Forums » Suggestions
AI 'hired gun' turrets
If there were an option to hire a gunner for Moth/Atlas turrets, I would totally 'rent' it. Maybe a per hour or per trip price or something like that. Maybe even different prices for different levels of targetting competence, ie; less money for an AI that just spews gats in the general direction of the enemy, thus being cheaper than trying to hire a player to just sit there while I cook a roid, and more money for AI's that actually aim, thus costing more than a player gunner who can actually hit things but won't go 'AFK' from boredom and miss the rat that sneaks in. Just a thought.
I have the indistinct feeling that this has been suggested before. Not that it's a bad idea.
but... i liked getting 4 pks by KERSPLODing one moth!
+1 I really like turrets, anything to improve
Some ideas already proposed on many topics:
-Hire a bot as gunner
-Create a plugin for gunner
-Invite Player from ANY station as gunner
-BBS in-game
-Operate your own turret, leaving "cockpit" (adrift)
I think that hired gunner should be for trip, from here to next station you dock, and payment based on elapsed time and distance.
Pay = 1000S + 100M + 5000K
S = Sectors away from start point
M = Minutes elapsed
K = Enemy kills
Same salary should be offered to human gunners as default, deduced from pilot's account.
Some ideas already proposed on many topics:
-Hire a bot as gunner
-Create a plugin for gunner
-Invite Player from ANY station as gunner
-BBS in-game
-Operate your own turret, leaving "cockpit" (adrift)
I think that hired gunner should be for trip, from here to next station you dock, and payment based on elapsed time and distance.
Pay = 1000S + 100M + 5000K
S = Sectors away from start point
M = Minutes elapsed
K = Enemy kills
Same salary should be offered to human gunners as default, deduced from pilot's account.
might be kinda difficult to tell a bot who to attack and who not to attack. if it goes by faction, pretty much anyone could attack unscathed.
if it is on a hit basis, (i.e. player shot yer moth), that wouldn't be so difficult to deal with given the efficiency of KERSPLODing a moth with swarms in a couple quick shots.
HAR!
if it is on a hit basis, (i.e. player shot yer moth), that wouldn't be so difficult to deal with given the efficiency of KERSPLODing a moth with swarms in a couple quick shots.
HAR!
Already done, just check the convoy's gunners. Re-use same code. A Bot is a piece of code... so it could add the same (gunners/logic/code) to player's ships.
And a gunner should not shoot on whoever you say to, his job is defend the ship he's in. Then, it's quite simple to AI identify who to shoot at.
And PvP is important, but there are many other activities on VO... like mining on hive/levi sectors...
And a gunner should not shoot on whoever you say to, his job is defend the ship he's in. Then, it's quite simple to AI identify who to shoot at.
And PvP is important, but there are many other activities on VO... like mining on hive/levi sectors...