All fights against AI = afterburn + FA off turning

They don't get ignored, they're read and looked into. They don't always get replies though. I have no obligation to write replies to the issues I see on here and I tend to only do so on areas that are directly related to my area of the game. This post mentioned flight assist off and that is something I am responsible for so it got my attention, that's all.

Could you help us and talk to the people in charge of weapon (im)balance (or lack of viable variety) and subsystem damage that we need them really hard right now :) Thanks (love flight model btw ^_^)
 
It's all to do with pip management. I've changed the code on my build so that AI ships can go full pips to ENG when pursuing as they don't need SYS and if their prey is outside weapons range, they can go full to ENG and boost like mad! :) This is governed by rank as low ranked ships can't use full pips to ENG. But if you're being chased by an Elite and he's in a faster ship... :O :D

I'm assessing AI use of chaff, SCB etc. They will become more effective.


All wonderful news.
The less complacent I am forced to be the better my experience.

You say that AI ships can go full pips in your build, but I have already encountered ships (Clippers and Pythons) that seemed to boost after me very efficiently. I was shocked when I encountered that for the first time to be honest, but I loved it.
 
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...I am a bit appalled you're giving that much attention to this .... poster... when many perfectly legit and well written threads about issues regarding your game get ignored.

I'm not actually, because where there's muck there's brass; this for example.

...This game is not supposed to be a space combat sim in the same way as freespace. That was a single player story driven game with hundreds of cannon fodder AI, FPS style flight controls and was meant to be a very empowering and cool typical scifi space battle experience where you are the hero....

For me, I see this as a re-assuring insight into the development of the A.I. The above tells me that they actually sat-down to discuss A.I behaviours and what/why they wanted their A.I to do. Whether or not 'I' agree with it is immaterial, the fact there is a sense of agency for the A.I I do find re-assuring*.

*Yes, plenty of other aspects of the game that I do not find re-assuring, but this was an unexpected insight and deserves mention.
 
It's all to do with pip management. I've changed the code on my build so that AI ships can go full pips to ENG when pursuing as they don't need SYS and if their prey is outside weapons range, they can go full to ENG and boost like mad! :) This is governed by rank as low ranked ships can't use full pips to ENG. But if you're being chased by an Elite and he's in a faster ship... :O :D
I'm assessing AI use of chaff, SCB etc. They will become more effective.
Awesome! Awesome! Awesome! :)
 
What I find amusing that once Video proof was posted waaaaay back on page 4, the OP pretty much fell silent..

And to Sarah: I was pottering around in a RES the other night killing all kinds of ships and whatnot, -Not been playing too much since 1.3 dropped because The Witcher 3 dragged me away from the game- was REALLY suprised (and happy) that I finally got my butt well and truly kicked by an Elite Clipper with 2 Deadly Vultures as escort. Before in my Vulture it was basically God Mode against other ships, this time I high tailed it with only 13% Hull left...

Fun times indeed.
 
That's a pretty big statement, given most players don't know how to deal with reverse flying. ;)

From her later posts I gather she is talking about a multi-ship tactic. Probably some variant of an offensive split, i.e. when you commit on one ship the other one circles around and shoots you in the back. Very effective indeed but not usable for a lone commander obviously.
 
From her later posts I gather she is talking about a multi-ship tactic. Probably some variant of an offensive split, i.e. when you commit on one ship the other one circles around and shoots you in the back. Very effective indeed but not usable for a lone commander obviously.

It is impossible for the AI, which doesn't use FA Off as we know now, to get behind a ship that is flying FA Off reverse. That's why that won't work.
 

Sarah Jane Avory

Retro Queen
It is impossible for the AI, which doesn't use FA Off as we know now, to get behind a ship that is flying FA Off reverse. That's why that won't work.

Wrong, because AI ships use full pips to ENG and boost to overtake player ship. I've tested it FA Off with two Elite Vultures and I didn't live very long.
 
Wrong, because AI ships use full pips to ENG and boost to overtake player ship. I've tested it FA Off with two Elite Vultures and I didn't live very long.

Who controls flight mechanics? Mike Evans? Have you heard anything about ships continuing to fly once their drives are shot out? It's a nuisance for pirates :(

Sorry to nag :p
 
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It is impossible for the AI, which doesn't use FA Off as we know now, to get behind a ship that is flying FA Off reverse. That's why that won't work.

If the first ship that follows the backwards flying ship turns the backwards flying ship will turn too to keep firing at it. So the first ship can control the direction in which the backwards flying ship turns. The second ship doesn't have to overtake the backwards flying ship because the first ship can turn the backwards flying ship towards the second ship giving it a firing opportunity. The two ships can switch roles every time the backwards flying ship engages the other ship. Fighter pilots use similar tactics when operating as a pair.
 
It is impossible for the AI, which doesn't use FA Off as we know now, to get behind a ship that is flying FA Off reverse. That's why that won't work.

The lady says she has written, and tested, AI routines that will turn the flying backwards tactic into death sentence. You say she is wrong and what she has written will not work. Hmmmm. I don't suppose you fancy a small wager, do you?
 
The lady says she has written, and tested, AI routines that will turn the flying backwards tactic into death sentence. You say she is wrong and what she has written will not work. Hmmmm. I don't suppose you fancy a small wager, do you?
The last time I offered a 1000 palladium wager it wasn't accepted :/

The problem is that SJA can just spawn the ships she wants to fight. In order for us to find that specific scenario of 2 elite vultures, we could spend an entire day and come up blank. So what wager did you have in mind?

Besides, reverse flying doesn't work against _multiple_ ships now as it is. Two vultures with fixed lasers can brute force any large ship in the game. I am talking about a 1vs1 fight, in which flying reverse right now offsets any maneuverability advantage in favor of the heavier ship. A single vulture may be able to overtake an Anaconda temporarily with boosting, but only for a moment. Against a python it's already pointless, as the Python in reverse is not that much slower than a boosting vulture.

So yes, I'm fairly certain that multiple Elite ships will be a threat (or already are now), even if you FA reverse off, but that's not because they figured out how to beat FA reverse, but because the odds in this game massively favor the side with greater numbers.
 
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Who controls flight mechanics? Mike Evans? Have you heard anything about ships continuing to fly once their drives are shot out? It's a nuisance for pirates :(

Sorry to nag :p

^This.
It is the same for playerships,too.
Is the ship handled differently when engines are shot out,
like debris has it's own object class?
 
The last time I offered a 1000 palladium wager it wasn't accepted :/

The problem is that SJA can just spawn the ships she wants to fight. In order for us to find that specific scenario of 2 elite vultures, we could spend an entire day and come up blank. So what wager did you have in mind?

Besides, reverse flying doesn't work against _multiple_ ships now as it is. Two vultures with fixed lasers can brute force any large ship in the game. I am talking about a 1vs1 fight, in which flying reverse right now offsets any maneuverability advantage in favor of the heavier ship. A single vulture may be able to overtake an Anaconda temporarily with boosting, but only for a moment. Against a python it's already pointless, as the Python in reverse is not that much slower than a boosting vulture.

So yes, I'm fairly certain that multiple Elite ships will be a threat (or already are now), even if you FA reverse off, but that's not because they figured out how to beat FA reverse, but because the odds in this game massively favor the side with greater numbers.

Well the simplest thing is that you have claimed that it is impossible for a AI ship to get behind a ship flying reverse with FA off. Ms. Avory says her routines say she can achieve just that.

A thousand tons of palladium is no good as a bet, I would know where to get my hands on such an amount and haven't got a ship big enough to carry more that 20 tons at a time anyway. Let us have a really sensible bet. Where in the world are you? What about a charity wager. If I win you donate £20 or equivalent to the charity of my choice and if I win I will donate the same to one of your choice. Most charities will accept donations over the 'net these days and it will be possible to print out the thank you page as proof of payment.

Of course how we set up the bet is another matter. I suppose we will have to wait for Ms. A's new version of the Ai to be released even then I am not sure how we go about it without both of us being in the same room. Any thoughts?
 
I'm confused: If, while slogging around in reverse to fire in my brick of a Fed Drop Ship, I will no longer have any way to hit my target...since every target has better maneuverability than me..... how could I ever win a fight? I mean, even an eagle could kill me if I can't back up to gain any advantage. I'm not arguing since I am not a programmer, just not sure I see turning in reverse will no longer have any advantage, especially since its literally the ONLY move I have in a drop ship to hit anything that isn't a brick wall.
 
Wrong, because AI ships use full pips to ENG and boost to overtake player ship. I've tested it FA Off with two Elite Vultures and I didn't live very long.

I would like to see npc ships keep any damage they take when they decide to run. It was deemed an exploit/bug and fixed that our shields go back instantly to 100% when we go into supercruise or hyperjump yet npc that, like in ranking missions, decide to run rather than stay and fight to the end comes back with 100% hull n shields etc when you find them again 30 secs after they went into supercruise.

Why should a npc be able to do this?
 
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^This.
It is the same for playerships,too.
Is the ship handled differently when engines are shot out,
like debris has it's own object class?
Everything including ships, cargo, fragments slows down progressively to a stop.
I have the impression that ships drifting at continuous speed once their drives are down is intentional. Maybe initially (before reboot feature implemented) to add some drama since the spinning ship was doomed...and currently kept as well to give a chance to pilots to reboot and feel that they have just dodged death?
I would like to see that changing...if a pirate managed to shoot the drives, he deserves to do whatever he wants with his prey. Same for bounty hunters who should not see their prey drifting faster than they can fly.
 
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Well the simplest thing is that you have claimed that it is impossible for a AI ship to get behind a ship flying reverse with FA off. Ms. Avory says her routines say she can achieve just that.


I'm selecting the EDL for your 20 quid donation ;)

I'll make a five minute video of an enemy AI Vulture of Elite rating chasing me while being unable to overtake me as I go FA off reverse. How's that sound?
 
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A single vulture may be able to overtake an Anaconda temporarily with boosting, but only for a moment. Against a python it's already pointless, as the Python in reverse is not that much slower than a boosting vulture.

This is a bit of an exaggeration, as a Vulture can keep up an average speed of over 380m/s (and a peak of around 395) while boosting after someone, while maximum reverse speed (either with FA off or full reverse, full lateral and full vertical thrusters) is the same as unboosted forward speed. A combat Python is lucky to maintain 350m/s.

Still, even with such a speed differential, you are right, it forces the pursuer to move nearly straight at the target which negates the bulk of the maneuverability advantage...and this is the prime reason why it's bad to fly directly toward a reversing ship unless you match it's toughness and firepower, or are dramatically faster.

the odds in this game massively favor the side with greater numbers.

As it should.
 
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