Well other than the first time to see it for novelty sake this just saved me either time and or money for this "expansion" pack, no combat on planets(don't play on open), waste of my time.
Because after FD lie about the offline mode, and give you a empty solo mode, they have no interest in keep it running or updated
hang on, just to be clear, there will be combat in solo, the SRVs may not be in solo, but the skimmers will be.
Yes the skimmers will be there in solo, at least no reason to think they won't be.
We know there won't be NPC SRV's but it also now seems there is a question over NPC ships too, as in ship to ship orbital/sub orbital/flying through canyons combat with NPC ships
hang on, just to be clear, there will be combat in solo, the SRVs may not be in solo, but the skimmers will be.
This is nothing to do with solo mode (in the sense of open vs solo vs group). It is to do with playing as a lonewolf: i.e. playing by yourself, not with mates. FD are concentrating on pewpew with your mates, and largely ignoring the non-pewpew and lonewolf players. Explorers, since they tend to be non-pewpew AND lonewolf, are especially ignored.
You have to understand that they probably want NPC SRVs in the game, but it is probably way too hard to actually do it.
Indeed.You have to understand that they probably want NPC SRVs in the game, but it is probably way too hard to actually do it.
Indeed.
Designing a pathing system that could cater for an infinite number of procedurally generation surface layouts could be extremely difficult.
( I say could because I've never written even a rudimentary AI pathing system, let alone one that could cater for unknown variables on procedurally generated content. )
Then again, known what is possible through No Man's Sky does case doubt on my position; in particular because each world in NMS is procedurally generated, as is the flora and fauna - with each life-form having its own pathing system for migratory and feeding/watering habits ( some animals will travel to a set of trees at night to sleep, and in the early hours of the morning will travel to a river for water ). So NMS, at least, shows us that AI pathing on a procedural interface is possible - it would then, I believe, boil down to the engine and how the underlying data and properties are utilised.
Im no coder so admit my ignorance; but surely it can't be that hard to program ground based npc path-finding, plenty of other games have ground and aerial npc to fight with rough terrain in the mix. Even Skyrim had ground and air based foes on all kinds of terrain.
Whether the terrain is procedurally generated or not is a red herring. The terrain is what the terrain is. However, unlike having to build a robot on Earth that can drive anywhere, the AI does not have to determine what the terrain IS, because your client already knows the gory detail of that - it needs to to be able to render it. So the most difficult thing is already solved. Add to that that travel (as of now anyway) seems to just ignore small boulders, then the degree of difficulty goes down. I certainly do not accept that it is way too hard to do it.
What I do accept is that it is more expensive to do than FD are prepared to spend on it right now. And perhaps for much longer. Their focus is still new stuff (breadth not depth) to suck in new customers, and that new stuff be targeted at the pewpew with my mates audience.
Most conventional games probably have some sort of manual mapping overlay so that things know where they can/cannot/should go via an invisible "map" they have. e.g. you know you have a goat trail up a mountain so you mark it as such on the map editor, manually, for AI to use - they don't have to learn how to find/use it.
With all this being procedurally generated, you cannot do it that way. You'd have to rely purely on algorithms/AI. It's not impossible, just much more complicated. It should be fairly easy to mark boundaries around bases where you know they're flat though... so we could have ground vehicle AI there, IMHO.
This is STILL nothing to do with solo mode. It is to do with playing by yourself, not with mates. As things stand at the moment, there will not be any NPC SRVs no matter what mode you are in, and no matter whether you are playing with mates or not. Similarly, there will be NPC skimmers in all modes, and whether you are playing with mates or not.
Designing a pathing system that could cater for an infinite number of procedurally generated surface layouts could be extremely difficult.
( I say could because I've never written even a rudimentary AI pathing system, let alone one that could cater for unknown variables on procedurally generated content. )