Where's this updated AI I keep hearing about?

AI improve ok, but adapt the bounty too. Fight against an elite anaconda in vulture during 5 min for 72 000 credits it's like loosing my time.

So, ok for difficult, but reward must be huge too !
 
Please don't succumb to the belief the game is too easy because a handful of people whom play too much have become too skilled to find regular gameplay a challenge. If you go too far the casual gamers, the ones with families and jobs who are the bread and butter of the demographic, may well find Elite a frustratingly difficult game.

Until security at safe systems (high security world's and Empire/Federation capitals) is significantly improved, with AI using Vultures and FDLs to patrol systems I wouldn't do much improving because as of now it's good enough for most average players.
You can kill an npc anaconda in a sidewinder...
 
You can kill an npc anaconda in a sidewinder...

No, I can't. And most others can't either. Not in a sidewinder, not anymore.

We shouldn't be able to even think about taking on an anaconda in anything less than a vulture, python, FDL, clipper, or (at a stretch) courier. But that's besides the point - AI is now improved to the point where it can be challenging for an average player.
 
My own experience is that the AI has overall improved....I didn't notice until I played in anything besides a vulture though, since I always did passibly in turning battles before. Frankly, I'm okay with seeing the occasional badass harmless fellow, or a bumbling elite. Anyway, in a vulture, fighting the python vulture/vulture wing doesn't always go well for me...dunno how to do it in a python yet, but I suppose upgrades will help, heh.

Speaking of which, I need tips: how do you fight when you're painfully slow and don't turn well?

Also explain sidewinder vs anaconda to me, because how is that possible even?
 
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Speaking of which, I need tips: how do you fight when you're painfully slow and don't turn well?

I think tank and turret is your only real option. Usually running in the only real option though... you could try mines, but from what i've seen and heard, they are not impressive, which is a shame, because they would be ideal for someone who needs to run away.

Also explain sidewinder vs anaconda to me, because how is that possible even?

Sidewinder is massively more manouverable than the Anaconda, and it is a very small ship. Sure, if the Anaconda gets some hits in then the sidewinder is toast. But close up and a little behind the Annie is a bit of a blind spot for even an all turret setup. If you can stick there then you can fire without being hit. Its hard, and a compotent Annie pilot will be able to shake you... or just slam on their brakes and watch you go splat into their rear end.
 
Come the next update, expect a quantum leap in AI effectiveness.

I realize the popular usage of "Quantum leap" is a big change but in reality a quantum leap is an electron moving from one energy level to the next one and is the smallest and most insignificant change a system can experience.
 
Buy all my books and I'll tell ya... :) *

* joke. ;)

Never say never...if everyone who have bought the game (soon 700.000 players) bought just ONE of your Kindle editions then that would be £1.4 Million pounds. If all the players bought ALL of your books and maybe even splashed out for something more than just the digital edition...

Well...I'm pretty sure you would have enough money to both quit the job AND pay the cost of breaking the NDA without breaking a sweat. :D

On the other hand...you wouldn't be around working on the game! :eek:

PEOPLE! DO NOT! I REPEAT! DO NOT BUY HER BOOKS!!!

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:p
 
I had a great fight with an NPC the other day.

Flying at a RES site in my Vulture and owning anything that has a wanted status.

Then this adder shows up, no big deal I think, the usual routine, Adders for some reason tend to float aimlessly in front of me once engaged and go pop very quickly. Occasionally they may boost off and I have to give chase but normally not.

This guy however must have just taken something banned in a number of systems, he was all over me, despite my best efforts I couldn't keep him in my sites for any length of time, I even ended up having to go defensive at one point. Not sure what set up he used, beams and a railgun I think but he nearly had my shields down at one stage, SCB for the save.

In the end I managed to line him up long enough to nail him but it was a rude awakening, certainly approached the next few bounties with a sense of trepidation.

Not sure why it was an isolated incident but it's only happened a couple of times in a RES, don't do many missions or USS so I can't really comment on those.
 
The plan is to boost the high ranks and weaken the lower ranks so we end up with a much better spread of AI abilities. That way hopefully there'll be something for everyone. :)
come the revolution, will there be some way to limit what spread of AI skill levels you might encounter? eg if a trader sticks to high security systems they should only be accosted by low ranking pilots. or a bounty hunter might want to track down the more skilled AI for the bigger pay check and of course better fight.
 
Please don't succumb to the belief the game is too easy because a handful of people whom play too much have become too skilled to find regular gameplay a challenge. If you go too far the casual gamers, the ones with families and jobs who are the bread and butter of the demographic, may well find Elite a frustratingly difficult game.

Until security at safe systems (high security world's and Empire/Federation capitals) is significantly improved, with AI using Vultures and FDLs to patrol systems I wouldn't do much improving because as of now it's good enough for most average players.

See, you say that, but I barely play the game (as I think I mentioned) and I find the AI terribly predictable still. Do you honestly have any problem with master-elite anacondas in CZ? I've never had to do anything but circle with 4 pips to weapons, and thrusting up. That's about as simple as it comes, rinse/repeat.

Is it just CZ? I see a lot of posts about mission/SC/USS/RES combat in here, are those ships/ environments more challenging? and if they are, how does that make any kind of sense given that the CZ is a bloody warzone?
 
See, you say that, but I barely play the game (as I think I mentioned) and I find the AI terribly predictable still. Do you honestly have any problem with master-elite anacondas in CZ? I've never had to do anything but circle with 4 pips to weapons, and thrusting up. That's about as simple as it comes, rinse/repeat.

Really? Have you played since 1.3?

I sometimes find it easy to sustain myself in a CZ, but sometimes I am forced to flee. It's simply luck. Sometimes you'll get to shoot down an enemy Anaconda as he has his attention focused on multiple opponents. By the sounds of things you've never been that Anaconda. You've never been focused on an enemy, noticed a hit from behind and saw a flashing triangle on the radar... then another... and another... until multiple opponents are tearing your shields apart.

Is it just CZ? I see a lot of posts about mission/SC/USS/RES combat in here, are those ships/ environments more challenging? and if they are, how does that make any kind of sense given that the CZ is a bloody warzone?

I took on a dangerous rated Anaconda in an assassination mission today in my FDL. It took my shield down to one ring before I killed it, and it seemed to adapt when I tried to tank it.
 
If any of the NPCs that regularly say "I've been looking for you" shortly before interdicting me actually had any shields they may last longer than 4 seconds. What is with the shieldless pirates?

AI may well be better but I can still, even after 1.3, nod off while in a conflict zone without any consequence.
 
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As a once a week player I am enjoying the improved AI and, from reading around a few threads, think I will like what SJA is planning going forward. However, to help keep things fair between NPCs and CMDRs I'd like players to be able to assign four or even six buttons in a fire group. That way we could fire SCBs, chaff etc with the ease of an NPC rather than rotating around fire groups with only two buttons.
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Or alternatively, Sarah Jane, please could you could program the AI of the NPCs to rotate round the groups, miss the one they want, rotate round again, forget whether the chaff/SCB/missile/mine is on button A or B, lose mental focus from the target while checking onscreen, fire, get back to the primary fire group, scratch a sudden (virtual) itch and ask (beg) their partner to hold off serving dinner for another 10 minutes.
 
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See, you say that, but I barely play the game (as I think I mentioned) and I find the AI terribly predictable still. Do you honestly have any problem with master-elite anacondas in CZ? I've never had to do anything but circle with 4 pips to weapons, and thrusting up. That's about as simple as it comes, rinse/repeat.

Is it just CZ? I see a lot of posts about mission/SC/USS/RES combat in here, are those ships/ environments more challenging? and if they are, how does that make any kind of sense given that the CZ is a bloody warzone?

I think part of it is that it is easier in a CZ or a RES or nav beacon. You are not one on one there, and other ships will be taking some of the fire from your attackers and weakening them, even if, perhaps especially if, your attackers are winged up. And when you are under fire from a wing, on your own three or four to one, you're at a distinct disadvantage, since you can only ever target one ship at a time.

The NPCs are definitely a better challenge now, and we know Sarah hasn't finished. She has a fine line to walk between making them challenging and frustratingly unbeatable.
 
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