The New AI is Too Good! I'm back in an Cobra After Loosing Python 3 Times in 3 Days!

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Lost my Python three times in as many days in fights with AI Pythons with backup. Now I am running from fights in a cobra hoping to find a station close by with an Asp Explorer. Need to earn enough credits to take the Python back out of the hanger. Went from enjoying the game to evading interdictions and running from everything.

I noticed the AI has got alittle better.
 
Nerf? No way! I'm just getting started on the high ranks! ;) Loads more to come! :)

Ok peeps, we know that the goddess is here, so anyone feeling a little suicidal and wanting to give her ideas on how to improve her minions. Go away and play getting killed in the game. No more battle plans, strategy theories or works of reference, she may find useful; ok?

Great work; keep it up girl!
 
Lost my Python three times in as many days in fights with AI Pythons with backup. Now I am running from fights in a cobra hoping to find a station close by with an Asp Explorer. Need to earn enough credits to take the Python back out of the hanger. Went from enjoying the game to evading interdictions and running from everything.

I've been fighting, in my vulture, in CZ against all sorts of ships, from eagles to condas, all the day long with no problem. Maybe you'd choose to fly before it's too late.
 
I've noticed the improvements but I'd hardly say they were too hard. Took out a Sidewinder (showing the game to a mate, and letting him play) kitted it out fully etc. I blew up a Dangerous Adder and a Deadly Python before suffering too much hull damage. The Pythons mates took care of the rest of the hull though. My mate, never have played any flight sim, not used joysticks for over 10 years never mind a X52 blasted a couple of ships too (a nice 17.5 and 27.5 bounty on each -Cheers Iain!)

If a novice to the game can do it, I'd have to question the skill of the OP in the pilots seat... :D

Define: Sidewinder, kitted out fully etc.?

40K re-buy maybe?
 
I had max pips to shields and the rest to weapons. With the turreted lasers, don't need to work hard at keeping the front pointed at slower moving targets. Popped a heat sink for good measure also (Though was not required). While everyone seems overjoyed that the AI is improving, I for one am not. While I get that everything is all Elite, please remember that less than 0.01% of the popultaion can function at that level. Balance is such a fickle thing.

So the question remains, are we making a game where the average person can play and become elite in their fantasy game life, or are we making an elite game where only those who are elite in real life can play?
 
"I enjoyed game while blasting AI to pieces and then complaining on forums how it's too easy or too boring...now AI blasts me to pieces and I am still complaining on forums how it is too hard."

This is how it sounds to me now.

He didn't, as far as I know, complain that the game was too easy before.

The AI should not be improved further UNTIL supposedly "safe" high security systems have considerably improved securty, so that players who aren't particularly skilled at combat can find places to play the game without it being overly difficult.
 
I'd like to see some NPC's sandbag through the beginning of a fight. They act like the typical harmless pilot, perhaps even begging for mercy over comms and dropping cargo, lure you in nice and close, pop an SCB just before their shields drop and start hammering on you. Put them in agile ships that're hard to track once they're within a certain distance and give them high damage close range weapons. Should be fun.

I had max pips to shields and the rest to weapons. With the turreted lasers, don't need to work hard at keeping the front pointed at slower moving targets. Popped a heat sink for good measure also (Though was not required). While everyone seems overjoyed that the AI is improving, I for one am not. While I get that everything is all Elite, please remember that less than 0.01% of the popultaion can function at that level. Balance is such a fickle thing.

So the question remains, are we making a game where the average person can play and become elite in their fantasy game life, or are we making an elite game where only those who are elite in real life can play?

You should never make a game with the goal of the average person being able to play it well. You should always make them so that the average person aspires to play it well. That's how "Challenge" is born.
 
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Lost my Python three times in as many days in fights with AI Pythons with backup. Now I am running from fights in a cobra hoping to find a station close by with an Asp Explorer. Need to earn enough credits to take the Python back out of the hanger. Went from enjoying the game to evading interdictions and running from everything.

I keep hearing about these mystical improved NPCs, but I have yet to see one. I'm seriously confused when reading such reports, as most NPCs dont even shoot at me just roll around in front of my crosshairs... during the last week I tried CZs, RES with big ships, assassinations. The hardest was when I fought a wing of 8 sidewinders in my trading anaconda, I actually had to use a few shield cells!
And it's not that I'm some ace pilot, my combat style is super lazy: I put 4 pips to SYS, 2 pips to WEP, 50% throttle, and just turn after my opponents. I fly an Anaconda, this means my speed is 50 m/s, and the NPCs dutifully match their speed and stay close so I can slowly kill them with my 4x C2 multicannons (!), while taking potshots with the C4 plasma. And the remaining 3 hardpoints are seeker missiles because why not. Oh, and don't even get me started about NPC pirates! I'm being interdicted only by small ships that die sooner than my FSD cooldown is over. Where are the Elite Pirate Lords? My hold is full of slaves and gold!
 
I had max pips to shields and the rest to weapons. With the turreted lasers, don't need to work hard at keeping the front pointed at slower moving targets. Popped a heat sink for good measure also (Though was not required). While everyone seems overjoyed that the AI is improving, I for one am not. While I get that everything is all Elite, please remember that less than 0.01% of the popultaion can function at that level. Balance is such a fickle thing.

So the question remains, are we making a game where the average person can play and become elite in their fantasy game life, or are we making an elite game where only those who are elite in real life can play?

Like everyone else; the average person needs to understand the main thoughts process of this game is: Yes or No, today, the rank matters. Don't try and punch above your weight, what ever that weight is. You can and you can win, but the only way I know I can take a Clipper in my Cobra, is because I have lost a few; learning how. Not just any Clipper however, I see 'Elite' anything and I am on my toes, even a lesser ship than mine, I have to really think about it. That is the point, you have to think and not just run in head down and hope for the best.
 
Please find the post whare I said the AI was too easy. I'll wait here, but please understand, I'm not holding my breath.
 
<Snipping>

Aggressive and not-constructive. You must be proud.

I keep hearing about these mystical improved NPCs, but I have yet to see one. I'm seriously confused when reading such reports, as most NPCs dont even shoot at me just roll around in front of my crosshairs... during the last week I tried CZs, RES with big ships, assassinations. The hardest was when I fought a wing of 8 sidewinders in my trading anaconda, I actually had to use a few shield cells!
And it's not that I'm some ace pilot, my combat style is super lazy: I put 4 pips to SYS, 2 pips to WEP, 50% throttle, and just turn after my opponents. I fly an Anaconda, this means my speed is 50 m/s, and the NPCs dutifully match their speed and stay close so I can slowly kill them with my 4x C2 multicannons (!), while taking potshots with the C4 plasma. And the remaining 3 hardpoints are seeker missiles because why not. Oh, and don't even get me started about NPC pirates! I'm being interdicted only by small ships that die sooner than my FSD cooldown is over. Where are the Elite Pirate Lords? My hold is full of slaves and gold!

Yeah, I think as well as improving the flying quality it would be nice if there was some scripting involved. Something like if a pirate ship is scanning you and you deploy hardpoints they may say "woah, didn't see those weapons. I don't want any trouble now" before leaving. It could add some nice flavour if it was implemented correctly.
Could also have the other side of the disk where if they scan you and you deploy hardpoints they say "are you threatening me, no one threatens *pirate name here* and they open fire.
 
I had max pips to shields and the rest to weapons. With the turreted lasers, don't need to work hard at keeping the front pointed at slower moving targets. Popped a heat sink for good measure also (Though was not required). While everyone seems overjoyed that the AI is improving, I for one am not. While I get that everything is all Elite, please remember that less than 0.01% of the popultaion can function at that level. Balance is such a fickle thing.

So the question remains, are we making a game where the average person can play and become elite in their fantasy game life, or are we making an elite game where only those who are elite in real life can play?

The trick there imo is for FD to work a little on differentiating the different security systems a little more. Make anarchies harder and maybe keep hicsec as they are. Of course demand for stuff in anarchies would need to go up to encourage people to go there., that way a player can to some extent control the difficulty of the game
 
Lost my Python three times in as many days in fights with AI Pythons with backup. Now I am running from fights in a cobra hoping to find a station close by with an Asp Explorer. Need to earn enough credits to take the Python back out of the hanger. Went from enjoying the game to evading interdictions and running from everything.

I think that is perfect.
The current AI makes us more careful instead of carefree.
I like it very much.
I have been chased away by 3 capable npc Clippers, and 3 Anacondas in a USS almost got to me, and just yesterday 3 Cobra´s ate through my shields much faster than I was used to.

I love this!

I only run when it is appropriate. And since 1.3 got released it sometimes is.
 
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He didn't, as far as I know, complain that the game was too easy before.

The AI should not be improved further UNTIL supposedly "safe" high security systems have considerably improved securty, so that players who aren't particularly skilled at combat can find places to play the game without it being overly difficult.

Agreed; the systems security level, should offer an appropriate level of risk or non risk, in the case of higher levels.
 
It has changed a little. Now, pirates in smaller ships will often say something like "I was thinking about getting out of this business anyway" when they scan an Anaconda with cargo in its hold.

EDIT: Forgot to quote, but this was in response to the guy talking about suicidal sidewinders and such.
 
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SJA, you are doing a fantastic job with the NPC AI :)
If I was easy it would soon get boring.
I for one like AI, keep up the great work Sarah
 
Harder to run away from... ;) Yeah, I can oblige that request. :)

I hate making "requests" to game developers. I've done some (amateur) stuff myself with mods and I know how tough it can be to work on games. You make one teeny adjustment and loads of unexpected things can break, not to mention the fact that people start throwing out requests to you all the time when they find out you're working on something.

So I'm just going to mention something that might be fun. Something that I'd consider if I were working on AI (something I've never done before beyond mapping pathways in a map). Aside from the usual Elite enemies and Harmless enemies it might be interesting if there were also enemies who played defensively/conservatively (effective use of all pips to shields when fired upon for example, trying to shred your shields before using kinetic weapons) as well as enemies who play offensively/aggressively (rushing in for close quarters fights, all pips to weapons, full volleys until WEP is depleted then boosting off and preparing for another pass as they recharge).

Something like this, a few different AI "characters", might make NPC combat feel more organic and it would also prevent people from adapting to AI tricks as easily. Each battle wouldn't be a case of just going through the motions, and different tactics would be required for different opponents.

Great work on this by the way. I know the challenging part of AI is not making it good but making it bad enough to be beaten by a human, but not so bad that it can be beaten easily. There have been a few threads now from people saying it's been a real challenge for them, so you're in the right zone for certain.
 
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