NPCs turning and running at RES sites

I noticed last night that some NPCs turn and run after being shot at RESs. This happens to all size of ships from the humble Sidewinder all the way up to Anacondas. Has the AI been updated recently? Has anyone else noticed this?
 
Been happening for quite a while now.
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It all depends on the state of the NPC, if they have shielding (or shields manage to come back online), they will continue to fight. It's only when they start to take serious hull damage that they turn tail and run.
 
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I've noticed this only recently too and observed a near-certain-flee scenario where a wing of pirates with one big boy (Clipper, Dropship, Conda...) drops in. You pulverise the big boy, see the small ones flee immediately.

Weirdly though, if I manage to mass-inhibit them, they abort and fight, never to attempt to bail again.

And yeah, a fleeing enemy is an invitation to deploy that large cannon mwuah-hah-haa.
 
When in a wing, the little ones will flee once the big dog is down. If you want to maximize the profit, kill the small dogs first. Actually you should always kill the small dogs first cause they can bring your shields down if left unchecked. They die extremely fast.

In a single target scenario, ships usually turn to flee if the fight drags on too long. Or if you try to wear them down by shooting the Hull. Either condition or a combination of those causes the FSD charging behavior.

Good ol snipe to the power plant and problem solved.
 
Hmm... Must fix...
wink.png



Rats! :D
 
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The only big ships that seem to run from me are Clippers. Dropships, Pythons and Anacondas all seem to stay to fight it out.
 
Lol, part of what I absolutely love about FD - someone mentions an AI weakness randomly in the forums...

SJA pops up from nowhere and announces "yeah, not for long ;)"

Fantastic work guys and gals! :D

I for one welcome our wily AI overlords.
 
Interdiction and RES - I find as a general rule when you kill the first one the others will flee and jump out without firing a shot, however sometimes in a RES zone I'm immediately attacked by a (hostile to me) wing of 3 all at the same time and on a number of occasion's I've been attacked by two wings at the same time so you end up fighting 6 of them because they don't run. While that's a lot of fun most times it means loosing your shields and taking some hull damage because you cant disengage and the local security spend more time getting in your way than helping out or their all off attacking a single ship. But why are some of them running while other stay and fight. Sarah might know but without us knowing the reasons it just seems like inconsistent game play to me.
 
Lol, part of what I absolutely love about FD - someone mentions an AI weakness randomly in the forums...

SJA pops up from nowhere and announces "yeah, not for long ;)"

Fantastic work guys and gals! :D

I for one welcome our wily AI overlords.

FD are duty bound (says I) to re-balance the earning potential regardless of career path (piracy, exploration, bounty hunting, trading). This makes sense in the long run because people choose a specific path, get bored and try a different path. The challenges are different mind you but the earning potential should remain the same.

- - - Updated - - -

Interdiction and RES - I find as a general rule when you kill the first one the others will flee and jump out without firing a shot, however sometimes in a RES zone I'm immediately attacked by a (hostile to me) wing of 3 all at the same time and on a number of occasion's I've been attacked by two wings at the same time so you end up fighting 6 of them because they don't run. While that's a lot of fun most times it means loosing your shields and taking some hull damage because you cant disengage and the local security spend more time getting in your way than helping out or their all off attacking a single ship. But why are some of them running while other stay and fight. Sarah might know but without us knowing the reasons it just seems like inconsistent game play to me.

Been in exactly the same situation myself. Run away and re-engage. If there are no SAVs in close proximity run to them and they will engage the hostiles, leaving you to work on ships you can handle. OOOOpppppssss have I said too much?!!!!! Sarah's probably reading!!!
 

Sarah Jane Avory

Retro Queen
Been in exactly the same situation myself. Run away and re-engage. If there are no SAVs in close proximity run to them and they will engage the hostiles, leaving you to work on ships you can handle. OOOOpppppssss have I said too much?!!!!! Sarah's probably reading!!!

Me, reading? Nah! Everybody's okay, nothing to worry about... ;) (quickly scribbles some notes) ;)
 
To me this makes sense. the little ships wit ha larger ship i usually take to be escorts or paid guards..... so when the boss or the ship they are being paid to protects is destroyed then they have no reason to stick around....
 
Hmm... Must fix... ;)

The thing you need to fix first,(not really, of course.. this is just something that bothers me in-game) is that 9 times out of 10 when I engage a wing... I basically fight one of them 1 on 1...and kill it.. then the other two tuck tail and bail out, having never fired one shot while I was engaging the first. Why don't the other two attack me at the same time as the first guy? They almost never do. (usually USS I'm talking here..., not so much in a RES).

Here is a prime example of where AI fails in USS:

Two nights ago I was getting bored looking for PC pirates in my clipper... so I decided to drop into a Strong USS just to see what was in there, and see if I could actually take on whatever was there (I was in leesti). Sure enough, there was a tough looking wing. It was 1 Anaconda, and (I think) 2 cobras. I target a cobra and start going to town... at this point, the other cobra IS attacking me silmutanously. I kill cobra #1 quick enough, and turn to take out cobra #2. After 20 or 30 more seconds, that guy melts also. ALL THE WHILE... their buddy in the Anaconda is just sitting there doing nothing. I select him, do a KWS scan, target his PP, and then at my convenience, start attacking the conda, eventually killing him. I dropped into 3 Large USSs back to back to back, and they were all identical. Hardly even a challenge. Now, had that Anaconda started to fight as soon as I started attacking his wing buddies (like one would expect), these particular large USSs would have been un-doable for me, a solo player... I would have needed a wingman, which I think is the point. I don't know about you, but when my wingman is being attacked by another ship, I am on that ship's ass like white on rice.

So.. why do these Anacondas not care or notice that I have been fighting his wingmen for the last 2 minutes? The AI is getting better...but no offense, it's still terrible.
 
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Me, reading? Nah! Everybody's okay, nothing to worry about... ;) (quickly scribbles some notes) ;)

On the flip side... I'm entirely on-board with making NPC's smarter and more challenging, especially at higher ranks... but can we do something about NPC's and mass lock? It's rather annoying when I've lured that Anaconda into the middle of the asteroids to ambush him and then when his hull hits 35% he pops his FSD and jumps out right in the middle of the asteroid field!
 
I have never seen a ship jump out while being mass locked by an asteroid field. I always seem them start boosting away from me, turning tail and running (yeah, you better run!) perpendicular straight out of the field, which is what one would expect. Sometimes they make it, sometimes they don't.
 
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I have never seen a ship jump out while being mass locked by an asteroid field. I always seem them start boosting away from me, turning tail and running (yeah, you better run!) perpendicular straight out of the field, which is what one would expect. Sometimes they make it, sometimes they don't.



I've had it happen twice in the last week. Once an Anaconda, once a Python. Neither of them was anywhere close to being out of the asteroids. The Anaconda was in fact heading further INTO the asteroids when i heard "Frame Shift Charge detected."

I will agree that NPC's generally do clear the asteroids (or try to! Mwahahaha!) before jumping out. But in both of these cases, they left FSD wakes right smack in the middle of the rock garden.
 
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