Yup - enemy spawning is currently insanely tedious in some situations. I fail to see the fun in constantly being swarmed by enemies - if they are too hard then you can't do much - if they are too easy then they are just plain annoying.
Seriously reduce the frequency in which enemies spawn and/or if possible change the whole AI "detection" so that the enemy won't beeline straight at you the moment they spawn - make'm patrol or something instead.
Simple wish - limit enemy spawning.
Or maybe set triggers instead of timers for the spawning. But I can understand having ships spawn during your assult on their base-that should be a given.
I agree that it gets annoying whenever they spawn and B-line directly at you regardless of your having stealth armor or while positioned amongst other ships. Realistically, it should be hard to pinpoint your position when other ships are around you and the enemy is off in the distance, approaching. As it's set in the current version, the enemy can "see" you long before your LRS detects them. Would be nice to get a hold of one of their sensors!
I agree that it gets annoying whenever they spawn and B-line directly at you regardless of your having stealth armor or while positioned amongst other ships. Realistically, it should be hard to pinpoint your position when other ships are around you and the enemy is off in the distance, approaching. As it's set in the current version, the enemy can "see" you long before your LRS detects them. Would be nice to get a hold of one of their sensors!

I'd love this. I think AI (not even combat AI, just behavior in general) is the part of the game most lacking.Seriously reduce the frequency in which enemies spawn and/or if possible change the whole AI "detection" so that the enemy won't beeline straight at you the moment they spawn - make'm patrol or something instead.
Increase the total amount of enemies while making them
a. Patrol. Follow pre-determined (say, 2000-4000 units around their base, halfway to the starget and back) and random paths throughout the system.
b. Seek the player less accurately when actually doing so. Bounty hunters, revenge parties, anyone actually looking for you will still make a beeline for you, but perhaps with a bit of error. Once they reach your last known position (actually a position involving direction, speed and your last known position [you could cheat a little and have them come straight for you halfway and calculate the last known position then,]), they go into a search pattern, travelling outward from there in a spiral, or hitting the nearest friendly stations.
This would allow for stronger enemies in some places that are more low-level. As it is currently, if the player is out-of-depth, then he is screwed, because a patrol will eventually catch up and toast him, since every enemy in system is actively hunting the player.
But when you have a potentially strong enemy you can avoid (like the Abbasid, but ships.) then you can have payoffs in an early system if you're willing to risk it.
But, say, quadruple the amount of enemies in system, and have them follow a pseudo-random path, following any hostile that comes close with equal vigilance, whether it's the player or not. Because the player is not leading them around on a string, he is unlikely to encounter them all at once, and difficulty does not go up much.
But immersiveness goes up a lot. Pirates will be hunting for freighters, Ares and Commonwealth will be fighting each other, etc.
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- Militia Lieutenant
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mabye only twice as many. the tools to make that happen in a mod colud be relesed as .97a and a proper balance reached by modders. in fact, we could have the modding comunity game balance things that way.
- goat not sheep
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It was one of the most annoying problems in charon. Enemy ships kept on spwning and from what I know, I had a group of...10-20 drakes and a LOT more corsairs and vikings chasing me. 

>.<
If you didn't wan't to deal with those ships, outrun them or don't attack the charon bases. Most of those are probably revenge craft. some of the corsairs aren't though.
Also, a thing or two about wreaks. When you qudruple the amount of badguys in the system and make them fight each other they will generally produce much, much more wreaks. To resolve this I suggest that the chance of spawning wreaks be reduced for small craft when out of the players radar LOS (larger craft except for hurin because they are too common would still have the same wreak chance).
Also, a thing or two about wreaks. When you qudruple the amount of badguys in the system and make them fight each other they will generally produce much, much more wreaks. To resolve this I suggest that the chance of spawning wreaks be reduced for small craft when out of the players radar LOS (larger craft except for hurin because they are too common would still have the same wreak chance).
- Fossaman
- Militia Captain
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Whee! This sounds like fun. What I would be most interested in seeing with these AI changes is pirates that actually pirate. Have them blow up freighters, and then actually loot them. Then take the stuff back to their base.
I would have the pirate base send a patrol to the 'shipping lane' closest to it; the path from friendly to stargate that passes within the least distance of the base.
Of course, that might require ships to, you know...ship stuff.
Anyway, I like the idea of pseudo-random patrols, and I REALLY like the 'last known position' bit. That could be adapted to the targeting system (when a target gets out of range, you're left with a last know position box with bearing and speed instead of the actual target) and missions, and it would rock.
I would have the pirate base send a patrol to the 'shipping lane' closest to it; the path from friendly to stargate that passes within the least distance of the base.
Of course, that might require ships to, you know...ship stuff.
Anyway, I like the idea of pseudo-random patrols, and I REALLY like the 'last known position' bit. That could be adapted to the targeting system (when a target gets out of range, you're left with a last know position box with bearing and speed instead of the actual target) and missions, and it would rock.
X-ray laser! Pew, pew pew!
> = = = = ۞
> = = = = ۞
- goat not sheep
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AWESOM IDEA! One problem though. Drakes are the only one who can carry a ***tload of stuff. Corsairs... nope. And drakes are SLOW
>.<
- goat not sheep
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Well, it would make getting a cargo expander a lot easier.
>.<
I like the idea of pirates actually pirating and looting their kill bit. One thing that would make for a better challenge is having the looting pirate UG their ship using items from their loot.
I've noticed that Salvagers already do this. They'll UG to better weapons and even install shields from their loot-making it harder to kill them. Very kewl!
I've noticed that Salvagers already do this. They'll UG to better weapons and even install shields from their loot-making it harder to kill them. Very kewl!
pirate "UG" would be neat, but they would have to ferry it to their bases to do so and then they wouldn't be able to install an AAC or FFH. No larger than a shuriken pre-marauder. Then maby level VII stuff, but marauders shouldn't be able to install VIII or greater with the tech they possess.
PS: virtual items would probably be used to avoid abuse of the (light) 1000 cred cargo hold expansions from mere corsairs.
PS: virtual items would probably be used to avoid abuse of the (light) 1000 cred cargo hold expansions from mere corsairs.
Fichikai has done just that, though I think a smaller version in the game is a good idea.F50 wrote:There could be a cheaper version of the cargo hold expansion created as well.
I also think there should be a slightly larger version of the Smuggler's Hold.