Forums » Suggestions

Friend/Foe

Apr 11, 2006 Ghost link
So, I love how if you hit a friendly ship (not same nation) it becomes hostile to you. This is the way it should be. However, it might be a little sensitive. For example, when doing an escort mission, if one stray shot of mine connects with the trident I'm escorting while I'm trying to pick pirates off, the trident turns on me.

Would it be possible to make it so that the ship turns hostile after a certain level of damage is done to it by that specific pilot instead of turning as soon as it is hit once?
Apr 11, 2006 bojansplash link
This is a bit silly actually.
I was escorting Tunguska voy, killed all corvus pirate bots and then got killed by one tunguska vult escort since one of my shots hit him.
Tunguska defbot who shot me was declared KOS for Tunguska for killing one of his own and thats it. Nice reward, saved the voy and got killed by it at the end.
Ghosts suggestion looks good and could put an end to this kind of silly situations.
Apr 11, 2006 mr_spuck link
Welcome to my ctc experience.
In the beginning I was sometimes a bigger threat to my team mates and the transports than the attackers. After a while you know when to not fire. :P
Apr 11, 2006 incarnate link
We've done work on this recently. Now it requires a 50% damage threshold for them to respond and attack you. However, it may not be propogated out to the escort missions yet (where it's probably most needed). I know Andy put it into effect for my new "test pilot" tree, since I had mentioned that exact problem.

The % damage should probably be dependent on the ship, or perhaps an absolute number of HP (like 2000 or something), but for now it's just 50%. I'll see about getting it into the escort missions as well in the near future.
Apr 11, 2006 Doukutsu link
Perhaps there is a way for the ai to recognize whether you have him targeted or not. That could also be used as a factor.
Apr 11, 2006 Cunjo link
yea, as Doukutsu said, if the AI took more damage before responding to your attack if it was not being targeted by you, then it would make more sense... if somoene intentionally attacks it, it would respond after far fewer shots connected than if you were currently engaged with anoher target.
Apr 11, 2006 Lord Q link
i think the threashhold should be kept fairly low. after all part of twitch based combat and open PVP (or PVA i guess) is that you have to be responsible with your weapons.

i don't think it's unreasonable for a fighter to take any damage from an energy weapon as a hostil act. now getting cought in the blast radious of a missile or rocket on the other hand they should be more likely to forgive. And larger ships like the Trident and HAC should probably forgive up to around 5% of their hull damage from any sort of weapons.
Apr 12, 2006 Ghost link
Yeah, 50% is good for light fighters. But I think you're right Inc, it should probably be dependent on ships. 50% of HAC hull is a lot of friendly fire =)
Apr 12, 2006 Doukutsu link
I can see what you mean, Lord Q, but I don't go berserk on group or guild members just because a few stray laser shots hit me. I don't think most people would.
Apr 12, 2006 Lord Q link
Doukutsu,
yes, but you aren't an AI script. and besides it's more a matter of it shouldn't be hard to keep energy weapons fire under controle, and so AIs should be less forgiving of being hit by that sort of weapons than being in the blast radious of a flair.
Apr 12, 2006 Cunjo link
LQ,

How much sense was that supposed to make? because, hell, it made none.

Last I checked, the storyline or goal of this game didn't revolve around "fight AI" - The AI is designed to emulate PEOPLE, not just be dumb AI. dumbass.
Apr 12, 2006 Lord Q link
Players can take more information into account such as "that person is a lousy shot he probably didn't mean to hit me", "i did charge in while he was engaging that target", "i did paint my ship the wrong color today" etc.

while in a perfect world the AI would also be able to do this and therefor be able to tell the difference between "i've been shot by pilot X who is a natorious back-stabber and a deadly shot, therefor i should defend myself now rather than assume he did it by mistake" and "i turboed in to fire on that enemy that player X was alreday engaging and i got hit as i passed through his shooting solution, i should let it go and continue fighting the enemy", that level of cognisance doesn't exist in artaficial intelegence.

that said i'd rather encourage skill in combat by making the AI less forgiving about friendly fire, rather than encourage irresponsable weapon-spray by having the AI forgive large amounts of damage.

and besides, real people don't generaly take "my bad" as a viable excuse for firing on them.

So in summary i support:
a very low threshold for energy weapons say 1-3% damage
and a larger threshold for weapons with a blast radious say 50%

and a small threshold 3-5% for all capitle ships (anything too big to dock normaly)
Apr 12, 2006 Dark Knight link
As I recall, in the EV series, vessels will happily take several weapons shots from you as long as you don't have them targetted. It's based on percentages, of course, so while a Fed Carrier will happily take a couple of Heavy Blaster Turret shots, a Viper might not be so forgiving (assuming it can survive a few Heavy Blaster Turret shots.
May 07, 2006 thurisaz link
all well and good, and I'd agree that low thresholds should be used, except that capship turrets can hit ships of the same nation, which completely flies in the face of the no-friendly-fire system we have going for small ships..

I was escorting a Serco convoy through a storm, manning a Trident turret against bots.. now, those who have some experience know that both hive bots and escort bots tend to congregate just off the Trident's stern; a Vulture walked into my turretgauss and exploded, dropping me from over +800 to immediate KOS.. this was a bad thing