Viajero
Volunteer Moderator
*Mod hat off
I think by now most are aware of the overall increased AI difficulty and also about how SJA is planning to tackle some of those issues, including softening up the medium AI ranks a bit:
https://forums.frontier.co.uk/showthread.php?t=257892
https://www.reddit.com/r/EliteDange...d_ai_programmer_sarah_jane_avory_comments_on/
But even after SJA is done and after addressing these, there still seems to be a lot of high rank AI assaulting low rank players without apparent logic in terms of location or timing.
I think that there could be a relatively simple way to address this apparent randomness in interdictions and attacks that make very difficult for low ranked players or non combat friendly players to survive this high rank AI:
Make high rank pirate/assassin AI be clearly and explicitly more prevalent in Low Security / Anarchy than in High or Medium Security systems.
This would not need to be "black or white" or "strict", i.e. it can be made so there is always a chance to encounter high rank AI even in High Security systems although it can be made very low. And so forth.
This way all players can predict with a bit more confidence where the higher risks can be and play and plan routes accordingly.
I think by now most are aware of the overall increased AI difficulty and also about how SJA is planning to tackle some of those issues, including softening up the medium AI ranks a bit:
https://forums.frontier.co.uk/showthread.php?t=257892
https://www.reddit.com/r/EliteDange...d_ai_programmer_sarah_jane_avory_comments_on/
But even after SJA is done and after addressing these, there still seems to be a lot of high rank AI assaulting low rank players without apparent logic in terms of location or timing.
I think that there could be a relatively simple way to address this apparent randomness in interdictions and attacks that make very difficult for low ranked players or non combat friendly players to survive this high rank AI:
Make high rank pirate/assassin AI be clearly and explicitly more prevalent in Low Security / Anarchy than in High or Medium Security systems.
This would not need to be "black or white" or "strict", i.e. it can be made so there is always a chance to encounter high rank AI even in High Security systems although it can be made very low. And so forth.
This way all players can predict with a bit more confidence where the higher risks can be and play and plan routes accordingly.
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