Scaled AI Opponents?

Are AI NPC ships/skills scaled to the rank, and ship type of the commander? If not, this should be a high priority item.

Note: I'm not bitter at all about my "C" rated Cobra being toasted in 15 seconds by a maxed-out Python in Solo Play. Really. All the other players tell me I should L2P, and that NPC was a pushover...
 
I think NPC opponents should definitely be scaled, mainly to make them harder and smarter. Smarter includes knowing when they have no chance, e.g., a shieldless Eagle should not try to pirate an armed Asp. Meanwhile players flying a shieldless cargo ship should be an open invitation for tough pirates, i.e., they should not scaled down to be defeated simply because the player chose to fly a ship that's poor at defending itself.

The Python vs Cobra scenario seems fine to me, but I don't think Python should generally bother with small fish like Haulers, so in that sense the NPCs could also be scaled down when the player is simply not "worth their time" to attack.
 
I think the "hardness" or toughness is there - Elite ships appear to have better kit, probably up to A rated modules. "Smarter" however... yeah, that could be looked into. The number of times I've seen NPC Sideys take on Anacondas is pretty silly.
 
I think NPC opponents should definitely be scaled, mainly to make them harder and smarter. Smarter includes knowing when they have no chance, e.g., a shieldless Eagle should not try to pirate an armed Asp. Meanwhile players flying a shieldless cargo ship should be an open invitation for tough pirates, i.e., they should not scaled down to be defeated simply because the player chose to fly a ship that's poor at defending itself.

The Python vs Cobra scenario seems fine to me, but I don't think Python should generally bother with small fish like Haulers, so in that sense the NPCs could also be scaled down when the player is simply not "worth their time" to attack.

This doesn't make a lot of sense.. the AI should scale in difficulty based on the rank of the AI commander... i.e. an elite rated NPC should be tough to defeat regardless of the ship he's flying and a harmless one should be easy regardless of the ship they are flying. It should have nothing whatsoever to do with whether you're in an asp or a shieldless cargo ship.
 
A mix of equipment and skill needs to be done by the matchmaker- always a contentious thing.

It would be hard to have different sets of AI's/ships for both solo and open play.
 
This doesn't make a lot of sense.. the AI should scale in difficulty based on the rank of the AI commander... i.e. an elite rated NPC should be tough to defeat regardless of the ship he's flying and a harmless one should be easy regardless of the ship they are flying. It should have nothing whatsoever to do with whether you're in an asp or a shieldless cargo ship.

I wasn't talking about the combat AI, so it's no surprise what I said doesn't make sense in that context. =) Let me clarify:

1) The combat AI (i.e., how well the AI fights after a fight has begun) should indeed scale by its elite combat rank only.

2) The non-combat AI of NPCs seems currently non-existent. It should be smarter, e.g., realise that if they are in a shieldless Eagle, it is not a smart move to attack an armed, shielded Asp. Meanwhile a player flying a shieldless cargo ship would be a tempting target for any pirate, so NPCs pirates spotting such a player should be smart enough to take advantage of the situation. And players in a Sidewinder would probably not be very good targets for an NPC pirate in a Python to interdict, just like players with a 400 CR bounty would not be very good targets for an NPC bounty hunter in a Python – there are much more effective ways to make money with such a ship (but of course they should fight to the best of their abilities if attacked by a foolhardy player, and they might attack in any case if the player is the only target around, e.g., at a resource extraction site).

3) While the above deal with AI as such, there is also the matter of which NPCs to spawn for which players. This is perhaps a bit more controversial opinion, but I think it would make the game better if the player's “level” (i.e., how well equipped they are) affected what “level” (combination of ship + weapons + combat rating) of hostile NPCs spawn near that player. I wouldn't make it like some RPGs where you never see a high level enemy until you are high level yourself, but given the scope of available ships and equipment I feel that it will otherwise be very difficult to make the game challenging for “high level” players without making it impossible for “low level” players.

Note that I'm not saying every NPC should always be defeatable - quite the opposite in fact; I feel that currently almost all NPCs are too easy (e.g., even when carrying a full load of cargo I tend to just submit to every NPC interdiction because the bounty can be considered just a source of additional income).

While it is somewhat “unrealistic” that a certain player would automatically happen to draw suitable encounters to them, much of such “NPC spawn bias” could be explained by the combination of NPCs choosing their targets smartly (point 2 above) and “behind the scenes rumours”. For example, a player making lots of money hauling goods in a shieldless cargo ship would surely attract attention at stations, and someone might tip off a pirate about a juicy target. I believe there is already something like this implemented for NPC bounty hunters, and law enforcement, i.e., they magically know which player they should interdict and scan, which I think is great - fewer “pointless” encounters for other players, and greater risk for criminal players (and this is again largely explainable by detective work done by the NPCs behind the scenes). But it could use a fair bit more work towards offering challenging encounters instead of just plain random ones.

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It would be hard to have different sets of AI's/ships for both solo and open play.

Yes, multiplayer makes things a bit more complex, but I don't think it's a problem if NPCs “meant” for someone else are seen by other players. If those NPCs deem that other player a suitable target (i.e., it seems like reasonably smart move considering risk/reward and efficient use of their time), why not attack. This would also mean that systems frequented by “high level” players would have “high level” NPCs around even for “low level” players, which I think is fine as long as the above considerations about attacking them are taken care of. Surely a lowly Sidewinder can slip under the a NPC Python's radar if there are Type-6's and -7's to hunt.
 
I see a lot of threads talking about how easy the AI is to beat, but I have to wonder if it is because the majority of players are pirate hunters. I wonder at this because we also see as many if not more complaints about accidentally hitting the police ships and the prompt death that follows.

Perhaps I just have a different perspective, because I have not found the AI to really be that lacking.

As a pirate, my battles are always against 3+ ships. These are what I call "easy" fights. Ones that were carefully chosen. The more common case is a USS with 5 or more combat ships all default aggro'ed to me. Or, the other case are convoys with 8 or more ships who will dog pile me the moment I fire. I do not find either cases "easy". Both require very careful planning on my part. Both require a very specific kill order, while ensuring that my actual quarry does not wonder so far as to escape.

The AI is simple to defeat, but only when the AI is solo. What I see is that the AI engages in wolf pack tactics when in a group. They will formation fly to defeat boom/zoom tactics. They will dog pile to defeat turn battles.
 
I see a lot of threads talking about how easy the AI is to beat, but I have to wonder if it is because the majority of players are pirate hunters. I wonder at this because we also see as many if not more complaints about accidentally hitting the police ships and the prompt death that follows.

I actually just replied to you in another thread about this, but in short I agree that there are certainly challenges to be found in the game, whether by deliberately flying a weaker ship or by fighting multiple NPCs at once. The problem is that unless you specifically go looking for trouble, trouble rarely finds you (for most professions). I did mainly speak about 1 vs 1 combat above as that is basically what is currently the norm when NPCs initiate the hostilities, but one way to tweak the challenge level would certainly be to have NPC pirates also act in groups. In practice I think the mechanisms for this may not be yet fully in place, perhaps it comes with wings in 1.1. My main points remain the same, however, even if NPCs do act in groups, e.g., a group of 8 elite pirates should not bother with a lowly Sidewinder if there is any better target around, and a shieldless type-7 grinding luxuries should draw in a strong force of NPC pirates (whether one strong ship or an equivalent group).
 
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I actually just replied to you in another thread about this, but in short I agree that there are certainly challenges to be found in the game, whether by deliberately flying a weaker ship or by fighting multiple NPCs at once. The problem is that unless you specifically go looking for trouble, trouble rarely finds you (for most professions). I did mainly speak about 1 vs 1 combat above as that is basically what is currently the norm when NPCs initiate the hostilities, but one way to tweak the challenge level would certainly be to have NPC pirates also act in groups. In practice I think the mechanisms for this may not be yet fully in place, perhaps it comes with wings in 1.1. My main points remain the same, however, even if NPCs do act in groups, e.g., a group of 8 elite pirates should not bother with a lowly Sidewinder if there is any better target around, and a shieldless type-7 loaded grinding luxuries should draw in a strong force of NPC pirates (whether one strong ship or an equivalent group).

I do agree with your point there.

The problem is pirates NPC or otherwise don't currently have a way of identifying the big traders from everyone else.

It's part of the reason for my suggestion of move the Hyperspace endpoint into the Nav Beacon instance. :)
 
The problem is pirates NPC or otherwise don't currently have a way of identifying the big traders from everyone else.

With NPC pirates the game does know a player's cargo so NPC pirates “just knowing” it as well is possible, and could be explained by behind the scenes rumours as I speculated above (i.e., someone talked to someone at the station bar). For player pirates it is indeed lacking (apart from what can be read on the forums =), but on the other hand it is usually a safe assumption that players in big cargo ships are potentially lucrative targets (except that the most lucrative ones are playing solo). For player pirates vs NPC targets, the same principles for “spawn bias” could be applied, i.e., the game knows the loadout of a player's ship, thus it could prefer to spawn NPCs that are suitable targets for them (including convoys - hopefully with “wings” it becomes possible also in supercruise).
 
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