Comms Chatter

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Yeah, annoying after a while. I already remember all messages they usually send. Maybe more diversity? I mean, WAY more...
 
+1. Not a bad idea, seeing as the combat dialogue is not well written at all. The thought occurs to me that it might be an improvement if they open up dialogue-writing to the community. It would be more authentically diverse, if nothing else and the quality probably wouldn't be any worse than it is at present. Then again, god only knows what some people would come up with, even under careful moderation. Maybe they should hire a competent scriptwriter. :)
 
NPC chatter suggestions

for non-combat comms....

"I used to be a space adventurer like you, but then i took a missile to the FSD"

"picked up some containers marked "Trade Data" but it was just a load of Vogon poetry manuscripts. Worst. Salvage. Ever."

"I have a bad feeling about this"

"I swear by my pretty floral bonnet, I will end you"

"Too much garbage in your face? There’s plenty of space out in space!"

"Smoke me a kipper, I'll be back for breakfast"

"Another one of them new worlds. No beer, no women, no pool parluors, nothing.
Nothing to do but shoot lasers at tin drones, and we gotta bring our own tin drones"

"These aren't the ships you're looking for...you can go about your business. Move along"

"What’s that screaming? A good many dramatic situations begin with screaming"

"Just got back from an agricultural world, they were selling fish, plankton, sea greens and protein from the sea"
 
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AI comms chatter ideas

Adding in a system for deeper communication between player and AI would be great, but take a while, so in the meantime, why not give them something more entertaining to say?

AI less than 80% health, under attack (also triggering around 60% 40 % and 20%)
Can you stop that?
What did I do wrong? (if AI did not engage before player)
Owch owch owch!
Please stop.
Why can't we be friends?
Can we be friends?

Can you just forget about that assault thing??? (if AI engaged before player)
Can anyone help?

If more than 20% of shields or hull was destroyed within 3 seconds
Dear god no.
Please, I have a wife and family. (if AI did not engage before player)
Time to leave… (engages FSD)
This may have been a bad idea (if AI engaged before player)
It’s just business, you can understand that, right? (if AI engaged before player)
Dear god!
What are you shooting?
I want those guns.
If i die here tell my wife I love her. (if AI did not engage before player)

AI less than 50% idle
Well that was close
Don’t pick fights with <last ship that shot it>
Anyone know where I can get some repairs

Engaging an AI
Ouch my paint!
I just waxed this!
What did I do?
You are in a universe of hurt. (if AI is in a larger ship)
You can stop that any time… (if AI is in a smaller ship)
A fight to the death it is!
Someone call the feds! (if AI is not wanted, and in a fedaraly controlled system)
Could use some help here. (other AI or players around that are not in engagement)

AI engaging
Now just sit still and make this easy,
If you wouldn't resist that would be great. (if a boost is detected within 3 seconds of engagement)
He is resisting arrest! (if bosted 3 seconds after engagement, and the AI is police and the engaged ship is wanted)
Drop the goods fool (is engaged ship is carrying cargo, and AI is pirate)
You are in a universe of hurt. (if AI is in a larger ship)

Comms chatter between two ships
idle

Do you think <nearby system> has doughnuts?
-No
-Maybe
How is the whether today?
-Great
-Did you forget we are in space

Please post more ideas so I may add to this list.
 
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Context aware NPC Chatter

A fun thread was created awhile back as an attempt to give the NPC's a bit more colour and variety in their dialogue.

https://forums.frontier.co.uk/showthread.php?t=112116


Some examples:

"Aww, come one! I'm only hauling <food cartridges!>"

"Call that a laser? THIS is a laser!"

"You have no idea who you're messing with. I'm in the <insert local criminal faction name here>"

"I have three wives and ten children back on <insert random nearby system or planet name>"

"Drop a canister of <commodity> and I'll forget you were here."


What's interesting and fun about these particular statements (which I've highlighted on purpose) is that the dialogue needs to pull in a bit of information about the situation at hand, whether it's the type of cargo a player is carrying, or the players weapons in relation to the enemy's, or nearby systems/planets). But the result is that the NPC comes across as more human and situationally aware. Seems like a simple enough trick to inject a bit of life and believability into NPC chatter?


PS- add your own lines if you've got 'em :)

PSS- Beyond a simple chat system, enemies should finally be able to use the information at hand to choose from a range of behaviours which will benefit them. Why fire on a Python when they're a small pirate ship and the Python contains only a couple of cans of biowaste, for eg?
 
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Nice idea!

I was imagining something similar for stations earlier, but it really should be all NPCs. Here were my examples depending on ship value, paintwork state, and station traffic:
Hello, Commander %player.name%. IF ship.value is high THEN say: "That's a very nice %player.ship.type% you've got there."
Welcome to %system%, Commander. IF ship.wearandtear is low THEN say: Your ship looks terrible. Coming from a war zone or just bad docking?
Welcome to %station%, Commander. IF station.traffic is low THEN say: We don't get many visitors around these parts.
Source: https://forums.frontier.co.uk/showthread.php?t=58138
 
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NPC Chatter in RES a little more engaging

I know that this is not much of a suggestion, but after the increase in arbitrary "space chatter", there could be a little more so the NPCs are more engaging. For example, and specifically with RES and Nav Beacon areas... when you assist the police in either scenario, or you save the backend of an NPC miner, it would be nice to get a "hey, Commander, thanks for your assistance :D... I was sweating it out back there getting my butt whooped before you jumped in :eek:", or "thank you for your assistance Commander :)" [face icons included for effect :p]... after all the latter is already stated by all of the kamakazee police who practically ram you just to scan you.

I know that it isn't much of a suggestion, as I said, and I say again, but as little and non-essential as that little dose of appreciation may be to the player, I think, at least in my own humble opinion, that it would incite me or at least inspire me to want to jump in and take out more Pirate NPCs.

Yes :D? No :mad:? Thoughts :eek:? If you even decide to contribute to this non-essential suggestion, which I would wholly understand if you didn't or you told me, "eh, I would rather see 2 or 3 more ships become available" - bottom line, if I had a choice between the two, I would be on your side with that suggestion over mine :p
 
I like this idea.

One of the problems with the game is that it doesn't recognise the positive aspects of human interaction as much as the negative. NPCs will respond to antagonistic fire either with aggression, surprise, or fear, but it also needs to recognise whenever something good has happened to them, such as when you save them from an attacker.

Right now, we know when a ship will attack us: it turns red on our scopes. If the NPC can see us the same way, both to us and to other NPCs, then depending on its temperament it could respond the same way: either with gratitude, ingratitude, or even neutral or not at all, if a hostile situation has been pacified by external help and they realise it. Recognising the context of a reaction will be tricky to program, but I'd like to see something like this happen.

The reaction can be different, such as general relief when an attacker flees or is destroyed, gratitude if an external party intervenes and does the destroying of an enemy, trepidation if said external intervening party then turns their KWS on them, terror if the external intervening oarty joins the attacking party, etc.

But yes, it's a fantadtic idea, and if it can do something to increase immersion and elicit an emotional reaction from the player in return, then I'm all for it.
 
Great ideas Retrograde!


Hmmph... why can't this be a thing? :S

A few bits of data which could be worked into NPC chat...



Rank - "<Mostly Dangerous>?? You'll be mostly dead in less than a minute unless you give me what I want!"

Ship Type - "Nice <Asp> you have there. Shame if something were to happen to it..."

Cargo - "Take your <biowaste> and flush it! I'm outta here..."

Weapons - "Is that a <cannon> attached your large hardpoint or are you just happy to see me?"

Near proximity to planet "Locals only SpaceMan.. Nobody goes down to <name of planet> unless we say so"

Ship Decals - "<Explorer> huh? Bet you weren't expecting to find me today!"

etc
 
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I do agree that they have the "negativity" down "pat". As when hunting in RES areas for bounties, when a miner has a wing who is wanted, and you take out that wing, the miner vessel then comments negatively towards your actions of destroying his wing before starting to attack you. Actually, the message interaction is so lean that the miner, despite its wing being Wanted, will accuse you of piracy, or that it will not succumb to your aggression as though your intent is to attack the vessel as you did the Wanted vessel.

Expanding on that a bit, it would be unique if the miner mentions something to the effect that he/she lost his/her wing and thus, "I better skittadle", or something of like kind in fear or spite, or perhaps, "guess I should have picked better friends [or support]." Whatever that may be for a reaction.

The point being is that these text based immersions are not much in coding, and they would not require a significant amount of time to expand upon considering there is (a) already code for message interaction, and (b) already a decent amount of interactions, but clearly not enough to immerse the player into the game by means of the NPC reactions. It would be a nice addition in my opinion... after all, I still months later find myself talking back at NPC pirates who threaten me in RES areas when I initially attack them by stating how, in so many words, I have made a mistake or that they are going to, "boil me up".

I am happy that you agree, and for your contribution to the discussion.
 
I was just thinking how nice it would be to get a "thanks" sometimes, I mean with how often I save a miner or sec force ship I'd hope at least one NPC has some manners. These kinds of little things are what gives a game life.
 
The problem is, it is easy to detect the origin of hostile actions - it's not so easy to detect the origin of 'saves'. How does an NPC measure if you were at all involved in 'saving' them or 'helping'?
 
Loving the local comms chatter of NPCs introduced by FD with the latest updates

I just wanted to let you guys know that I really like these messages while supercruising. Good for immersion! *thumbs up*
 
Really? I hate them, because as a trader I always assume they are pirates about to interdict me whenever I hear that new chat noise.
 
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