While playing, I've noticed that for the most part, NPC's and their respective factions don't seem to have any sort of goals, resources or purposeful behavior behind them. You jump into a USS and there is a funeral procession, traveling at the snails pace of ~110m/s in the middle of nowhere, going nowhere, and for no reason. They're not actually moving to a destination, or trying to accomplish something of their own. They are simply placed there, purely for the players benefit, and operate almost identically to random encounters in games such as Pokemon.
It honestly feels still very heavily WIP, factions don't seem to have any sort of resources, or real A.I behind them. You do missions and raise a % bar until conflict zones appear. We're not providing warring factions with actual resources that they need. We could be delivering cupcakes or 30 ton crates of anime and it would still have the same affect as delivering 50 tons of battle armor, or food. It's arbitrary, abstract, illogical, and as far as I can tell, pretty shallow at this point, and things only work because the system decides that it works. The system decides that ample supplies of cupcakes and anime are a substantial boost to their political and military might, the system decides that therefor conflict zones should appear, and the system decides that whoever has players running the most missions delivering cupcakes will win that war and eventually expand.
The faction system/interaction just boils down to me grinding missions for an arbitrary result that makes no sense. Why on earth is the ruling faction telling me to destroy system authority vessels? Why can't I interact with this faction beyond grinding mission to raise an arbitrary percentage of influence with end results that make no sense?
The A.I factions either need vastly more sophisticated A.I, with limited resources, personalities, and motives of their own. An example I've collected was posted by the user FoxTwo, and it hasn't seemed to have changed:
and another one by user Fergal:
In short, this means that players actions are essentially meaningless since they have no potential for significant chain effects or results. For example, running missions has no logical or real results, but instead just gives an arbitrary "+1% influence", no matter what that mission is. It could be the ruling government in the system asking you to kill their own law enforcement, and it would still give +1% influence for no logical reason.
In a truly dynamic simulation, there could be a hypothetical civil war with a hypothetical under-equipped faction in need of arms and armor and this would be reflected in that they're flying crappy sidewinders with like 1 pulse laser. They could put out a mission for a player to run guns for them, and if the player accepts and successfully runs those guns, the underdog faction now has a stockpile of weapons to arm their ships with, such. The visible effect is that their sidewinders now have railguns. But that's not where it ends. It continues on in that, since their sidewinders now outgun the enemy, they start winning fights, and gaining ground in their system until eventually, they're not the underdog anymore. They take control of resource extraction zones, and reassign some of their fighters or recruit other npcs/players to mine for them. They start making more and more money. The visible effect is that those sidewinders are now replaced with Vipers and Cobras since they can now buy more ships.
X is a good example of a game that has a dynamic PVE game world (although very poorly optimized and kind of clumsy in ways) and grand strategy games such as CK2, victoria 2, etc, manage thousands of a.i factions doing all sorts of things.
Should we individually manage each specific ship and tiny hauler? No, probably not. But I do think that if you kill a factions hauler that should deduct from their total resources. Similar to how in EUIV, when I have 1 unit made up of a thousand men, that takes 1000 men out of my manpower pool, and when 1 of them dies in the simulation, I have to pour more manpower into the unit to replenish it. That's something that ED seems to lack: proper resource tracking and an abstract or a tangible grand A.I of any sort.
Also take a look at Limit Theory, which is similar in a lot of ways in that it's a vast procedurally generated game with A.I factions and NPC's with agendas. Miners are mining to make a profit. They go to the station and sell, the station gets stock. In ED, it just doesn't work that way. Minerals and ore are available at a station due to magic, seemingly. Killing miners does not reduce the level of available stock. I think at the moment, there are currently around 3000 populated systems, correct? I don't think that's out of the realm of possibility to simulate to a complicated enough level to make it truly dynamic.
Instead of a single abstract percentage representing a factions power, why not have things such as money, personnel, material resources, popular support, all with limited quantities that can be organically diminished or consolidated (such as destroying a ship means that faction has one less ship available to them) with which the A.I tries its best to further its agenda with? Here's just the basic jist of something more in depth that I'd like to see
Or something along those lines. The point is, you can either support or hurt a faction in a lot of ways. They could lose an important fight that actually happened in game, losing their anacondas and being significantly less capable, which would actually show in gameplay instead of on just the newsfeed.
But instead, it seems that what we currently have is
It honestly feels still very heavily WIP, factions don't seem to have any sort of resources, or real A.I behind them. You do missions and raise a % bar until conflict zones appear. We're not providing warring factions with actual resources that they need. We could be delivering cupcakes or 30 ton crates of anime and it would still have the same affect as delivering 50 tons of battle armor, or food. It's arbitrary, abstract, illogical, and as far as I can tell, pretty shallow at this point, and things only work because the system decides that it works. The system decides that ample supplies of cupcakes and anime are a substantial boost to their political and military might, the system decides that therefor conflict zones should appear, and the system decides that whoever has players running the most missions delivering cupcakes will win that war and eventually expand.
The faction system/interaction just boils down to me grinding missions for an arbitrary result that makes no sense. Why on earth is the ruling faction telling me to destroy system authority vessels? Why can't I interact with this faction beyond grinding mission to raise an arbitrary percentage of influence with end results that make no sense?
The A.I factions either need vastly more sophisticated A.I, with limited resources, personalities, and motives of their own. An example I've collected was posted by the user FoxTwo, and it hasn't seemed to have changed:
I just wanted to share something I have observed back in Beta 1.xx (I forget which) that seems to confirm the OP's observations.
On a whim, I got myself an FSD wake scanner and decided to follow a Lakon 6 out of the station. Wherever it went, I followed and kept right on its tail as much as I could.
It went to a nearby system some 10 light years away WITH NO STATIONS. I followed, and it flew directly at a planet in Supercruise. As it neared the planet it dropped out, and I was puzzled because there were no stations nor planetary landings. I dropped out as well.
It flew around for a bit around the planet, then jumped out to another system. I followed.
This time it seemed to be headed for a planet with a station. When it dropped out I followed, but when I found him in normal space, he FLEW RIGHT PAST THE STATION and jumped out again.
I kept following it for the next 2 or 3 systems it jumped to, but it never docked at any stations. It would just jump, drop out of SC for a bit, jump out to another system and so on.
I thought by now this would have been "balanced" but apparently not.
and another one by user Fergal:
From what I understand of how things works (and these are just guesses from observations) there aren't NPCs doing trade runs.
NPCs are generated on your computer. They are "your" NPCs. They do not exist outside your simulation. You can follow one to another system, but that NPC wasn't actually going there, it was only put there because you followed.
The other NPCs that were in the system you just jumped from are deleted.
What do I base this on? NPC bugs when there is another player in SC with you.
When this other player leaves SC you will get a message like "9 contacts lost". 8 of "his" NPCs are deleted when he is gone.
Try interdicting an NPC when there is another player in SC. I haven't tried in 2.04 or 5 but this was still happening in 2.03.
You exit sc after interdiction complete with noone else in space with you, because you interdicted the other players NPC.
Get interdicted by an NPC when another player is in SC, same thing, his NPC cant leave his instance for yours.
Scan the cargo that NPCs are carrying. Its random. None of them could make a profit to keep trading (not really their fault if they are using the trade routs in the galactic map).
I followed an NPC with slaves. Where did he head? To a station where slaves were illegal and there wasn't a black market. How do I know that? I stole his slaves and thought he would know what he was doing, and I continued to the station he was going to.
In short, this means that players actions are essentially meaningless since they have no potential for significant chain effects or results. For example, running missions has no logical or real results, but instead just gives an arbitrary "+1% influence", no matter what that mission is. It could be the ruling government in the system asking you to kill their own law enforcement, and it would still give +1% influence for no logical reason.
In a truly dynamic simulation, there could be a hypothetical civil war with a hypothetical under-equipped faction in need of arms and armor and this would be reflected in that they're flying crappy sidewinders with like 1 pulse laser. They could put out a mission for a player to run guns for them, and if the player accepts and successfully runs those guns, the underdog faction now has a stockpile of weapons to arm their ships with, such. The visible effect is that their sidewinders now have railguns. But that's not where it ends. It continues on in that, since their sidewinders now outgun the enemy, they start winning fights, and gaining ground in their system until eventually, they're not the underdog anymore. They take control of resource extraction zones, and reassign some of their fighters or recruit other npcs/players to mine for them. They start making more and more money. The visible effect is that those sidewinders are now replaced with Vipers and Cobras since they can now buy more ships.
X is a good example of a game that has a dynamic PVE game world (although very poorly optimized and kind of clumsy in ways) and grand strategy games such as CK2, victoria 2, etc, manage thousands of a.i factions doing all sorts of things.
Should we individually manage each specific ship and tiny hauler? No, probably not. But I do think that if you kill a factions hauler that should deduct from their total resources. Similar to how in EUIV, when I have 1 unit made up of a thousand men, that takes 1000 men out of my manpower pool, and when 1 of them dies in the simulation, I have to pour more manpower into the unit to replenish it. That's something that ED seems to lack: proper resource tracking and an abstract or a tangible grand A.I of any sort.
Also take a look at Limit Theory, which is similar in a lot of ways in that it's a vast procedurally generated game with A.I factions and NPC's with agendas. Miners are mining to make a profit. They go to the station and sell, the station gets stock. In ED, it just doesn't work that way. Minerals and ore are available at a station due to magic, seemingly. Killing miners does not reduce the level of available stock. I think at the moment, there are currently around 3000 populated systems, correct? I don't think that's out of the realm of possibility to simulate to a complicated enough level to make it truly dynamic.
Instead of a single abstract percentage representing a factions power, why not have things such as money, personnel, material resources, popular support, all with limited quantities that can be organically diminished or consolidated (such as destroying a ship means that faction has one less ship available to them) with which the A.I tries its best to further its agenda with? Here's just the basic jist of something more in depth that I'd like to see
Persistent important faction NPCs/officials (structure changes depending on government type) which have their own duties, and if killed (they can only be killed once and it would be hard!) have significant effects:
-King Ted
-Viscount Bob
-Grand Treasurer Trevor
-Admiral Brody
-etc
Territory:
- "Knight Dock" - Lugh 5 - Wealthy, very large industrial station
- "Read Gateway" - Lugh 7 - Wealthy, very large industrial outpost
- "Seega Port" - Lugh 8 - Wealthy, very large industrial outpost
- "Maclean Hub" - Lugh 11 - Wealthy, industrial outpost
Population in controlled territory (a % can be potentially conscripted):
3 billion
Popular support:
32%
Daily/weekly/monthly revenue (through trading, mining, taxes etc):
2 billion credits
Daily/weekly/monthly expenditures (buying ships, repairs, payments etc):
1.3 billion credits
Treasury:
20 billion credits
Military Personel:
14 million
Space fleet:
-2 Dreadnaught/generic capital ship (STOLEN/CAPTURED)
-60 Anacondas
-23 Type 9 supply ships
-30 ASPs
-100 Cobras
-120 Vipers
-300 Eagles
-500 Sidewinders
-20 Federal Fighters (STOLEN/CAPTURED)
Or something along those lines. The point is, you can either support or hurt a faction in a lot of ways. They could lose an important fight that actually happened in game, losing their anacondas and being significantly less capable, which would actually show in gameplay instead of on just the newsfeed.
- An independent theocratic faction is spreading its religion to the surrounding systems, which results in the percentage of population converted supporting that faction over the current ruling faction
- The theocratic faction has the agenda of spreading its religion as much as possible, hires players to transport missionaries, which would be an important, and limited resource to a faction like this.
- Conversely, some factions within the system, whether it be the ruling one or a minor faction, don't want the religion being spread. They hire you to intercept the missionaries/whatever and kill them.
- The more that the theocratic faction increases its population of believers in adjoining systems, the friendlier those systems become towards it. Some of them will even become allied, or subservient to it
- If it spreads enough, and encounters significant resistance in spreading its religion in a number of systems, it may decide to launch a crusade, calling upon the resources of all of its believers (which, if significant, would be a formidable fleet, material resources, experienced pilots, and money)
- This is when Frontier notices something interesting happening and injects an event of, lets say, the Federation becoming very alarmed by the rapid growth of this theocracy and subsequent crusade, and dispatches several fleets. One of the Federation's goals is now to stamp out that theocratic faction
- Feddies gain the upper hand too quickly, so Frontier again intervenes and injects an event of the Empire taking advantage of the crisis and gobbling up a few feddie systems
- The actual conflicts themselves are determined based on the simulation, who bleeds the most resources, etc
But instead, it seems that what we currently have is
- Galnet newsfeed reports that there are some cuhrazzy cultists has decided to invade a Federal system out of the blue. Describes characters, which only exist in the newsfeed, not the game, being angry about this
- Conflict zones spawn, in which infinite amounts of A.I ships spawn indefinitely.
- This lasts for a week, Frontier (presumably) sees that 2,000 players ran cupcake delivery missions for the feds, and 1,500 players did the same for the cultists.
Conflict zones disappear, feds win. The end.
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