I would like to find just one or two Elite NPC's in a RES. At the moment "My Lady" there doesn't seem to be anyI would hate to jump into a RES or Nav Beacon and find all the NPCs are Elite lol
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I would like to find just one or two Elite NPC's in a RES. At the moment "My Lady" there doesn't seem to be anyI would hate to jump into a RES or Nav Beacon and find all the NPCs are Elite lol
Agreed... so I'll be bringing it... big time... next combat AI update.Way too easy at the moment, but now I have time to "evil-ise" it all.
So I'm going all out now on the high ranks (and lessening the lower ranks a little).
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I did add code that slows AI ships if their drives are badly damaged, but not sure if it's in the public build.
Not sure what that 'high-end AI' will be but last night I got something that clearly felt 1 or 2 numbers too big for me: A 'deadly' AI in a clipper, a killer machine. Very soon it was very clear that there's only one option left: RUN! At this time I had 500 k worth of exploration data collected, add an insurance rate of currently 3 Mio. for my ship (Python, mainly fitted for exploration) and you can imagine I had some thrill there. In the end I was glad to escape in one piece.
If the appearance of certain AI ships is actually triggered by the player's skill I'll rather try to not getting better from now on...
I'm still unbeaten both by players and AI since release and always in open, so I hardly can complain. Just hope Sarah Jane doesn't make it a personal sport to change that.![]()
I assume (dangerous, I know) that AI skill is a continuous function rather than one spot per rank? If so, does the game take advantage of the possibility that not all NPCs at a particular rank are equally skilled? If an amount of variability of skill at a particular rank is possible then there could be *really* Elite NPCs as well as the "just been promoted" Elite NPCs, etc....
I did add code that slows AI ships if their drives are badly damaged, but not sure if it's in the public build.
Agreed... so I'll be bringing it... big time... next combat AI update.Way too easy at the moment, but now I have time to "evil-ise" it all.
So I'm going all out now on the high ranks (and lessening the lower ranks a little).
![]()
Once again, though - relating directly to combat rank progression - if you modify one, you need to modify the other, or at least explain what choices are being made on that front. It's somewhat the point of the game at the moment, to become "Elite", so if you're making the harder enemies much harder, are you increasing the value given to one's combat rank?
I haven't found the recent changes to be too much, despite my concerns prior to the patch. However, it seems like people have forgotten that for newer players who don't yet have millions of credits, they need to be able to kill hundreds of enemy NPCs without frequent deaths in order to afford ship upgrades.
This means that if you go for a model where current bounty/mission rewards remain as they are, but the more difficult NPC AI is made to be a coin toss over who will win the battle, you've increased the grind for those working their way up.
The grind to earn money, aside from Merits, is one of the weakest parts of the game under the current system. Though I support the concept that NPCs at high ranking should be difficult, it needs to be done with consideration for the time required to upgrade from one ship to the next.
Having Elite mean that you're likely to die in combat is exciting for those with Anacondas and highly rated modules, but may not be the same for those trying to work through the interminable slog to get those more powerful ships.
She said she is going to tone down the lower ranks. What players are going to have to get used to is picking fights they can win. No longer will a player in an Eagle or Viper be able to take out Pythons and Anacondas. They will have to stick to the combat class they are currently at. I feel this is how it always should have been. I was able to take out an Elite Anaconda for the first time in a Cobra (others that are better than be did it with far less) and that just doesn't make sense. Taking out the big game is something that should be worked towards..not something given to them. Elite, Dangerous, Master....Those ranks need to mean something.
But the reason people got bored with NPC farming was that they provided no challenge and are just meat for the grinder. With improved AI, they will provide a challenge, so fighting them should be more entertaining.It's not a matter of timing down the lower ranks. It's a matter of an overall decrease of credits per hour, as lower ranks also have lower bounty rewards, meaning that if you effectively eliminate targets with 50,000 CR+ bounties as viable targets for those working their way up, you've also decreased earning potential in a game where upgrades are already very slow to earn.
One of the major complaints currently is boredom. By increasing the numbers of NPCs that must be "farmed" in order to move into the next ship upgrade, you're also increasing that boredom.
This doesn't mean AI upgrades shouldn't happen. I would just suggest that bounty reward levels be increased to match the new difficulty curve. If an Elite Anaconda is now a 50/50 toss up for a player in a similar ship, the reward should also be increased to be closer to the insurance rebuy of the ship.
But the reason people got bored with NPC farming was that they provided no challenge and are just meat for the grinder. With improved AI, they will provide a challenge, so fighting them should be more entertaining.
Does it really matter that much how much credits you earn and how fast you go through the ranks when you're having fun?
Elite NPC's with a wide weapon spread should either fit some gimbals or aim off to effectively target smaller ships. I may regret suggesting this if SJA is still reading.