An NPC Bug Reveals Issues With Ground Combat

So, thanks to a lovely bug today, where the AI spawned but were unable to move at all, I was able to work out some of the mechanics behind the ground Civil War / War combat zones; there's a number of very serious issues which will absolutely break PvP, and make it cheesable against the AI.

Firstly, the spawn points from the Vulture drop ship are fixed, and are not unique to a particular team. Both will be dropped at the same point, and this revealed that the player or the NPCs can fire up into the hold as you move to be dropped from above; here's a lovely screenshot of me starting to lose my shields to two NPCs waiting immediately below the drop point.

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I'm sure you can imagine the damage that a few players, with rocket launchers, standing under known spawn points could get up too... The drop ships should be protecting the players with their own shields, until they can get at least down to the surface and draw their own weapons.

Also with the movement disabled, I was able to discover that the NPCs are apparently only active when a player is within a certain range of them; I confirmed it by noting that groups of friendlies were inactive until I approached, and then they were able to target the enemy team further away, but the enemy couldn't fire back as they weren't active. This may explain some of the battles people are unable to complete; the player hasn't gone close enough to activate them to return after they've gone somewhere funky.

Lastly, I think the AI can track you through walls; that's not unfair as such, as we can see them on the radar map too. But with them being unable to move by point F on the map above, I was able to test that they always have a firing solution on you, and when the walls are high enough to block a shot but they can arc a grenade over, they'll automatically through one when it will reach you, even if they can't see you. Again, the AI has to cheat a bit for NPC players to have any chance against you, but it does feel a bit cheeky.

Finally, it seems that the final bounty total at the end of the fight is only for that life; but you do have all the ones you've earned in the fight, you dont lose them at death.

Make sure folks to press the key to bring up the score board, and then press it again to get the option of an automatic Vulture back to the base you came out from. Otherwise you have to summon a taxi, that you have to chase down and can be miles away, or your own ship if you flew out in it.
 
Finally, it seems that the final bounty total at the end of the fight is only for that life; but you do have all the ones you've earned in the fight, you dont lose them at death.
That is intentional.
If you were to lose all your stuff at death in a CZ on foot, no one would be doing them. One is much more squishy as a meatbag than one is in an armored and shielded space tank.
Plus in space you can always quickly boost away if you are about to blow up. On foot, that option isn't given.

So the No loss at death in foot CZ is a good thing.

And the other bit makes sense. I've seen the AI sit there and wait for me to make a move before engaging in combat.
 
It's an issue with the entire deployment method, it just doesn't make sense that only FLS drops troops and they don't care where. It can lead to spawn camping with dumbfires just as easy.
 
That is intentional.
If you were to lose all your stuff at death in a CZ on foot, no one would be doing them. One is much more squishy as a meatbag than one is in an armored and shielded space tank.
Plus in space you can always quickly boost away if you are about to blow up. On foot, that option isn't given.

So the No loss at death in foot CZ is a good thing.

And the other bit makes sense. I've seen the AI sit there and wait for me to make a move before engaging in combat.
It's been a common misconception in player reports (both on the forums and in my private discords) that bounties are lost upon death, as in Space death.
 
Never played a drop ship type game where you couldn't be shot by people as you dropped...

Edit: but not before you are "dropped" so agree with that
 
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Never played a drop ship type game where you couldn't be shot by people as you dropped...
While you are in the drop ship still? Imagine a game of apex Legends or CoD warzone where my team jumps first then just opens fire on the drop ship? That's not at all how good games made by reputable companies work.
 
This.

All the online shooters allow player to take down dropping (Parachuting) players.

In those games, parachuting players can also pull their own guns and shoot back, steer their own parachute and aren't being dropped in fixed spots. The issue with Odyssey is that you both can't draw the gun and, in my screenshot above you're also forced to stare into the hull wall and can't even see clearly below you; anyone waiting on the fixed spot, with either enough players or enough skill can have you near death or outright dead before you even have any control over what you can see, much less fight back against.

The only thing keeping the ground CtF mode viable is the fact not there simply isn't enough player interest, or ability to get into shared drop zones to really cheese how it works. Once the net syncing is stable, and ground battles count for background sim results (I'm told currently they don't) I expect to see larger player guilds start using them to push systems, because predictable, exploitable behaviour is catnip for power gaming...
 
hello
hello I have NPCs who do not move on the ground in certain stations 3rd station in 3 different systems during missions which ask me to kill NPCs
 
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