Sarah, it may be time to tone it down a bit.

I'm sorry, but compared to what I'm currently working on, the current combat AI is real easy. ;) I'm working on loads of upgrades for the higher ranks, have been testing various ships against an Elite Anaconda on my build. Well, I can't beat him. :D Not even close. :D Lots of balancing is needed before this all goes public. :)

And this sweet lady will be programming the Thargoids' AI when they arrive.

Oh s**t!
 
I dont want to be rude but posts like this scare me...
The game is very easy. and it needs to get at least 500% harder (I would pay for a special hardmode option if possible)
 
Python. D-grade. hunk of junk

When I upgraded from a Vulture to a Python, I said to myself man this beast is gonna melt the CZ.
It turned out I had to fit A modules to bring the Python on par with the full A Vulture in terms of shield strength.

Vulture:
5A Gen + 4x 0A Boosters = 705 MJ

Python:
6A Gen + 4x 0A Boosters = 726 MJ
 
I dont want to be rude but posts like this scare me...
The game is very easy. and it needs to get at least 500% harder (I would pay for a special hardmode option if possible)

Yeah i think so too...especially the higher ranks have to be much harder!!
I took out a Deadly Python with my own Python without a hit against me...not a single one!
And with SJA as the head of development of this litte minions, it is a joy for me to blast them and sent them back to their mistress. I imagine that SJA cries for every single minion i fry! ;)
 
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You know, you're starting to make me real uneasy. I understand that you want to make an elite anaconda super tough, and it should be. You say you'll have something for everyone as well. Now what's to keep lower skilled pilots from becoming constant fodder for your newly created abominations? I'll be honest, if I'm just doing my own non combat oriented game play activities, and I keep getting jacked by your minions ending up with a slew of rebuys, I don't see my self enjoying the game much longer. I bet the vast majority of casual and semi regular player will feel the same.

As one of the more vocal critics of making the game harder and purely from my own correspondence with SJA, I'm pretty confident that those involved have heard and are aware that there is a massive demand for a range of ship difficulties and that there should be better methods for players to 'stack the deck' in terms of what random difficulty they -usually- encounter through system security, NPC wingmen and other options.

I don't think the most demanding of super difficulty all the time will be satisfied, but I also think that there are going to be a few occasions when the least skilled or confident in combat will get pulled out of their comfort zone and exposed to the fact that there are dangerous things out there in space. It will never be a perfect balance that entirely satisfies everyone, but for the moment I am sure that they want to try and have something that works well for -most- people, and that includes a lot of lower skilled pilots that need to be able to find content suitable for their tier.
 
When I upgraded from a Vulture to a Python, I said to myself man this beast is gonna melt the CZ.
It turned out I had to fit A modules to bring the Python on par with the full A Vulture in terms of shield strength.

Vulture:
5A Gen + 4x 0A Boosters = 705 MJ

Python:
6A Gen + 4x 0A Boosters = 726 MJ

You would be significantly better off by dropping a shield booster on each for a chaff. Total Hp may go down but your actual stay time will be much greater. Doing this should also free up MW for shield cell banks which would be a far greater mw investment if you're looking for staying power.

Trying to judge the tankability of a ship by it's raw shield hp total is a trap that pretty much every ED player has fallen into at some point.
 
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Alright Sharkbait, sounds like you may have entered the waters a tad unprepared, next time A rated spearguns, a rated cage, rum in the survival bag, and you should be good2go. :D
 
When I upgraded from a Vulture to a Python, I said to myself man this beast is gonna melt the CZ.
It turned out I had to fit A modules to bring the Python on par with the full A Vulture in terms of shield strength.

Vulture:
5A Gen + 4x 0A Boosters = 705 MJ

Python:
6A Gen + 4x 0A Boosters = 726 MJ


That, even with 5D thrusters, is 13 out of your 15.6 MW of power. Add in a 4A SCB and we're looking at less than 1MW left for your weapons.

Not a viable build.

I run my Python with just three A boosters but with two 6A SCB. I bet I can stay in a conflict zone a lot longer than your 4-A booster Vulture, especially since I can kill stuff really fast.
 
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That, even with 5D thrusters, is 13 out of your 15.6 MW of power. Add in a 4A SCB and we're looking at less than 1MW left for your weapons.

Not a viable build.

I run my Python with just three A boosters but with two 6A SCB. I bet I can stay in a conflict zone a lot longer than your 4-A booster Vulture, especially since I can kill stuff really fast.

This.

Not a viable build for a Vulture, very much viable for the Python.

Also you can pack a much greater punch - about twice the firepower + energy left for a few scbs. You just need to learn what works with the Python. That thing is a powerhouse.

As for AI strength, I already had to use a few tricks when my second assassination target Anaconda decided to drop in when I was dealing with the first. With some kind of "handling" of the flying backwards tactics, I fear I will have to re-learn to run soon :D
 
I can remember when Solo mode was nicknamed Carebear mode. Well, the Carebear has burnt off its cuddly fur and now we see the merciless endoskeleton beneath.

Elite level should mean trouser soiling, nothing less.
 
I dont want to be rude but posts like this scare me...
The game is very easy. and it needs to get at least 500% harder (I would pay for a special hardmode option if possible)

In solo mode, I never, ever, think: I might die!

Well, that's not quite true. There's always the possibility that it's a Friday night and I've had a couple of adult beverages and I'll somehow mangle myself on the side of a Coriolis, but that's about it.

It's pretty much impossible to be in a truly life-threatening situation. If you're interdicted by a wing of sixteen Elite Anacondas, you just boost-boost-jump.

I'm alright with this, for the most part. NPCs certainly don't need to get easier.
 
Sarah, great work!

I also understand that you are working at defining/balancing the difficulty/skill range from harmless to elite, however I have this question:

Are you also, or someone else in the team, working on the spawn distribution curve - based on expected rarity of the encountered skills? I could see either a bell curve (from rare harmless up to common competent to rare Elites as most (NPC) spacers should have at least some experience, or perhaps a log scale where the most common encounter would be harmless and very rarely Elites to reflect that attrition is a harsh mistress.

Also, in coordination with the boost in AI capabilities (and hopefully variance in tactics by type) how is the progress of AI wing cohesion coming along - As I suspect that this will become increasingly important for NPC hire scenarios (coming - right?) and the feared Targoid invasion?

Thanks for your hard work.
 
Sarah , first of all , freaking great job. Better and mostly smarter ai of the last months is one the reasons i keep playing.

So i beg you to ignore this kinda OP and keep on going with better ai. But i also plead you even harder npc , feels just a little bit to easy just yet.
 
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Sarah , first of all , freaking great job. Better and mostly smarter ai of the last months is one the reasons i keep playing.

So i beg you to ignore this kinda OP and keep on going with better ai. But i also plead you even harder npc , feels just a little bit to easy just yet.

I agree. The npc are more fun in conflict zones with the new ai.
 

Sarah Jane Avory

Retro Queen
It's way too easy at the top end right now. But do not despair, people who want a challenge. Your prayers will be... er... answered. ;) I'm working hard on this, boosting AI combat ability. So far the results on my build at work are promising (gleefully frightening)... :)
 
In solo mode, I never, ever, think: I might die!

Well, that's not quite true. There's always the possibility that it's a Friday night and I've had a couple of adult beverages and I'll somehow mangle myself on the side of a Coriolis, but that's about it.

It's pretty much impossible to be in a truly life-threatening situation. If you're interdicted by a wing of sixteen Elite Anacondas, you just boost-boost-jump.

I'm alright with this, for the most part. NPCs certainly don't need to get easier.

This isn't a fault of the AI as much as the base mechanics. You can do exactly the same thing against players, the likelihood of anybody actually fitting a wake scanner is minimal and you would have enough of a lead to simply keep jumping away.
 
It's way too easy at the top end right now. But do not despair, people who want a challenge. Your prayers will be... er... answered. ;) I'm working hard on this, boosting AI combat ability. So far the results on my build at work are promising (gleefully frightening)... :)

Can one assume that the point value towards ranking will be increased in proportion to the increased difficulty, or should we grind before the patch hits?
 
I just entered one of the military strikes in LP 580-33, which Hudson is expanding into. I side with the defense force and target a Python. Now, I fly a python myself, albeit D-grade, but I was shredded.

After 30 seconds, not one kill, but 78% hull and a deep fear of the AI. I can't participate in PP with this hunk of junk xD

I also have to run out from time to time when meeting "dangerous" or "experts" flying Imperial Courier and above. I'm not sure if their experience level make them smarter but usually, the highest level they are, the bigger and better armament and equipment they have. I had to run from an Imperial Courier yesterday. I'm flying an Imperial Clipper with 2 3D gimbaled beam laser and 2 2F gimbaled pulse laser, a 6C power plant, 6A power distributor, a 6C shield generator and 2 0A shield boosters. Not maxed out but pretty decent. yet, the dangerous Courier stripped me of my shields before I could strip him. Decided to bail out, not worth 400CR. Unless the NPCs are flying rather small ships, I find that at the higher levels, the big difference is their ship load out. I think it's fine. I haven't had any fight with a real player yet and I'm happy that the NPCs can now put up a fight so that I can hone my skills whenever I'll face a real opponent.
 
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