Has Sarah been a bad girl again? I think AI started ramming :)

Deleted member 38366

D
--- Deleted ---
 
Last edited by a moderator:
I reckon it might be an attempt to improve AI. It's happened to me and I embarrassingly have to report that it worked the first time around. I think it might be designed to tempt you into shooting first. Sneaky little asp hats. It would be interesting to find out if lower rank commanders are having the problem as much.
 
Having AI try to ram you as a combat tactic is kind of neat, actually.

Exactly, I actually like the fact they act more like human players doing this (except for this particular case, trying to ram conda with a viper doesn't make to much sense I guess, on the other hand I never tried it :))
 
Having AI try to ram you as a combat tactic is kind of neat, actually. Will there be any room for this type of behavior at all? It makes sense for larger ships to use their superior hull and shields to their advantage.

I'd like to second that. If they are likely to deal more damage then they receive when ramming another ship, it should be a valid and effective combat strategy, at least as a last resort when they realize they are going to lose in a conventional fire fight.

It would be even cooler if the chance for such a manoeuvre would depend on some NPC character values, like how bold or reckless a randomly generated NPC is - given such individual personality stats are already implemented or planned for the future.
 
I thought that AI is trying to learn from pilots of how they act in different combat situations and then some time just repeat of what they do.
To go out of raming events in game it could be ignored at all e.g no damage to both ships at all incase of colision and the ships just go out from each other like two iron balls with different mass is collided in space,
I predict that many one will say it is not realistic, I can say there is a lot what is not realistic in this game and it is not making this game bad at all.
or
heavy measure is to point pilots learn how to fly to avoid raming, immediate explode/distruction of both ships that have colided no look to size, mass, armor, hull, shield etc.
or
to leave everything like it is now do not touch anything as it is quite realistic and well balanced.
if I am in tank and i see that I can smash something on my course or somthing that is trying to make me damaged i will do and smash it
if i am not in tank but see that I cant do anything better than to ram my target risking to be highly damaged or damage my target to take advantage in situation for my self or for pilots in my wing who will destroy it with less efforts and time,
then I do act as camicaze pilot and it will be also very realistic.
 
I'd like to second that. If they are likely to deal more damage then they receive when ramming another ship, it should be a valid and effective combat strategy, at least as a last resort when they realize they are going to lose in a conventional fire fight.

It would be even cooler if the chance for such a manoeuvre would depend on some NPC character values, like how bold or reckless a randomly generated NPC is - given such individual personality stats are already implemented or planned for the future.

Second that second

Weapons power none?
Ramming speed Mr Worf :D
 
There is an occasional hole in the AI combat logic that says if all else fails, fly straight towards the target. It'll be fixed for 1.3 as part of a combat AI update. Instead they'll try to shoot you, not ram you.
Usually smaller ships try their very best to avoid other ships. For a while larger ships completely ignored smaller ones, but on the last update I added a degree of combat avoidance to bigger ships.
Okay, it's Saturday morning and I'm going back to bed...

I just wanted to provide some feedback on the 1.3 AI:

I've seen a noticeable improvement in the ability of the AI of how it tries to utilise the full 6 DOF in a close turning fight, however whats its not doing is leveraging a speed advantage against a slower more manoeuvrable opponent - it should break off and use zoom and boom tactics.

This is clearly in evidence in the incursion training mission. The second sidewinder puts up a really good fight, whereas the cobra that comes after is a sitting duck despite being faster and better armed because its essentially trying to use the same stay-close-and-turn tactics which make it an easy take down for the players more nimble sidewinder.

Ditto for the viper that comes a bit later - a much superior ship is easily beatable because tries to out turn the players sidewinder.
 
Last edited:
I just wanted to provide some feedback on the 1.3 AI:

I've seen a noticeable improvement in the ability of the AI of how it tries to utilise the full 6 DOF in a close turning fight, however whats its not doing is leveraging a speed advantage against a slower more manoeuvrable opponent - it should break off and use zoom and boom tactics.

This is clearly in evidence in the incursion training mission. The second sidewinder puts up a really good fight, whereas the cobra that comes after is a sitting duck despite being faster and better armed because its essentially trying to use the same stay-close-and-turn tactics which make it an easy take down for the players more nimble sidewinder.

Ditto for the viper that comes a bit later - a much superior ship is easily beatable because tries to out turn the players sidewinder.

I think thats a very good point. The AI pilots currently seem to be mostly oblivious of their ship and the strengths of their loadouts (and honestly the loadouts on some AI ships are too random and often sub-par for a ship of a Deadly or Elite pilot. Who uses 3 Frag Cannons on a Python? ). I think the effectiveness of AI pilots could be greatly increased if they would analyze their ship loadout and the opponent and then pick a set of tactics valid for the situation.

Bassman has already mentioned a good example: Viper vs. Player Sidey. If the Viper pilot is any good, he should use relentless boom&zoom attacks not try to win a turning fight. Similarly an AI Python fighting a Vulture should not try to twist and turn when the Vulture can easily outmaneuver him. Instead the Python should realize it has superior shields and firepower. It should pull a reverski maneuver, 4 pips to shields, face tank the Vulture and fire away with its C3 lasers.

I am thinking maybe it would be worthwhile to get a thread of player-tested combat tactics (and effective ship loadouts) going which could be used as a "library" from which the AI selects their combat behaviour.
 
Last edited:
Hi, Sarah Jane Avory,

Got a question for you, When I KWS a clean AI and discover that he as a large bounty on him from another system, and then fire on this AI I get a 'WANTED' status, Why!!

If a pirate is wanted in another system showly I can fire on him and collect that bounty without getting a wanted status.

R
 
Hi, Sarah Jane Avory,

Got a question for you, When I KWS a clean AI and discover that he as a large bounty on him from another system, and then fire on this AI I get a 'WANTED' status, Why!!

If a pirate is wanted in another system showly I can fire on him and collect that bounty without getting a wanted status.

R

The pilot is only wanted by a different jurisdiction, he is clean in the current system. From the perspective of the local police you are thus attacking an innocent ship and thats against the law. I think that is working as intended.
 
Hi, Sarah Jane Avory,

Got a question for you, When I KWS a clean AI and discover that he as a large bounty on him from another system, and then fire on this AI I get a 'WANTED' status, Why!!

If a pirate is wanted in another system showly I can fire on him and collect that bounty without getting a wanted status.

R

You are not in that jurisdiction. If somebody has an arrest warrant out in India, they can walk around freely in Paris. you can't arrest them there as a bounty hunter (even if France recognised such a profession). What you can do is break the law yourself, kidnap them and smuggle them out of the county to India.
 
You are not in that jurisdiction. If somebody has an arrest warrant out in India, they can walk around freely in Paris. you can't arrest them there as a bounty hunter (even if France recognised such a profession). What you can do is break the law yourself, kidnap them and smuggle them out of the county to India.

Exactly. Duane Chapman, famous in the United States as "Dog the Bounty Hunter" went to Mexico to apprehend a serial who had been charged in the USA. He and his team abducted the fugitive but were themselves arrested on kidnapping charges before they could flee Mexico.
 
Well then if this is working as intended, a pirate can get a large bounty in one system then jump to a system were he is clean, so that bounty hunters cannot follow and collect this guys bounty without getting a wanted status themselve, is this correct.

If so then how can a bounty hunter track his target that is suddenly become clean, without breaking that systems laws.

R
 
Well then if this is working as intended, a pirate can get a large bounty in one system then jump to a system were he is clean, so that bounty hunters cannot follow and collect this guys bounty without getting a wanted status themselve, is this correct.

If so then how can a bounty hunter track his target that is suddenly become clean, without breaking that systems laws.

R

Yes, jumping to another system to avoid authority vessels is indeed a valid and good strategy for pirates. This doesn't keep bounty hunters from following their prey into those systems, though, since bounty hunters might not care about where the bounty stems from and don't mind if they get problems with the local authorities as well.
 
Ramming seems like a valid combat choice for me, I know I use it occasionally. Yesterday I've rammed another Anaconda to death out of frustration. It was a novice NPC with no shields and no weapons, so even though it interdicted me, it couldn't actually shoot at me. I couldn't open fire either, I had only turrets. So two Condas circling each other in a stalemate. Well, my Conda is a 800MJ shield fortress, so I finally started boosting into the other.
 
Exactly. Duane Chapman, famous in the United States as "Dog the Bounty Hunter" went to Mexico to apprehend a serial who had been charged in the USA. He and his team abducted the fugitive but were themselves arrested on kidnapping charges before they could flee Mexico
OK that's in RL, how do you kidnappe a pirate so that you can collect his bounty, do you ask him politlly "Your under arrest Dead or alive your coming with me" then blast him to spacedust if he refuses.

(Well one could try I suppose, that's if the pirate don't drop dead laughing that is)
 
Last edited:
I hate the way the small AI ships are programmed to know your ship control inputs as you give them so they can avoid you. I have had small ships I couldn't ram at ANY speed... even really slow. They know exactly what input i am giving all my thrusters and do the exact opposite.
The trick is to take a long run-up and do it at speed. I've rammed Sidewinders and Eagles fairly consistently at RES, mainly because I got annoyed with a plethora of neutral non-wanted targets.
 
There is an occasional hole in the AI combat logic that says if all else fails, fly straight towards the target. It'll be fixed for 1.3 as part of a combat AI update. Instead they'll try to shoot you, not ram you.
Usually smaller ships try their very best to avoid other ships. For a while larger ships completely ignored smaller ones, but on the last update I added a degree of combat avoidance to bigger ships.
Okay, it's Saturday morning and I'm going back to bed...

I have observed that the "fly straight at you and don't break off, ever, while scanning" behavior seems to have cropped up again as well, which is definitely a source of rams at times when they're probably not appropriate. Run into it several times with authority ships and even a couple of pirates at RES this week.
 
Back
Top Bottom