AI Attacking During Explosion Animation

I always keep moving post NPC destruction as I have lost shields flying into debris. Keep dancing until the stage is empty.
 
I've always seen this as a feature of being a last-ditch effort from the NPCs as they explode with their ship. I'll speak with some of the designers and make sure that this is indeed intended, but I believe it to be so. If you're going to be little bits in space, you're likely to going to do everything you can to make someone else little bits in space too.

It might be intended but NPC disparity always raises my hackles. If I explode at 0% immediately so should NPCs.
 
I just dropped into a threat 3 degraded to find an intact conda hull with massive damage (burning hull etc.) and a good 50T of random cargo floating around... this would be amazing to see as post destruction... a hull that floats lifelessly for a bit, then explodes. Shame to waste the model on a random USS, especially when I've never even seen it before.

As to them fighting to the bitter end, what differentiates one ship from exploding immediately at 0%, whilst another gets an additional 5 seconds to keep firing? I just figured the gunship itself was unintentional, as it is the only ship I have seen that takes so damn long lol. Conda is still pretty awesome, although I noticed they actually go to 0% now instead of 1%.

Perhaps they should have an ejection attack where the front of the ship with the canopy fires at you like a cannon when they die... Cuz if your gonna go, go like a boss.
 
It might be intended but NPC disparity always raises my hackles. If I explode at 0% immediately so should NPCs.

Exactly this ... whats good for the goose is good for the gander, while im not really bothered by the Ai continuing to fight in the death animation it should apply the same rules across the board.
 
Or apply the (in)famous RNG so that there is some variety. Some fight on as they die, some pop instantly (like CMDRs), and some have other varying deathplosions.

I'd like to see more variety all around. Why the endless stream of elite condas and fdl interdicting me from out of nowhere, for instace. Needs variety.
 
I've always seen this as a feature of being a last-ditch effort from the NPCs as they explode with their ship. I'll speak with some of the designers and make sure that this is indeed intended, but I believe it to be so. If you're going to be little bits in space, you're likely to going to do everything you can to make someone else little bits in space too.



But then if they say "What is my purpose?" what will you tell them? "You sit on the dash!" perhaps? Cruel!



You really shouldn't have been so complacent after the fight was 'over' right!? "Cut off a wolf's head and it still has the power to bite."

Except players arent allowed this same luxury and lose control soon as we hit 0%. Not good design for inconsistency and extremely annoying
 
I noticed this happening against ships that are fully turreted. And since turrets auto track and auto fire, well...
It is a bit annoying, but I do not think it warrants an instant change.
 
It might be intended but NPC disparity always raises my hackles. If I explode at 0% immediately so should NPCs.

I tend to agree with this statement. While this particular issue doesn't bother me too much, the disparity that really annoys me, is the one where they start charging their FSD to jump, but somehow can then deploy hardpoints and fire, while they also manage to keep the FSD charging. (always catches me out as I think they just fired at me again so they must have cancelled their jump, but then 1-2 seconds later they jump.)
 
I'm missing a death animation where the ship simply dies, without exploding. It would make sense in some cases where the powerplant is not blown up but there's another vital system completely destroyed. Just a floating brick, everything dark, and some sparks here and there in some critical places...

It definetly would be a pretty sight. We're not in a Michael Bay movie after all...
 
I'm missing a death animation where the ship simply dies, without exploding. It would make sense in some cases where the powerplant is not blown up but there's another vital system completely destroyed. Just a floating brick, everything dark, and some sparks here and there in some critical places...

It definetly would be a pretty sight. We're not in a Michael Bay movie after all...

The thread was auto-closed, but...put forward the notion before that ships could blow up differently based on their method of demise:
https://forums.frontier.co.uk/showthread.php/326840-Variety-is-the-spice-of-death

 
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I quite like it. It's like they're going down fighting and firing with all guns until the last as a sheer act of defiance. Would be nice if we could do the same though, damage permitting.
 
Silly CMDRs. Of course NPCs don't obey the rules of death as everyone of us. It's exactly the same way as with everything else: NPCs play by their own rules.
 
Wait, does that actually happen? In my experience NPCs always go into a spin when they hit 0% hull...
Also had only this; hate it as much as OP hates getting pummelled by dead people.

Would be really nice if the ships had dynamic effects added to their death. Shoot out a model and you can see the ship cooking for example, or go into a wild spin at full throttle .. kill the pilot and watch them fly into a 'roid or something.
 
I'm missing a death animation where the ship simply dies, without exploding. It would make sense in some cases where the powerplant is not blown up but there's another vital system completely destroyed. Just a floating brick, everything dark, and some sparks here and there in some critical places...

It definetly would be a pretty sight. We're not in a Michael Bay movie after all...

Powerplants still operate even when at 0% integrity. But they only provide 40 or 50% of their output. That gives someone a chance to escape if they have power management set up right.
 
I notice that sometimes friendly (i.e. police) ships continue firing constantly after a battle is over. So they end up turning towards you to do a scan, while belting you with plasma balls.

I wonder if they're related problems?
 
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I notice that sometimes friendly (i.e. police) ships continue firing constantly after a battle is over. So they end up turning towards you to do a scan, while belting you with plasma balls.

I wonder if they're related problems?

Not quite. Weapon malfunctions can occur if the weapon itself is deployed and has been damaged enough. I have had weapons fire at random just by hitting 70% integrity and had to power them down.
 
Naah, every NPC has this installed and muscle memory trained for the moment of death.

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