Dynamic NPC Difficulty

After re-listening to LaveRadio EP1, I noticed one of the guys mentioning that (EDIT: in Freelancer) NPC difficulty levels are based upon the area that you are in... ie, you are lead through a story and your ship and equipment are improved (skills also?) to match the NPC difficulty, meaning that if you go back to area 1 you completely overpower every NPC (multiplayer included without mods)...

...this got me thinking about NPC difficulty levels (EDIT: in ED), NPCs with are not necessarily tied into a missions (which can be generated at the point in which the mission is accepted, the game can work out how hard to make it based on rank)...

...that doesn't really work very for freeroaming NPCs or Co-Op missions. I hope that the core systems are full of NPCs going about their business...

...so, why not generate NPCs based on the average level/rank of the players within a instance, 20% underpowered, 20% overpowered and 60% on par... if the NPC has been engaged or communicated with, the difficulty is set. If a player leaves/joins that instance, then the difficulty can be dynamically changed as the level/rank average is recalculated (unless previously engaged/communicated with).
 
Last edited:
I think you kinda mis-heard about the NPC on that episode he was refering to another game, In one of the later dev diaries D:B answers a question about returning NPCS as in you see them more than once, he was saying that you may get very powerful NPC's in super ships along with the so called 'easy kill im just trading really' NPC's so i think there is going to be a lot of variety in the amount of skill an NPC has, saying that its going to be interesting to see the level of skill they can place into an NPC and how they strategise themselves within the universe
 
I think you kinda mis-heard about the NPC on that episode he was refering to another game, In one of the later dev diaries D:B answers a question about returning NPCS as in you see them more than once, he was saying that you may get very powerful NPC's in super ships along with the so called 'easy kill im just trading really' NPC's so i think there is going to be a lot of variety in the amount of skill an NPC has, saying that its going to be interesting to see the level of skill they can place into an NPC and how they strategise themselves within the universe

Whoops..
I did forget to put the word 'Freelancer' in the OP, having reread the OP it does sound like I am talking about ED!
...Sorry

I played alot of Freelancer and too noticed that the further you ventured out from the starter system the better the tech, commodities and enemies get... although I believe this wasn't ever going to be the case for ED, it did make me think how difficulty was going to be set...

the OP is just idea for how difficulty could be worked out to make every system challenging as the player population naturally progress in tech and skill. The NPC generation variance percentages could be set for each individual system depending on how well an area is policed, less police then underpowered could be lowered to 5%, par to 55% and overpowered to 40%... this could also be dynamic as the persistent universe evolves...

... I agree, it will be interesting to see wait kind of AI the NPCs have, NPC groups attacking PC groups etc
 
Last edited:
Back
Top Bottom