Npc ai

I'm wondering if anyone has any information on the AI of NPCs? I can't recall anything specific at the moment. The reason I ask is a mate asked about it after watching one of the Fronter Fundimentals youtube videos, in particular the Assassination ones. In Frontier you could undertake missions that required you to be at a certain location at a certain time to find and destroy a ship with a certain passenger. The trick was making sure you didn't spook the target by arriving too early, docking at the same station etc. If the target got spooked, the ship would still leave on time, but without the target meaning you could still complete the job (or so you thought) but fail the mission. Good AI so far in Frontier.

However once the ship launched all sense of AI went puff! in a cloud of smoke. You could tailgate the ship to where ever you liked, either till they were out of Police range or they hyperspaced, which you then tried to follow. The point here is, wouldn't a pilot get nervous about a ship being so close, following it? Especially if the target was already nervous? Evasive manurers etc come to mind changing direction to see if you are being followed.

It would be nice to see this kind of AI improvement.
 
I think this depends on how many ships the developers plan to float around in populated systems. When there are 30+ other ships flying around then it may not be suspicious, but in a low populated system it will be definitively.
 
Well hopefully the game will track the npc in cases like your example.. so if they do get away you could maybe be able to track them down again.
It could be cool to have to do a bit of detective work.
It did always bother me how the person hiring you always knew what ship your target was on and when they would take off...
 
An interesting concept would be if the AI logic of the NPC's close to you would be processed by your computer instead of a central server. Sort of temporary offload the CPU calculations for AI to the client. This means more advanced AI can be implemented.
If no-one is close to the NPC, than the AI will be tracked by the server, but only very basics such as position/status of the NPC will be maintained.

This way it will be possible to have loads of NPCs throughout the galaxy.
 
An interesting concept would be if the AI logic of the NPC's close to you would be processed by your computer instead of a central server. Sort of temporary offload the CPU calculations for AI to the client. This means more advanced AI can be implemented.
If no-one is close to the NPC, than the AI will be tracked by the server, but only very basics such as position/status of the NPC will be maintained.

This way it will be possible to have loads of NPCs throughout the galaxy.

It was my understanding that this is the way that it will work. It will be possible to play off-line with the same NPC interaction. Can anyone else confirm this?
 
Queue sparkly music!

Sardantic Level +10

You have levelled up!

New Sardantic options available!

End sparkly music.

Sparkly music is ok, but difficult to dance to.

[Edit] Hey, I just became "Average". And my teachers said I'd never amount to anything. Ha! Well take that! I'm average!
 
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[Edit] Hey, I just became "Average". And my teachers said I'd never amount to anything. Ha! Well take that! I'm average!
Teachers be damned, Sir!

However, I am supposedly "Dangerous". Which, if you met me, you would agree was laughable.
 
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