Forums » General
1.1.1
Changes from 1.1.0
- Trader NPCs shouldn't get lost between jumps
- NPCs and bots should activate the wormhole at the proper
distance
- NPCs and bots don't mysteriously heal after warping
- Orun/Dentek/etc Collectors now mine asteroids
- Trader NPCs use Atlas ships
- Trader NPCs don't shoot back
- Mass indicator on the HUD
- Fixed secondary chat fadeout time
- Added rHUDfadeout variable for setting the fade timeout
of the secondary chat area. Defaults to 4 seconds. (Use
/set rHUDfadeout x to change it to x seconds)
- Made repair weapon shoot faster and have better autoaim
- Other miscellaneous bug fixes
- Trader NPCs shouldn't get lost between jumps
- NPCs and bots should activate the wormhole at the proper
distance
- NPCs and bots don't mysteriously heal after warping
- Orun/Dentek/etc Collectors now mine asteroids
- Trader NPCs use Atlas ships
- Trader NPCs don't shoot back
- Mass indicator on the HUD
- Fixed secondary chat fadeout time
- Added rHUDfadeout variable for setting the fade timeout
of the secondary chat area. Defaults to 4 seconds. (Use
/set rHUDfadeout x to change it to x seconds)
- Made repair weapon shoot faster and have better autoaim
- Other miscellaneous bug fixes
The changes are great.... buuuuuut (gotta have a "but", right?)
I think NPC traders SHOULD shoot back. I know I would if someone was trying to pirate me. Maybe not with homers, but at least a few plasma shots.
I think NPC traders SHOULD shoot back. I know I would if someone was trying to pirate me. Maybe not with homers, but at least a few plasma shots.
Yeah... the logic should really be "shoot back only if not near a station" because that's what this was intended to prevent: you ram into one of these suckers trying to dock, he gets mad and starts shooting at you, and the defense bots don't care until you shoot him back. So then it's your fault.
Will there ever be bot vs bot combat? If a trader bot gets stuck in a storm, for instance, will the "Pirate" bots ever attack it?
I don't see why not... Sure.
Historical note:
In the ol' Vendetta Test days, we used to have lots of bot vs. bot combat. Then I made the bots better at dodging and worse at shooting and they would just sit there in pairs staring at each other, perfectly dodging their counterparts' fire, all the while drifting slowly out into space.
It works fine if you use marginally unevenly matched bots though.
Historical note:
In the ol' Vendetta Test days, we used to have lots of bot vs. bot combat. Then I made the bots better at dodging and worse at shooting and they would just sit there in pairs staring at each other, perfectly dodging their counterparts' fire, all the while drifting slowly out into space.
It works fine if you use marginally unevenly matched bots though.
Awesome! I love the devs!
Heh, if you drag a strike force into a bot sector, can you make the pirate bots attack the strike force? :D It would be cool to see the SF chew through everything...
Of course that would require tweaking to avoid making SFs too easy to lose...
Heck, I'll settle for pirate bots. Thanks!
Heh, if you drag a strike force into a bot sector, can you make the pirate bots attack the strike force? :D It would be cool to see the SF chew through everything...
Of course that would require tweaking to avoid making SFs too easy to lose...
Heck, I'll settle for pirate bots. Thanks!
What about just giving each bot a modifier as it spawns? For example, the computer gets the order to spawn a couple of Oruns, and it rolls. One of 'em gets a +3 and the other a -1. One of em is going to be faster, more powerful and more accurate, and the other will suffer from a bad case of the Stormtrooper Effect.
Yeah that'd be quite nice, just make make some of their stats a bit random...
Like where this is going, that would also make botting a lil more interesting, as some bots would be the proverbal sitting ducks, and others a lil faster and better than the standard bot model! =D
Are you sure this isn't already happening? Sometimes the bots seem really easy to kill and other times I get shot a lot.
But then you could have the thrill of killing a "hard" bot for your skill level and then you'll be saying to yourself "but I killed one of these before why am I dying now?" :)
Infrequent positive re-enforencement is a good way to cause a habit (thanks Dr. Skinner). I like this idea if the bots are kept to a narrow range of variation (or make the newbie bots more predicitable than the higher level bots)
But then you could have the thrill of killing a "hard" bot for your skill level and then you'll be saying to yourself "but I killed one of these before why am I dying now?" :)
Infrequent positive re-enforencement is a good way to cause a habit (thanks Dr. Skinner). I like this idea if the bots are kept to a narrow range of variation (or make the newbie bots more predicitable than the higher level bots)