NPCs are broken.

The reason for the AI difficulties in Elite is thus: programming AI is hard, and FD would really rather not bother if it's all the same to you.

I mean, sure, it would improve the game - but it's not glamorous like hyping up 2.2 when 2.1 has half the number of engineers promised.
 
The Asp Ex. has no utility hardpoint coverage over its rear. And when they shoot rockets as fast as they do, even point defence usually can't take out every single one.

the AspE has a perfect utility to protect thrusters from missiles - on the rear, directly above/between the thrusters.
 
NPC's are notoriously buggy but that is not the problem here. NEVER fight an interdiction it will only get you killed. Submit, boost, pips to shields and engines, initiate fame shift (preferably High wake) and keep boosting while waving goodbye over your shoulder. If your ship is slow and you can't get distance shock mines might work but personally I have no weapons on my trade/smuggling ships. Jump range & profits > small bounties or dead.

I usually don't but I was actually winning from the get go. Unfortunately for me this little sidewinder had the mass or whatever determines how hard intetdections are to pull me out from full blue bars. And I've never used mines in fear of accidentally hitting a authority ship or something and become *gasp* a criminal! But I'll have to give them a try.
 
NPCs bugs - whatever they are- are present since day 1. FD do not care. Just need to learn to deal with it.

When I am thinking, bugs in general are not priority at all for FD.
 
I made the mistake of asking people what rules were ignored by NPCs.

The list that I was given gave me a mild case of depression. NPCs have always cheated, but with Engineers the cheat mode got turned up to 11.
It would have been easier to ask "What rules are OBSERVED by NPCs?", to which the answer is probably "None".
 
the AspE has a perfect utility to protect thrusters from missiles - on the rear, directly above/between the thrusters.

I have 2 PDTs on my Asp Explorer; the one above and behind the cockpit, the other down below the thrusters. They seem to hit most inbound missiles (as well as any other missiles in range).
 
the AspE has a perfect utility to protect thrusters from missiles - on the rear, directly above/between the thrusters.

Well at least the Asp has a few utility slots to spare. With many other ships that simply just isn't the case and I'd say PD is the last thing you should be bothering with. Even with the Asp I'd go for shield boosters over PD's any day. The AI mostly seems to just spam dumb fire missiles which are easy enough to evade and the odd unlucky hit you take doesn't warrant bothering with PD's in my opinion as missiles still aren't that powerful. If they used class 2 seekers however, well that'd be a different matter. Having said that I use 2 on my Python and it still takes several volleys to take down an un-shielded ship like a Viper Mk4. Missiles are more handy than they used to be but they're still not much threat. I think it makes the Electronic Counter Measure the most useless utility in the game.
 
No, NPCs mostly don't cheat, players mostly suck at combat. It is fine to admit that too.

Except you are factually and axiomatically incorrect. Most players may suck at combat but the NPCs do mostly cheat. It has been confirmed on numerous occasions by FD that they don't have ammo restrictions. That applies for things such as rail guns, missiles, SCBs, etc. I have personally seen a python spam at least 3 SCBs, checked their modules and seen no module damage and they did not have a heat sink launcher fitted.

Not to mention the infinite jump range they have, being able to low wake into your position instantaneously, etc, etc etc.

The 'difficulty' in ED is nothing but artificial difficulty. The equivalent of playing Skyrim on Master where the only difference is you do half damage and the NPCs do double damage.
 
So I'm doing a smuggling mission from robigo and despite the multiple attempts I avoid most of the NPCs chasing me. I'm 4 jumps away from my goal and I get interdected by a magic invisible NPC. But what's this? I'm winning the intetdection? Until I'm not. I go from full blue bars to all red in 3 seconds. I fail it. I'm whatever I'll just boost away. Instant thruster malfunction. Shields are gone thrusters are gone. I'm most definitely toast. I'm at 35 hull and my shields and thrusters are back so I boost away hopefully I'll get out of this yet. Nope because this NPC has unlimited rockets.

It's not that big of a deal I had rebuy money but this is very frustrating. Mostly the unlimited rockets.



Some mission related NPC's very often spawn right behind you.
This is extremely annoying as you lose a lot of escape options because of it.

I never try to escape interdiction once the tether is established.
The reason for this being that I do not get the feeling the interdiction mechanics are clear enough.
Just like you I sometimes was sure I had won the interdiction fight but then suddenly lost anyway.
I suspect that you need to win within a limited amount of time, but I am not sure.
Losing the interdiction means your FSD will take a long time to cool down, which increases the risk.
So currently I think it is best to submit and boost. Your cool down time will be much shorter because of it.

I think FD should perhaps take the time to produce a tutorial vid about the interdiction process, explaining in detail how it works and what influences it.
Nobody seems to really know, although there is a lot of speculation.
Some think there might be bugs, but there might also be factors at play that where never explained.
 
Back
Top Bottom