Forums » Suggestions
Guys, how hard are the AI gunners?
For me, NPCs gunners should be hired from shipyards, enabling auto-turrets exactly like NPC turrets are, same AI. If a turret is destroyed, NPC dies and pilot must hire a new one. Turret can be changed independent of Gunner.
And NPC gunners present on capship are listed as present on Sector List, radar, etc.oop
Just add basic controls to Pilot, that also applies to Players:
-Weapons Hold: All turrets are 'powered off' or safe locked, for NPCs and players
-Weapons Free: AI will respond to fire and engage KoS targets. Players can shoot at will.
-Prefer my target: all AI gunners will engage preferred target when visible, resuming regular behaviour when preferred target is not targetable. Target is marked for players.
AND, more important, enable Pilot to use own turrets, one at time! While player leaves pilot seat to become gunner, ship remains as it was, drifting or parked.
For me, NPCs gunners should be hired from shipyards, enabling auto-turrets exactly like NPC turrets are, same AI. If a turret is destroyed, NPC dies and pilot must hire a new one. Turret can be changed independent of Gunner.
And NPC gunners present on capship are listed as present on Sector List, radar, etc.oop
Just add basic controls to Pilot, that also applies to Players:
-Weapons Hold: All turrets are 'powered off' or safe locked, for NPCs and players
-Weapons Free: AI will respond to fire and engage KoS targets. Players can shoot at will.
-Prefer my target: all AI gunners will engage preferred target when visible, resuming regular behaviour when preferred target is not targetable. Target is marked for players.
AND, more important, enable Pilot to use own turrets, one at time! While player leaves pilot seat to become gunner, ship remains as it was, drifting or parked.