Discuss the AI here!

What do you think of the new AI?

  • Too hard

    Votes: 954 46.7%
  • Just right

    Votes: 838 41.0%
  • Too easy

    Votes: 117 5.7%
  • Other (give reason)

    Votes: 134 6.6%

  • Total voters
    2,043
  • Poll closed .
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You would think the NPC's have to deal with the same firing rates, heat build up and shield degradation that we do, not to mention module failures and canopy failures. The playing field is far from equal and I pity the people whose Elite ratings were acquired on the older builds and now have to deal with the new and obviously stronger NPC's. Maybe, we'll have to re-earn our Elite or Dangerous ratings all over again. I have a rating of Dangerous, but now I feel "Mostly Harmless" against the NEW AI.

If the new players get easier AI's because of their "Mostly Harmless" rating, then I want to be re-classified as "Mostly Harmless" because, obviously, I need to be.
 
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Incidentally, a thought just crossed my mind: Was the AI tested against non-engi boosted player ships in beta? After all, we're getting dangerous AI ships with loads of engi mods interdicting us who have none of that now.

Yes I ran missions (1.6) beta and made the point several times that the AI with modded weapons was making it a joke. Of course I got slapped down by all the "buy Horizons" morons - I have Horizons I also have LEP so I have two horizons - doesn't matter, some people can't run Horizons and in my opinion because of the modded AI they are basically being told to "stuff it" by F D.
 
You would think the NPC's have to deal with the same firing rates, heat build up and shield degradation that we do, not to mention module failures and canopy failures. The playing field is far from equal and I pity the people whose Elite ratings were acquired on the older builds and now have to deal with the new and obviously stronger NPC's. Maybe, we'll have to re-earn our Elite or Dangerous ratings all over again.

It has been repeated here several times already, SJA has stated that NPC`s have the exact same limitations as you or any human player except for infinite multicannon ammo and this is so to prevent them from fleeing on running completely empty.
 
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Not too sure about the allied part but PP will open you up to more interdictions and PP factions are now also present in res sites. You have to watch you scanner for vessels behind you and from their details judge whether you are going to run or fight if they interdict you. If you are going to run submit pips eng, boost,chaff FA off if you want and high wake and then drop back into the system again. With shipping lanes now active in the game pirates will likely be hanging around in same so maybe travel outside them in a more roundabout route.
oh i am not in powerplay, just my rank in federal auxiliary is chief petty officer and my relationship with federation allied and cordial with empire and alliance.

im still not sure how to tell where a shipping lane is do i need to turn something on in my hud to show? i have seen the little text shipping lane sometimes appear in bottom left of the main hud but no idea where it runs from or to.
 
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Incidentally, a thought just crossed my mind: Was the AI tested against non-engi boosted player ships in beta? After all, we're getting dangerous AI ships with loads of engi mods interdicting us who have none of that now.

I went through the whole beta getting only one engineer mod and that was an FSD boost for my Asp. I used an FDL, a FAS, and a Vulture in res sites and found the AI an enjoyable improvement though slower to make money (that's fine by me). I didn't get shredded by anything but did run a couple of times. However, most of my time was spent flying around in a weaponless, 5D shielded exploration Asp with some cargo in it trying to get interdicted. I did this because my REAL Asp is some 58,000 LY away right now and I wanted to ensure it was possible to get back home safely. I didn't get interdicted in it once so still don't know how it would fare :(

I am convinced I read/heard somewhere that the intention with the AI was that they would only rarely have engineered mods though the police would have them more often. In beta, of course, everything had them so perhaps FD just forgot to flip the correct AI/mod switch when it went live.
 

Javert

Volunteer Moderator
It had it's own thread, which was closed by FD.

If you believe it's a bug, please report it on the bug reporting forum using the approved method. If you see that someone has already reported it, please add a comment to the same report that you are having the same issue.
 
It has been repeated here several times already, SJA has stated that NPC`s have the exact same limitations as you or any human player except for infinite multicannon ammo and this is so to prevent them from fleeing on running completely empty.

You're joking right? I can run out of ammo, but they can't and you call that EQUAL? Is this New Math or something. Must be Core Curriculum. 1 + 1 = 3.
 
I am convinced I read/heard somewhere that the intention with the AI was that they would only rarely have engineered mods though the police would have them more often. In beta, of course, everything had them so perhaps FD just forgot to flip the correct AI/mod switch when it went live.
you think thats what the issue they had with update was? they couldnt figure a way to turn that off again without delaying the update for a week or so?
 
It has been repeated here several times already, SJA has stated that NPC`s have the exact same limitations as you or any human player except for infinite multicannon ammo and this is so to prevent them from fleeing on running completely empty.

Can I get a link directly to where that was said please? I am trying to stop the spread of misInformation.
 
oh i am not in powerplay, just my rank in federal auxiliary is chief petty officer and my relationship with federation allied and cordial with empire and alliance.

im still not sure how to tell where a shipping lane is do i need to turn something on in my hud to show? i have seen the little text shipping lane sometimes appear in bottom left of the main hud but no idea where it runs from or to.

No, when you are in the shipping lane it says so on the bottom left display on you HUD, shipping lanes are going to have more vessel activity so it would make sense they would be a prime hunting ground for pirates, AI and human alike.
 
you think thats what the issue they had with update was? they couldnt figure a way to turn that off again without delaying the update for a week or so?

Nope, but there was an awful to do. The checklist must have been enormous. I'm just saying it's a possibility that the "change the AI spawning rules from beta to live" bit could have been missed out.
 
Hmm just played for a few hours in an Asp Explorer with 2xPulse, 2xMC and 2x Torpedos. I have not been interdicted once and have been investigating various USS. I went in some weapon detected threat 1 and 2 USSs and had some good battles. Lost my shields to an Elite Asp but I took out his wingman in a Viper first. I'm liking the new AI so far. Maybe it's about picking your battles.
 
No, when you are in the shipping lane it says so on the bottom left display on you HUD, shipping lanes are going to have more vessel activity so it would make sense they would be a prime hunting ground for pirates, AI and human alike.
ah so i see that and check for a line of npc ships going to and from a point through where i am, gotcha i have seen lines of npc ships heading to same place in systems. now i know thats a shipping lane. thanks!
 
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