
Posted: Thu Jul 31, 2008 3:34 pm
by Cmdr Wyvern
FSOneblin wrote:Sounds awesome. I would like that. But have them in a varity of ships, and the 911 terrorist were dressed really nicely with a nice carryon bag, So you might want there to be Fer-de-Lance and Mussurana's, too. and It would be neat to include a mission, too.
Don't Panic: FSOneblin
Al-Queda was funded by oil money, bin Ladin is stinking rich, that's how they managed to afford Almani suits and all for the 9/11 attack.
The mad bombers I'm thinking of here are part of a very small, dirt-poor cult or political extremist movement, thusly why they use rustbucket Adders kitted with nothing but injectors and the suicide warhead. Dirty deeds done dirt cheap, and why would they spend a big wad on suicide ships that are going to fly one-way missions? Think of the Retros in WC-Privateer.
I can write the shipdata.plist and custom AI, nick the Adder model from Mpak, and write a background story, but I utterly suck at mission scripts.
To make a mission out of it, I'd call on the master of script-fu, LittleBear.
-- Wyvern
Posted: Thu Jul 31, 2008 8:22 pm
by FSOneblin
Cmdr Wyvern wrote:FSOneblin wrote:Sounds awesome. I would like that. But have them in a varity of ships, and the 911 terrorist were dressed really nicely with a nice carryon bag, So you might want there to be Fer-de-Lance and Mussurana's, too. and It would be neat to include a mission, too.
Don't Panic: FSOneblin
Al-Queda was funded by oil money, bin Ladin is stinking rich, that's how they managed to afford Almani suits and all for the 9/11 attack.
The mad bombers I'm thinking of here are part of a very small, dirt-poor cult or political extremist movement, thusly why they use rustbucket Adders kitted with nothing but injectors and the suicide warhead. Dirty deeds done dirt cheap, and why would they spend a big wad on suicide ships that are going to fly one-way missions? Think of the Retros in WC-Privateer.
I can write the shipdata.plist and custom AI, nick the Adder model from Mpak, and write a background story, but I utterly suck at mission scripts.
To make a mission out of it, I'd call on the master of script-fu, LittleBear.
-- Wyvern
Oh, ok. I like the idea of a dirt poor cult. Just thought it might be a good idea to make a mission. Maybe they would get rich from Piracy, or making and selling special q-mines, And then slowly get to fancy ships. Then galcop would get poor trying to stop it, and they need a commander that has more experience, you. For the mission, you might need, say, 4000 kills, at leased, and you might want their base in galaxy 8, it would be cooler that way, and there are no missions in galaxy 8, yet. Of course, they would get some... allies, like, say, renegades, to make it harder. I will stop talking now.
Don't Panic: FSOneblin
Posted: Thu Jul 31, 2008 8:44 pm
by LittleBear
Most of the code and AIs to detect somthing ramming somthing with sufficent power to destroy even a station is in AsteroidStorm.oxp (including the code for putting up mission briefings and different displays depending on success or failure). So feel free to rip it off! The code to do mission briefings and give choices is pretty easy (I personally find AIs a lot harder to get right), so if you can do AIs ok, mission scripting is faily easy. If you have a look though the randomhits legacy script, I've put comments in to explain what different bits of code are doing.