Why do NPCs play by blatantly different rules than players?

Actually when SJ was working on the AI she stated the opposite that Elite AI often use FA off as far as I recall.
I saw a thread where they said AI only user thrusters to good effect. They do not use FA Off. This was direct from the splendifourous Michael Brookes himself.
 
I saw a thread where they said AI only user thrusters to good effect. They do not use FA Off. This was direct from the splendifourous Michael Brookes himself.
Yes I just looked at the thread I thought it was in and have linked it but SJ neither confirmed nor denied that the higher ranked AI use FA off. MB isn't my final choice of unambiguous Dev information. He often comes up with stuff that he later realises his answer is mistaken.
 
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I saw a thread where they said AI only user thrusters to good effect. They do not use FA Off. This was direct from the splendifourous Michael Brookes himself.
Yes, but that was last week.
I have asked a couple of times; can NPCs switch power from one module to an other, like real players can. This ability would explain a lot of the current 'super powers'.
 
AI just uses individual thrusters directly (with only limitation being each thruster power). As a computer it has no limits to number of simultaneous control channels. If FD wanted to, they could program it whatever way they want - e.g. perfect auto-aim, exact 6DOF movement, etc.
They try to program AI so it *appears* to do same movement as player with FA on/off will do (making it so higher level AI will appear same as more experienced player usually does) - however its not always identical and still pretty much in progress of fine tuning. Some ships still are quite outlandish at it (e.g. high level Anacondas).
 
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Yes, but that was last week.
I have asked a couple of times; can NPCs switch power from one module to an other, like real players can. This ability would explain a lot of the current 'super powers'.
No Arry this was several months ago. Trying to find it on Google, but failing.

The contention of the thread was that the AI was using FA Off too well and the response (From Michael Brookes confirming via SJA) was the AI does not use FA Off, just thrusters.

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That's why I couldn't find it. It was Mike Evans. Thread here:

https://forums.frontier.co.uk/showthread.php?t=164543&page=2

(Too many Michaels at Frontier. lol)
 
No Arry this was several months ago. Trying to find it on Google, but failing.

The contention of the thread was that the AI was using FA Off too well and the response (From Michael Brookes confirming via SJA) was the AI does not use FA Off, just thrusters.

- - - - - Additional Content Posted / Auto Merge - - - - -

That's why I couldn't find it. It was Mike Evans. Thread here:

https://forums.frontier.co.uk/showthread.php?t=164543&page=2

(Too many Michaels at Frontier. lol)
Sorry, I meant that statement was historic. We all know that the developers, secretly want the AI to win.
 
Did not know that. Thx Jake.

No worries dude, the way they handle I was convinced they were fa-off until it was quashed...might have been by Michael Brooks one of the M's :D.

A lot of this came up during the Sarah Jane Chronicles (was a good period)...iirc kinetic ammo is one of a number of things that the A.I. has an unlimited supply of.
 
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They cheat because FD can't be bothered making a simulation. ED is an arcade game that simply looks like a simulation. Almost everything is hard coded 'cheating' rather than simulation, from AI ammo to market mechanics. That's why I keep finding myself exploring; it's the least 'cheaty' part of the game because it is static.

This is true. It really is only the backdrop which is the simulation. It's a huge waste, but it can be fun if you restrict yourself in what game mechanics you take advantage of. I don't farm res sites or take missions which require me to drop in to RNG spawns. It's like 80% of the game I deny myself because I know I'd just give up in frustration. I'm hopeful they see the light one day.
 
For those frustrated with this approach to AI, there is a game in development called 'Rogue System ' one of the goals of which is to have AI that flys with exactly the same systems and limitations as the player.
To my mind that approach alone would make a game and combat seem much richer even if it were more basic, because you KNOW that it isn't meaningless to infer from your experience and knowledge acquired from playing and apply that to the game.
At the moment in ED you can be pretty sure any inference you draw will be misleading so tend to filter out the details and not waste time thinking too much about what data the game gives you.
When was the last time you read mission text, or played cat-andcat-and-mouse with an Anaconda until it ran out of ammo?
 
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I saw a thread where they said AI only user thrusters to good effect. They do not use FA Off. This was direct from the splendifourous Michael Brookes himself.

Hmm.. Well who knows but the AI can make a dropship turn on a dime despite the fact its probably one the most un-manoeuvrable ships in the game.
 
immersion was never the case when you have NPC's spawning in specific locations if only it was more "random" and unpredictable.
 
AIs cheating?

Not really; but the Pixels do know everything and that is their advantage. They know what you are carrying and so send the nightmare for that cargo. They know what you are doing and will act accordingly. Unlimited ammo is wrong, but nothing we can do about it.

Pulling us out of super cruise? I am an avid radar watcher and I am intrigued how my radar can be clean and then within seconds, a blip appears on my six and I am being pulled. I also find it interesting that fixed weapons can hit me from all angles; yes fixed, as chaff dose not effect them.

However: Being the paranoid psychopath that I am, I know everything is out to get me and so expect no less, from NCPs.

duly +1'd :)
 
They can spawn in from nowhere, twist around like snakes, and interdict you before you even spot their canned comm chatter.

If you drop supercruise to try and lose them, they manage to follow your wake unerringly within seconds.

If you supercruise away from them again, they spawn in front of you, drop behind, snake-spin again, and you're interdicted again.

They don't seem to suffer 'the spin of doom' from interdicting you.

They can spam chaff for days, or at least as long as whatever internal cooldown they have tells them it's okay to.

Farming a hazres or combat zone or comp.nav all day? That's fine, until the game decides a fleet will spawn in on top of you.

There are loads of ways that NPCs, in fact, 'cheat'. And it makes the game less fun.. because the ordinary tactics you'd use to deal with other ships just don't apply. You can't wait out an opponent's supply of SCBs. You can't outmaneuver an opponent in supercruise because the game has rolled the dice and decided you're going to be interdicted this run, no matter what, and no tactic will prevent it. I can't be the only one who finds this frustrating and wishes I had more realistic opponents that I could actually counter and use strategy other than 'Destroy!' against.

AI's were good enough to beat me some time ago. It is simply wonderful that the love has spread to higher skill levels. :)
 
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