Engineers NPC labels and AI scaling

Preamble:

This isn't a rehash of AI complaints, it's a look at the labeling primarily and proposes solutions to adjust the game going forward. If insufficiently different to the existing thread I'm sure the mods would shift it there. But hopefully we can move to the next stage of the discussion here?

Lets just specify:
AI = the instruction set, not the ship loadout.
Label = What the game calls us ( eg Master, Harmless etc.) and what it calls the NPC's as well.


It looks like there are 3 changes that apply to the new NPC's:


  1. A few are bugged with weapons of Sudden Shield Killing
  2. Some of their ships have mods, some do not
  3. Overall the AI is improved

Combined, we have a problem that is unbalancing the game. This isn't a personal opinion. It's a poll result. See here:
https://forums.frontier.co.uk/showthread.php?t=254585

How could Frontier approach this?

Well, first they need to identify and fix the bugs. But that goes without saying as it's just normal SOP. What I'm thinking about is what happens after.

At the moment, we get labels on the NPC ships that are basically outdated. If we compare a "Competent" enemy today to a "Competent" enemy from last week, there's a lot of difference. And if we compare a modded "Competent" ship - whole other story.

The game engine is supposed to toss us enemies that roughly match our own labels. Hence the problem.


Solution 1:
The game needs to shift all the labels up a couple notches first to reflect the improved AI.

Enemy vessels that are called "Expert" but are actually actually "Dangerous" now should be labelled so, and ought to be applied to appropriately ranked players. Threat levels in USS sites need to reflect the increased danger. A LOT more ships are going to get ranked as "Deadly" and "Elite" - which is reasonable, given that they are.

NPC population spawn will have to be adjusted to compensate. IE: a LOT more low ranked ships with the better AI need to appear.


Solution 2:

Modded ships probably need to be identifiable.
I propose that modded ships ought to reflect that in their labels - eg: "Competent*" - with an asterisk or something. Or how about a Red coloured name instead? If there's a workable way of estimating the added threat posed by a Sidewinder with Lasers of Doom, maybe it could be quantified.

Solution 3:

Rescale AI itself
IF you take a supercharged vessel with ultra shields and nuclear powered multicannons, and hand it to a "Mostly Harmless" ranked AI, would that ship still be considered to be low ranked? The game says so now, and it's clearly wrong when the fight happens. If you want the ship to match the label, you have to downgrade the instruction set to compensate.

Solution 4:

Regionalize the threat zones.

I am happy that there are really tough ships to fight in the game. That's great.
It isn't great if half the player base leaves because they cannot cope. If we KNOW that there are going to be a LOT of modded monster AI ships in say a HAZRES - that would be fine. The skilled pilots can go there and fight, and not complain of a lack of challenge.
Some good places would be: Combat Zones, Anarchy Systems, Compromised Nav Beacons, Threat level 6 USS.

Solution 5:

Introduce intermediate level "training" NPC's
If the labeling and spawn is adjusted this will automatically happen. Players can encounter higher level AI in modestly outfitted ships, allowing them a chance to develop tactics vs smarter opponents.

I want the game to retain debugged AI, smarter AI, some dumb AI, and to continue to offer challenge in a range. But more importantly, I want it to retain a happy playerbase, and to grow that base. We probably need better ideas than mine to do that.

What do you think?
 
I like a combination of them all, but most of all I think they need to reflect the players combat rating better and modded stuff should be rarer. The frequency of badass ships should really be higher in a HazRes than the randoms that attack from general gameplay situations when you are really not looking for combat. Currently they seem to be the same.
 
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I am generally happy with the new Ai too... it makes much more fun to fight with them. But i noticed many balance issues too.

examples:

- Entered an threat 1 USS and got a warm welcome by a wing of 5 hostile NPCs, 2 Anacondas and some smaller crafts i had no time to identify while running away.

- Was interdicted by a viper (Master or Dangerous, not Elite) which plowed my A6 python shields in seconds. I killed it, but limped away with 60% Hull. Was a nice fight, but his weapons and hull were incredible strong.

- In High Rez I joined a few sec ships while hunting wanted NPCs... one clean NPC crossed my line of fire and i got 400cr fine... and suddenly all the 50k+ bounty wanted NPCs are nothing of interest for the sec ships because my 400cr bounty was such a bad thing, all of them turned to me and killed my in seconds... absolutely no time to react in any way.

- on the other end, the bottom low ranks are very easy now... they are flying bad and have very weak shields and hull.

I agree with the most here, that the combination of the strong AI with already maxxed out A rated weapons is a bad thing. I think there should be much less high ranked and overly good equipped NPCs.
 
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I think AI should have been improved, but what FD did was ridiculous.

- Every NPC comes to interdict you, no matter in what system you are, if you are clean or even are allied. No scan, nothing. Just kill you. Explorers and traders are f**ed now.
- 99% of them are elite and are heavy modded. Ok NPC matches our rank now? I'm deadly after more than 1700 hours of game play and now 99% of the entire galaxy are deadly or elite? Where are the newbies or mid skill? They appear only for the newbies? The number of elite npc should be revised to match not player rank, but a real proportion that says it's more difficult to find a real good pilot than an average one.
- NPC with modded ships should follow same proportion.

It's ridiculous that a big ship as an Anaconda, that is supposed to have a bigger shield, bigger hull and bigger guns, looses it's shield (A rated with 2x boosters) in a face to face single pass against an eagle, and the eagle looses only 2 shield lines (facing 3x bean lasers, 2x multicannon, 2x cannons and a huge fragment cannon.).
I know eagle is more maneuverable but that was in a face to face pass. The eagle should be dead in seconds.

5 friends of mine have already migrated to other game for some time; 2 are thinking about it but will wait some time to see what happens. Probably I will stop power play things and go to a long journey to the center of galaxy or beyond, and see what the future reserves to us. Well, if my ship manage go out of the bubble in one piece. :D


-->Sorry for my bad english.
 
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I'm on my way back from a long exploration trip and, quite frankly, I'm dreading the last 500 ly in a lightly shielded, un-weaponised, built-for-jump-range Asp Explorer.

It's not just the possibility that AI now scales with your combat rank (I am Master 95%) , but that players who are simply travelling from A to B with no cargo in their holds are being interdicted and obliterated, whereas in 2.0 they were pretty much left alone.

And traders, even when they drop cargo to pirates as it is cheaper than insurance costs, are still being killed by them regardless.

IMO, the biggest overall impact is actually the player's bank balance. The constant insurance payouts are depleting CR reserves of players so quickly that any strategy to get the CR back in - bounty hunting, missions, trading, exploring etc - are so negatively impacted by psycho NPCs (whether by design or bugs) that player's are finding it difficult to continue playing - not because they don't want a good fight, but that they simply can't afford it.

How are players supposed to rebuild their CR balance when the NPCs are so over-zealous and destructive that players have little or no chance to bring in the CR to upgrade their ships or buy new ones for a better chance of survival? It may be ok if you have a few billion CR in the bank, you may be able to absorb the cost. But for those with only a few million CR (new players and casuals etc), the impact is severe and disproportionate.

I hope whatever "fix" is in the pipeline comes quickly otherwise FD will see players leaving in disgust.
 
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- Every NPC comes to interdict you, no matter in what system you are, if you are clean or even are allied. No scan, nothing. Just kill you. Explorers and traders are f**ed now.

Either I'm crazy, or you are signed in powerplay because as a trader/explorer in a lightly armored ASP I was interdicted only 5 times in 3 hours of play, including low security and anarchy.
Really had no troubles with interdictions, which, btw are now much easier to fight off.
 
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