Forums » Suggestions
NPC Def Bots..
Ok, lets say a group of pirates want to invade one of the stations in the nations protected space, and destory all the NPC Def bots.
My suggestion is, if all of the NPC def bots are destroyed, make them respawn in the next 5 minutes by relaunching from the station.
Everyone cannot tottaly rely on NPC protection here.
My suggestion is, if all of the NPC def bots are destroyed, make them respawn in the next 5 minutes by relaunching from the station.
Everyone cannot tottaly rely on NPC protection here.
Hey! I LIKE the current system. It means that pirates who care about it can organize and take out all the NPCDef, then actually hold a hostile station, and its traders down.
It will require some skill and tactics, and isn't likely to happen soon, but don't make it too hard. the current situation have some tactical advantages . :)
It will require some skill and tactics, and isn't likely to happen soon, but don't make it too hard. the current situation have some tactical advantages . :)
Well, first thing's first. I think the NPCDEF AI needs to be less A and more I. The uberness of their engines and weapons are pretty bad. I also agree about lengthening their respawn times.
they do respawn. at least the corvus ones do. Kraz bots!
For once, I agree with Arolte.
I still find all the bots to be rather intelligent... They can easilly dodge the guided autoaim guns...
Its getting really annoying when none of your gausses are even hitting a darn sentry, while it used to hit on every freaking chance. And when you do the same exact thing with tachs, they suddenly do hit.
Not to mention that using autoaim in the off position has the exact same consequence for gausses as using a tach would...
Im lately wondering why im still using autoaim and if I just shouldnt base all my shots on pure luck in stead of an aimingdevice...
Or trust on my trusty rockets that run o so fast, but which I didnt want to see in another fashion just for the sake of fair play.
Its getting really annoying when none of your gausses are even hitting a darn sentry, while it used to hit on every freaking chance. And when you do the same exact thing with tachs, they suddenly do hit.
Not to mention that using autoaim in the off position has the exact same consequence for gausses as using a tach would...
Im lately wondering why im still using autoaim and if I just shouldnt base all my shots on pure luck in stead of an aimingdevice...
Or trust on my trusty rockets that run o so fast, but which I didnt want to see in another fashion just for the sake of fair play.
They're not really good at all. They simply do hard calculations to avoid your shots based on the position and velocity of your projectiles. They don't act intelligently in any way. They don't adapt. Once you find out how to kill 'em easily, they're doomed to die the same way over and over.
Try to hit 'em without using autoaim and you'll see what I mean. Once you find the sweet spot, you'll always nail 'em. There needs to be something more in the AI code to make them act unpredictably, but with intelligent reasoning, which is easier said than done.
Try to hit 'em without using autoaim and you'll see what I mean. Once you find the sweet spot, you'll always nail 'em. There needs to be something more in the AI code to make them act unpredictably, but with intelligent reasoning, which is easier said than done.
arlte, I know... I can nail them without a prob everytime without autoaim.
Its just crazy that bots can cheat :(. How can they know where to dodge to so my shots always miss barely, while I can take down a human player a lot faster, together with autoaim on.
just seems as if they cheat :(, and I would have rather have the easy killable then...
Its just crazy that bots can cheat :(. How can they know where to dodge to so my shots always miss barely, while I can take down a human player a lot faster, together with autoaim on.
just seems as if they cheat :(, and I would have rather have the easy killable then...
Defbots are still way to easy to take out and they still fly too close to each other (splash damage domino effect). I think it would help to give them less speed and poor weapons, but have LOTS of them. I mean LOTS. Like 50 or so. They should be all over you. Easy to kill, but so many that running is still the first thing that comes to mind. With so many of them the poor AI won't matter. One of them is always going to have a clear shot.
If any of you here are AI theorists feel FREE to write up some AI code and give it to the devs. Writing GOOD AI is NOT easy! Actually, it's very very difficult. Usually, you end up making the AI cheat in some way. IE more cash, more resources, faster engines, better weapons, more knowledge, etc...
auch the lag ... :(
No need to get all riled up, furball. I don't think anybody said AI coding was easy. In fact I even implied how hard it was in my post. Nevertheless, I feel it's one of those things you're going to have to catch up on if you're going to compete in the gaming industry, especially if you have numerous NPCs populating the world like in Vendetta (or any other MMORPG for that matter).
Take a look at most game reviews and notice how AI is oftened mentioned. It's just one of those things that can make or break a game's experience. All the highest rated games out there have especially one thing in common--excellent AI code. Not just design.
You know you've done something right as a developer if players don't notice it. Most reviewers tend to nitpick about the smallest flaws found in the game. The AI code is one of them. If little things like that aren't noticed by the player at first, chances are they've successfully added a sense of belonging to something in the game's environment.
A character behaving intelligently, for example, is often overlooked because it just's just something we don't think about naturally. We just know whether something is acting right or not. If we don't feel cheated as players, we usually don't say anything at all. That's a good sign.
Anyway, it looks like missions are the highest priority now, not so much AI code. For the most part they just got over the issue of having the bots commit suicide on stations. Now they just need to make them more intelligent during combat. I remember a1k0n saying that they'll eventually fix this, so sit tight. I was just saying once the AI behavior is improved, then we can suggest what the respawn times should be etc.
Take a look at most game reviews and notice how AI is oftened mentioned. It's just one of those things that can make or break a game's experience. All the highest rated games out there have especially one thing in common--excellent AI code. Not just design.
You know you've done something right as a developer if players don't notice it. Most reviewers tend to nitpick about the smallest flaws found in the game. The AI code is one of them. If little things like that aren't noticed by the player at first, chances are they've successfully added a sense of belonging to something in the game's environment.
A character behaving intelligently, for example, is often overlooked because it just's just something we don't think about naturally. We just know whether something is acting right or not. If we don't feel cheated as players, we usually don't say anything at all. That's a good sign.
Anyway, it looks like missions are the highest priority now, not so much AI code. For the most part they just got over the issue of having the bots commit suicide on stations. Now they just need to make them more intelligent during combat. I remember a1k0n saying that they'll eventually fix this, so sit tight. I was just saying once the AI behavior is improved, then we can suggest what the respawn times should be etc.