Pathetic AI

This seems to be a mjaor issue. NPCs trying to interdict a player in SC with only 30km/s will fail with a 95% chance. usually they are flying around me like mosquitos trying to bite me but they are consequently unable to slow down and get behind me, instead, fly around me and making the SC mosquito sound when circling.

Could FD please add a little more "I" to the "AI" regarding this issue? Thanks :D
 
This seems to be a mjaor issue. NPCs trying to interdict a player in SC with only 30km/s will fail with a 95% chance. usually they are flying around me like mosquitos trying to bite me but they are consequently unable to slow down and get behind me, instead, fly around me and making the SC mosquito sound when circling.

Could FD please add a little more "I" to the "AI" regarding this issue? Thanks :D

Relax. You will get that capital "I" to the "AI" soon :)
 
I wouldn't know. I just submit and blow them away :).

Amen - I think its is kind of funny. I get interdicted a lot in my Vulture along with the "What Goodies are you Carrying", the only goodies I am carrying are a KWS and depending on my mood a Beam Laser and a Cannon or a Pulse laser and a Plasma Accelerator. So yes I have 100 rounds of precious love. Smile for the birdie and do not blink during the flash :eek:
 
Last edited:
That's one thing. I usually speed up so they can finally catch up.

But when it's a single shieldless sidey interdicting my combat Python.... at that point I become a bit agitated.
Shielded eagles aren't better either. They die before the reduced FSD cooldown. Just why?
 
Amen - I think its is kind of funny. I get interdicted a lot in my Vulture along with the "What Goodies are you Carrying", the only goodies I am carrying are a KWS and depending on my mood a Beam Laser and a Cannon or a Pulse laser and a Plasma Accelerator. So yes I have 100 rounds of precious love. Smile for the birdie and do not blink during the flash :eek:

Your last name is the title of a book I like.
 
Easy fix for SJA to deal with the issue

Code:
if (player.state == INTERDICTION){

	...

	if (player.name == "CrimsonKain" ){

		player.escapeChance = 0;

		player.currentInstance = server.getinstance(NEW, NORMAL_SPACE, player.currentLocation);
		player.ship.shield = 1;
	
		player.currentInstance.ships.push_back(player.ship);
	
		int a = 0;
	
		while (++a<31){
			ship thisEnemy = new ship(NPC_VULTURE);
			thisEnemy.shield = MAX_NUMBER;
			thisEnemy.speed = MAX_SPEED;
		
			for (std::vector<weapon>::iterator thisWeapon = thisEnemy.hardpointList.begin; thisWeapon != thisEnemy.hardpointList.end; ++thisWeapon){
				*thisWeapon.damage = MAX_INT;
			}
		
			player.currentInstance.ships.push_back(thisEnemy);
	}
}
 
FD has to balance any AI improvement in interdiction with consequence combined with human interdictors, so keep that in mind.

took my trade python to open to try chllenge again getting past trade embargo at a well known route. Human wing interdicted and i got away, second human interdiction halfway to station also got away but lost shields and took light damage.

third interdiction by NPC slowed me down, took lot more dmg due to no shields left from human interdictions, and just barely got away. Final human interdiction just before reaching station killed me and my 8M insurance/cargo rebuy.

no complaints re the cost - i did it to be obstinate and see if i can get past the blockade. But when you factor both NPC and human interdiction in same system, buffing NPC interdiction AI too much would essentially move even more players into perma solo or private, something FD (however not successful at it) wants to avoid.

so i would consider the possibility that FD knows quite well how to beef up npc interdiction but just chooses not to. It doesnt have to be a 'they must not know how to do it' thing.
 
Easy fix for SJA to deal with the issue

Code:
if (player.state == INTERDICTION){

	...

	if (player.name == "CrimsonKain" ){

		player.escapeChance = 0;

		player.currentInstance = server.getinstance(NEW, NORMAL_SPACE, player.currentLocation);
		player.ship.shield = 1;
	
		player.currentInstance.ships.push_back(player.ship);
	
		int a = 0;
	
		while (++a<31){
			ship thisEnemy = new ship(NPC_VULTURE);
			thisEnemy.shield = MAX_NUMBER;
			thisEnemy.speed = MAX_SPEED;
		
			for (std::vector<weapon>::iterator thisWeapon = thisEnemy.hardpointList.begin; thisWeapon != thisEnemy.hardpointList.end; ++thisWeapon){
				*thisWeapon.damage = MAX_INT;
			}
		
			player.currentInstance.ships.push_back(thisEnemy);
	}
}

Luckily I will never ever experience this event, 'cause Crimson Kain is someone else than Crimson Kaim :)
 
Last edited:
Back
Top Bottom