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Having AI try to ram you as a combat tactic is kind of neat, actually.
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.
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.
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
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.
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
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 MexicoOK 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)
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.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.
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...