improved AI / NPC interactions

Premise: the current npcs suck. Too predictable and too opt-in and too limited in how we as players interact with npcs.

Improving this requires a couple things so as we dont solely rely on combat skill. I dont think a good solution to difficulty scale should be one dimensional.

First addition to the game is an augment to the reputation system. This would allow the recent history of (upcoming described changes) to player actions to be seen by certain npcs.

So the below would be used to drive the npcs ...and the added challenge primarily comes from overwhelming numbers vs cheating individual npcs ...as well as the decrease in predictability.

Reputation (Permanent):
  • Each interaction is assigned a notoriety level (this is a different definition of the word than just the bad connotation used in the game).
  • Each interaction is recorded when a trigger event occurs. Those trigger events are either accomplishing a mission, killing a ship (heavily damaging), killing a ship's attacker, being killed (or heavily damaged), getting pirated, other communication with npcs.
  • Each interaction records the faction's alignment and archetype and if they were system authority.
  • Similar actions sum existing entries and update their timestamp. This count factors into priority in sorting reputation by npcs.
Reputation (Temporary):
  • Temp reputation lasts for 48 hours and deletes the oldest stuff first. This is stuff that is specific to particular factions. Behaving much the same way as perm reputation but a faction can only see reputation items that involve the given faction, not others.
  • All entries are available to all level npcs.
  • Reputation doesn't sum.

So how do npcs utilize this new system?:
Different npcs can see different levels of notoriety. Low level npcs will only see the highest level of notoriety actions. This scales up to the highest level npcs seeing all of your reputation. This creates a scale of behavior response.

The npcs then construct an archetype of the player based on the reputation that they see and respond accordingly. This archetype will vary depending on the faction doing the calculation.
Temporary reputation acts as a kind of short term memory to a faction and the fact that it doesn't sum means your most immediate actions can more easily dominate the npc's archetype calculation than older actions.

Temporary reputation is given first priority over perm reputation (weighted higher).

the longer a player has played, the longer their reputation takes to degrade and the more items are seen. The highest notoriety levels will never degrade if the accumulated count gets to a certain level.

Effects on gameplay:
  • npcs will call in wing reinforcements to deal with players that faction finds particularly annoying... with the likelihood of this occurring being higher with higher ranked npcs than lower ranked ones. The size and makeup of the wing will be proportional to the reputation.
  • npcs that like you will do the same to assist you if needed.
  • if you have been pirated - you will be given the option to be pirated again ... but depending on your archetype, you could also be asked to join them as a pirate. and tasked with a mission to pirate other npcs in the area to prove you are one of them.
  • Npcs will have tailored comms chatter with you based on your archetype and theirs. Including bringing up certain events in your reputation that they see
  • ad-hoc missions will be provided when appropriate - including immediate calls for help that will further impact your reputation if you choose to take the call or ignore it.
New reputation UI:
  • Instead of other factions showing you their reputation to them, the player is provided a circle graph that acts as basically a moral/political compass with the various general archetypes around it with a neutral weighting applied and how much you align or oppose each shown in the height of how attracted the circle is to that archetype or opposed to it.
  • This is separate from the temporary reputation that is specific to a given faction - which the game will reuse the existing reputation ui to identify.

The idea around the additional complexity of the above is that npcs can make educated, reactive behavioral decisions based on the individual player rather than rely on RNG or predifined scripted behaviors that are always the same. This allows the game to automatically scale npc actions to players based on their playstyle and skill. Creating a natural cap to player actions - forcing them to move around and do a variety of things instead of the same thing repeatedly or the same thing in the same area if they are having a lot of success.

Players wont know exactly how a given faction will respond to them because factions will always have a mix of archetypes and it would be unclear at first just where they fall in how they take your reputation. Players also dont know exactly what is listed in their reputation. But npcs will parrot some of the most pertinent ones to them often when interacting with the player.

So a miner dropping into a ring wont know if the npcs around them will continue doing what they're doing, leave you alone, try to pirate you, ask you for help, offer you missions, or show up with a legion of ships to take you out. At best, they'll be able to make a basic guess given the factions in the system and their own leanings.

A combat pilot going to a Combat Zone will have to think twice about what side they agree to fight for because while you'll still be able to pick any side you want, the npcs remember your immediate past very well and will turn on you if you are switching sides .... or your perm reputation may lead them to not offer you much assistance .... Likewise the forces on the opposite side may decide you're a priority target based on your reputation. or let you retreat if you were a friend (though opposing them would effectively burn that bridge fast).

Traders would see commodity prices fluctuate based on their reputation on top of the general economy of the station - dictated by the faction controlling that station. This would mostly be leveraged to decrease profit to the player or increase cost via a kind of invisible tax (not provide increased profit or decreased cost over the economic levels set by the bgs). The benefits to traders would be in missions provided and assistance during those missions - as well as assistance during interdictions.


Speaking of interdictions.
Some of these will behave as they currently do. Added to the interdiction minigame will be system authority assistance. If you hold out long enough for assistance to arrive before failing or submitting, they will either stop the interdiction and take out the offending party or drop in with you and immediately begin attacking the offending party. depending on your reputation will determine how many and how fast this assistance arrives. This assistance can come from other pirates if you happen to be friendly with their types and you're being pulled over by the cops or some other do-gooders / other powers for pp.

Another change to interdictions is that if you submit to npcs demanding your cargo (pirates), your cargo bay automatically jettisons 10% (or 20 units whichever is greater) of a random selection of cargo once you drop out of SC. You can choose to run - and the pirates may leave you alone to do so or you can kill them and take your cargo back. If you fight the interdiction and lose, you do not automatically jettison any cargo, but you are given the option to via coms prompt. Agreeing will automatically jettison 10% (or 20 units) of your hold randomly.
If you have less than 20 units of cargo, all of it is released.

If you have no cargo and have the right reputation criteria, the pirates will instead try to co-opt you into their crew. giving you a mission to help them pirate a ship with them immediately - if you refuse or fail the mission - it will result in an attack or impact reputation - making the next interaction much worse.

Most npc interactions will create comms prompts - with the responses to those prompts usually being yes/no/accept/decline or other choices and the choices will play in to your reputation and npc response - even if they do not have anything to do with missions.

Conclusion:
i think with the above persistence of reputation should allow for a scaling of difficulty and unpredictability that doesn't currently exist in the game and improve the gameplay significantly without having to have players opt in to anything. It also gives the player an opportunity to role play their character in a more believable way than just doing whatever they want whenever they want with no consequence. The additional comms chatter and prompts allow an aspect of diplomacy to be simulated in the game that allows for non-combative gameplay and interactions with npcs to be more viable. The updates to interdiction make piracy more effective and the non-combative way out more fair - as well as scale the danger to interdiction due to assistance for-or-against the player. Traders will also see improvements to strategy and consequence by having profits and costs directly impacted by their reputation with the faction in control of a given station. This also makes it harder to rely on third party tools to give mindless get-rich-quick directions since they wont be able to take into consideration your reputation 100% accurately as your reputation is not outputted in the player journal in any way nor is it able to be accessed thru an api.
 
To me, this is the kind of evolution that is needed the most. It would make the ED universe a bit more livingful, less repetitive, and turn NPCs into almost believable characters, and not just glorified UI interface for CRUD database operations.

(This is a sophisticated shameful bump)
 
the tldr gist is that this is a system to allow players blaze their own trail in a way that allows the game to respond to how you are blazing that trail - because that should matter in this game. There's no buyoff to reset things to say forget you were a criminal ...or forget you were a model citizen, or forget that you traded with the enemy or forget that you fought for the empire etc. And that will alter / vary how the present npcs respond to you - creating a much more unpredictable and personal response to your character in all situations that's not random ...but instead consequential to your actions within the game.
 
About NPC interactions, if you'll add also possibility of demanding to NPC after scanning via manifest scanner (if being a pirate) also by comms, then this suggestion would be great. Chances of successful demands will be depends of current ship, difference between combat rank and our weapons (engineered also counts for it).

And I agree about notoriety - Instead of being only a bad thing (which only blocks pays our bounties in Interstellar factors), they would be also positive thing.

I'm thinking that overall this suggestion is great. ED should live. More possibilities for interacting with NPC means less repetitive with them and more chances for interacting with them outside some unidentified signal sources.
 
The thing is currently, if you want a PVE experience that seems somewhat alive, you have to care about storylines around thargoids and guardians. But that is the big History, and, as much as I hate quoting an npc, you're just "spacedust" with no actual connection to those events. You blaze your own trail in your head. There's no actual trail. Eventually you'll get a medal or a badge (decal/bubblehead/whatever).

If you want to "live" in that universe at a more personal level, outside those limited storylines set at a scale that will never feel personal, there's nothing for you. Just interfaces that pose as NPC which give you cargo, credits and mats. Your ingame life is like a job at the factory : pressing buttons that will always give the same results more or less, making the same maneuvers, expecting the same results. Helping this or that faction will just feel like incrementing values in an excel sheet and not like you're actually helping some people making it out of an outbreak, for instance.

Part of conscience for a human being is the ability to remember as you define yourself based on what you've learnt and done. NPC currently have no conscience, they feel like the dumbest possible kitchen robots: they never know what they did nor what you did, and they'll keep doing it no matter what. i.e. You forced an assassin to hiwake, you go back to your business, and that assassin is instantly back at you, brand new, brain washed, talking to you like you never met. It's a like a Buzz Lightyear toy who can only repeat "to infinity and beyond".
 
you dont have to participate in the narrative for players to feel like they're part of the game.

There are literally thousands of systems with populations and many more thousands of factions in the game. There is plenty room for players to be locally known in as much as towns have locally known people every generation that are famous for that town and pretty much nowhere else.

consider each player to be something like a person who gets to be on tv - that's what owning a space ship and all is like compared to the general population of trillions of people who never leave planet side or live off station etc. Now, you can be someone who is on tv once and nobody ever remembers, or you can be a movie star - getting the attention of a bunch of people....but we dont have to become universally known like a power or person in the game's narrative to have that effect. Just because you're movie star famous doesn't mean everyone everywhere knows who you are.

We're already special compared to the masses simply by being in a space ship - this doesn't change that. It just gives it context.
 
I don't see the problem as a matter of being "famous" but simply as being "known" by the "people" with who you interact on a regular basis. The difference may seem subtle, but I would say the difference is "famous" is being known by people you don't interact with or only very indirectly. Another way to put it would be: you're famous when you're known by people who have little reason to know you.

In ED, if you could be "known" in systems you never or rarely go, that's when you could say you're "famous".

Here I was talking about the lack of actual substance in the local interactions, which is more about "reputation" than "stardom".

I was mentioning the "big history/big events" not in the perspective of aiming at recognition at a grand scale and becoming "famous", but in the sense that these events are the only things that seems to "live" and "evolve", since they're sort of handcrafted by Fdev. So if you want to feel part of a living universe, big events of the big history are, to me, the only place where the ED galaxy seems alive. The rest of the sandbox seems tragically zombified to me.

What I was implying is that your proposition could help in injecting some life in this currently zombified sandbox.

There are literally thousands of systems with populations and many more thousands of factions in the game. There is plenty room for players to be locally known in as much as towns have locally known people every generation that are famous for that town and pretty much nowhere else.
That's what I was talking of. This is how it could and should be. To me, it's always been about making a place in some system, helping with some crisis, or just making business in some regions.

But no matter how long I have stayed in a system and been allied to certain factions, it never feels like "home" so to speak, except NPCs turn green, missions are a tad more interesting and I've got a silly over-the-top welcome message in the mission board. But there are no consequences and other factions will ignore you helped quite a lot their enemies.

Also currently, status like outbreak, civil unrest, election time, just like types (democracy, corporation, cooperative, communist, etc.) give you no reason to care about them unless you're actively "role-playing" those things and making them matter in your head. Otherwise, it's just about stats. Those things have zero credibility or immersion factor.

It's crazy how refueling/repairing some dude's ship is a translated as a meaningless stat change for that guy's faction (it makes the whole rescue game loop be nothing more than a missed opportunity).

Some nice touches could be that, not always, but from time to time, that pilot you saved would show appreciation by giving you a tip (trade opportunities, crash sites, system data you've not visited yet), would give you some data materials, location of a mission giver with a specially well rewarded mission, would drop a couple of valuable canisters (or even illegal valuable stuffs), and/or would propose a mission him/herself "Thank you for the repair, you seem to be someone I can trust: could you please carry that escape pod to Station X? I'm afraid I'm currently not welcome there and this guy needs care very quickly." And let's be crazy, that mission could lead to another with that other NPC, etc.

Maybe sometimes, one such NPC could be saved in the db for a little while, and could randomly respawn two weeks or more later in a USS, or met by "accident" in a station at the bar, to offer any variation of imaginable gameplay, or even come to help you once while you're in a combat against more than two ships (the game did put me in situations that were evocative of that, where a bounty hunter or a pirate would randomly join me in fighting some other NPCs).

[Talking of station bar, I hate the idea of turning the barman into another trade interface for totally unrelated things. I would rather buy a drink, and be able to ask information about the local situation, buy trade data, systems data, possible location of another npc (or even another commander), where to recruit some hired gun, etc. Maybe the level of information I could acquire would depend on my notoriety]

It's more likely you'll never hear from someone you saved (given how big the population is), but it could be nice if one in a hundred cases, some became persistent characters for a limited duration: you would encounter him/her once or twice more in space or on foot, especially if you're often in the same systems, and that NPC could give some follow up missions. There are thousands of scenarios that a simple encounter could trigger and which would bring some life and diversity to the game.

I'm not talking of systematic things, but rather a big variety of possible events that may or may not be triggered and the chances vary on the archetype you're being assigned.

NPC (with different archetypes, based on faction, but also on a couple of personal traits) being able to deal differently with more different playing archetypes would be the path to less predictable and more varied game loops, and make personal choices matter a bit more. It's not about becoming the Saint of the wasteland or the Scourge of humanity, having a grand destiny in that huge universe ; but providing the illusion the galaxy is filled with people and your choices and action can matter in a more palpable way.

I like feeling anonymous, it makes that galaxy feels really big, but it feels totally unnatural to be that anonymous as it currently is. You're never totally anonymous from the moment you interact with people on a regular basis. Your actions have consequences on how you are perceived by the people you get to interact with, and it will affect the kind of opportunities that will come out of those people, and how you can negotiate with them.

Also, I wish the type of mission you tend to take would participate in building a certain aspect of your archetype. if you're often involved in humanitarian mission, it may lead you to be informed about humanitarian crisis in neighbooring systems by a mission giver, or by the barman you tell all your stories about. It may also lead you to be despised or appreciated by certain types of NPCs, and seen as a usable assets by others.

You could be targeted to be used in mission that are not what they seem: you might get asked you to deliver some evacuation shelters, medecines, foods to help with a certain crisis, with a slightly higher reward than usual. It would turn out they would make you smuggle explosives for an insurrection. Different ways to conduct the mission would be possible. Well I'm dreaming aloud sorry.

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All this to say, anything to make NPCs feel more alive is welcome ; I think your specifications are nicely put together and could be a great way to open up possibilities in that department.
 
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