Engineers high wake jumped away from NPC ambush, to be met by same NPC...um what?

Due to some NPCs becoming "attached" to you, it can lead to fairly rediculous illogical scenarios such as high wake jumping away from an NPc, to meet the same NPC waiting to ambush you again as you exit the jump into new system.

e.g. some missions have a condition where based on RNG an enemy ship will be sent against you - like Deliver X to Y mission, get message enemy ship has been sent against you.

normal npcs that try and interdict you are usually one and done, they are local to the system or at most chase you maybe 1 system onwards. But mission RNG npcs can never be dodged, never be escaped from - only killed or roll dice each system whether they will insta spawn to hunt you again.

due to that RNG, on long delivery missions from sothis, I've had entire bands of npcs (since 1 NPC per mission and if you stack 10-20 missions, you can get easily half dozen to 10 npcs in total constantly chan interdicting you

However the chain interdictions I can accept and live with as part of taking so many stacked missions. Consequences after all. So no big deal.

what is frustrating is due to the magic spawn and always attached to you, there is no outrunning them, ever. Yes you can escape in one instance in one system, but they will always spawn again, and based on RNG, I've had strings of 10+ jumps where the same npcs kept interdicting right after I jumped away from them in prior system.

no matter how buffed npcs get, I just wish they obeyed the same physical laws of the ED universe that we do. A high wake escape should mean they are forced to wake scan, spend time doing that then give chase to catch up. Not magically reappear in front of me when I just jumped away from them behind me.
 
...no matter how buffed npcs get, I just wish they obeyed the same physical laws of the ED universe that we do. A high wake escape should mean they are forced to wake scan, spend time doing that then give chase to catch up. Not magically reappear in front of me when I just jumped away from them behind me...
Yes, features like that would be fantastic.
Unfortunately FD don't have the skill, resources or desire to program that kind of AI. We are stuck with spawn-at-player-location mechanic.
 
Yes, features like that would be fantastic.
Unfortunately FD don't have the skill, resources or desire to program that kind of AI. We are stuck with spawn-at-player-location mechanic.

That's a touch harsh for a Friday isnt it? You dont know for sure it's not down to just resources, or even if it's on the to do list. No need for the lack of skill or desire kick in the nads!
 
Yes, features like that would be fantastic.
Unfortunately FD don't have the skill, resources or desire to program that kind of AI. We are stuck with spawn-at-player-location mechanic.


If what you say is correct then FD is only after your money.

It seems they are trying to fix problems, but not very well. bad programming? Laziness (like me)? I don't know, but there are heaps of problems arising all the time.

Hey there. Sometimes a timely nads kick gets attention.
 
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Just further.....has anyone noticed......same NPC re-interdiction (whether Hi or Low wake) - where I have stopped to battle, taken their shields OUT (not just reduced), but suffered so much damage doing so that have elected to flee, when re-interdicted and my shields are still regenerating, theirs are somehow right back to full........
 
End of the day its been argued multiple times from the FD team that the AI doesn't cheat. I can specifically remember multiple times it has been discussed from players saying they cheat and FD have stated no, doesn't happen.

It's hard to believe though isn't it when we have all witnessed the AI not obeying the laws of time, distance or fuel restrictions. Escaping after taking a beating and then interdicting again with full health less than 60 seconds later, Interdicting you the very split second you arrive at a system and even chasing you over multiple 30LY jumps in an Eagle.
 
Just further.....has anyone noticed......same NPC re-interdiction (whether Hi or Low wake) - where I have stopped to battle, taken their shields OUT (not just reduced), but suffered so much damage doing so that have elected to flee, when re-interdicted and my shields are still regenerating, theirs are somehow right back to full........

Yes, I hope NPC's playing by our rules is next on the list. The improved AI is much appreciated, playjng by all our rules (heat, silent running, chaff scanns, hi and low wake and jump limits as per ship design and config) would now also be welcome.

Z...
 
Yes, I hope NPC's playing by our rules is next on the list. The improved AI is much appreciated, playjng by all our rules (heat, silent running, chaff scanns, hi and low wake and jump limits as per ship design and config) would now also be welcome.

Z...

Agreed. To be clear I really like the fact that I have to pick my battles, sometimes get bullish and decide to fight, realise halfway through it might not have been a good idea when neither of us have shields but I am 50% hull and the other 'Conda is 99% and seems to have a fascination with ramming me! lol
 
I've gone so far as to hard-stop, to avoid yet another imminent interdiction attempt, and when I drop they're already in the instance waiting for me.
I have no problems with them giving chase (i actually like it), but they should have to follow the game mechanics a bit.
Heck, just a simple delay timer to simulate wake scanning and such would be nice.
 
Due to some NPCs becoming "attached" to you, it can lead to fairly rediculous illogical scenarios such as high wake jumping away from an NPc, to meet the same NPC waiting to ambush you again as you exit the jump into new system.

e.g. some missions have a condition where based on RNG an enemy ship will be sent against you - like Deliver X to Y mission, get message enemy ship has been sent against you.

normal npcs that try and interdict you are usually one and done, they are local to the system or at most chase you maybe 1 system onwards. But mission RNG npcs can never be dodged, never be escaped from - only killed or roll dice each system whether they will insta spawn to hunt you again.

due to that RNG, on long delivery missions from sothis, I've had entire bands of npcs (since 1 NPC per mission and if you stack 10-20 missions, you can get easily half dozen to 10 npcs in total constantly chan interdicting you

However the chain interdictions I can accept and live with as part of taking so many stacked missions. Consequences after all. So no big deal.

what is frustrating is due to the magic spawn and always attached to you, there is no outrunning them, ever. Yes you can escape in one instance in one system, but they will always spawn again, and based on RNG, I've had strings of 10+ jumps where the same npcs kept interdicting right after I jumped away from them in prior system.

no matter how buffed npcs get, I just wish they obeyed the same physical laws of the ED universe that we do. A high wake escape should mean they are forced to wake scan, spend time doing that then give chase to catch up. Not magically reappear in front of me when I just jumped away from them behind me.

This is not new honestly. We have seen this behaviour since the beta of 1.x since September last year. AI-NPC, even if they have a clearly not-capable-ship, are following you from your origin almost to your target system. This bug is long reported, and it has never been worked on it (ok, maybe they have worked on it, but at least its still there). AI-Name and ship stay the same, but status changes back to 100 % with every interdiction. The old workaround was shooting them down, obviously not possible nowadays (at least not an easy going).

I had an Dangerous-Anaconda interdicting me (Corvette) 7 times in a row, with a maximum gap of 8 seconds between the interdictions (cooldown-cheatz0rz), having 100 % again (status-cheatz0rz) and clearly modified weapons (engineers-cheatz0rz due gaining heatz0rz-messagez0rz) it almost killed me (and the 4 copz0rz that jumped in). Since I am not Elite in escaping, I used leetspeak. Cya.
 
Or the chasing NPC's meeting you immediately in systems that are beyond it's maximum jump range...high waking 32LY in an Asp, only to see the NPC Viper MKIII waiting for you.
 
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Or the chasing NPC's meeting you immediately in systems that are beyond it's maximum jump range...high waking 32LY in an Asp, only to see the NPC Viper MKIII waiting for you.

^^^ This happens to me all the time.
 
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If you have been doing Robigo Runs since 2.0 landed, you will be used to this NPC behaviour. Accept it and deal with it either by killing the NPC or running from him, even after 4 or 5 times ;)
 
This is not new honestly. We have seen this behaviour since the beta of 1.x since September last year. AI-NPC, even if they have a clearly not-capable-ship, are following you from your origin almost to your target system. This bug is long reported, and it has never been worked on it (ok, maybe they have worked on it, but at least its still there). AI-Name and ship stay the same, but status changes back to 100 % with every interdiction. The old workaround was shooting them down, obviously not possible nowadays (at least not an easy going).

I had an Dangerous-Anaconda interdicting me (Corvette) 7 times in a row, with a maximum gap of 8 seconds between the interdictions (cooldown-cheatz0rz), having 100 % again (status-cheatz0rz) and clearly modified weapons (engineers-cheatz0rz due gaining heatz0rz-messagez0rz) it almost killed me (and the 4 copz0rz that jumped in). Since I am not Elite in escaping, I used leetspeak. Cya.

Well it maybe be an pre existing bug but it seems lot more magnified now, and of course more obvious because if you take the missions I was talking about - you get a clear email and message with specific name of the nemesis NPC assigned to be your threat. Each mission = chance for one named NPC to be your nemesis.

10 stacked missions means likely around 5 named NPCs who will follow,,teleport and never be escaped from. Like I said, the chain interdictions I accept as my price for being greedy and stacking missions. The bizarre no game laws they need to obey like we do is my sore spot
 
Sounds like a Bounty Hunter or a Mission Based NPC attacker to me.

The usual NPC encounters are one shot deals and will not repeatedly chase you. The only ones I have ever seen follow you through multiple systems etc. are either Bounty Hunters or Pirate NPCs attached to a mission you may have accepted.

If you don't have any missions open that involve NPC intercept warnings, then check your bounties section. If you have a price on your head, the Bounty Hunters since 2.1 are relentless.
 
End of the day its been argued multiple times from the FD team that the AI doesn't cheat. I can specifically remember multiple times it has been discussed from players saying they cheat and FD have stated no, doesn't happen.

Which means one of the following...

a) Frontier has a very odd definition of "cheating"
b) Frontier has no a clue NPCs are doing impossible things
c) There's a standard company reply on cheating, no matter the players' complaint

I mean - really, it's just laughable that Frontier says NPCs don't cheat. They'd look less foolish saying "We know you don't like X, but that's what we've decided to do. Deal with it. Or play something else. Whatever."
 
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