I know it's been said before...

The rant that tips up at least once every few days...

What in the name of Jupiter's do the NPC security forces think they are playing at!? Don't they know you NEVER CROSS ANOTHER MAN'S ARCS OF FIRE?

Disengage, retreat to station to pay the fine... because if I don't they shoot at me and it's very annoying!

If the distant update including planet landing ever includes a bar then I will ensure I always pick fights with the Infernal Security Idiots! At least I'd feel happy paying a fine for knocking some bags on their asses!
 
One of the AI devs posted this a while back:

The code I'm working on for 1.2 will make the AIs a bit harder to hit. Oh, and they will try to avoid player's line-of-fire too.
I'm toying with the combat avoidance to try to make large ships less likely to ram the player by adding a tiny bit of avoidance when they get close. At the moment bigger ships don't care about small ships and will assume you're gonna get out of their way. This is to stop an Anaconda being "frightened" out of the way of a player in a Sidewinder.
I'm also re-writing the obstacle avoidance for docking to try to sort out all the collision problems and to stop AIs from getting stuck in the entrance tunnel.
And yes, I do read the forums in my own time. I do actually want people to enjoy the game more.

Sarah.

So I guess that'll make you happy! :)
 
FDev made it easier to avoid with their damage thresholds on shielded non targeted ships but you still have to pay attention to the situation. Use everything provided to take your finger off the trigger in time. The scanner works well for this. So do the sounds other ships make when they're near you. Your lateral and vertical thrusters also work well at giving you a better firing solution where other ships are less likely to get in the way.

There's lots of ways to avoid shooting the wrong ship, and IMO, learning them is half the fun of dogfighting.
 
This is why I don't use turrets.....

Or at least be careful when and where you use them. If in the presence of friendlies (ai or npc), go to forward fire only.

No one can guarantee they won't fly into another players line of fire at some point.

Still think you should be able to put turrets onto a fire group and have them trigger to fire when on target fire (like you can with forward fire) though. You should be able to choose the right moment and preserve weapon energy.

Maybe will see more complicated options once we have hired NPCs on our ships?
 
AI is getting fire-avoidance braining as we speak. It should make them smarter about both the reckless roosterblocking and the notdying departments.
 
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