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I am begging, please add minimum level requirements to pilot...

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Solidusbucket:
This game is labeled as a simulator. That means studying and learning by reading, asking questions, analyzing, and observing. Simulators do not attract huge audiences. That is the reality of it.


DJ Logicalia:

--- Quote from: Solidusbucket on February 07, 2016, 09:48:05 am ---This game is labeled as a simulator. That means studying and learning by reading, asking questions, analyzing, and observing. Simulators do not attract huge audiences. That is the reality of it.

--- End quote ---
What? A) I've never seen or heard of GoI being labeled as a simulator, and B. Simulators are pretty popular right now.

Also, what?

Solidusbucket:
Yea, You're right.

I have no real point. I just try to find excuses why this game has few consistent players. My excuse was the typical "its a niche game" disguised with other words.

-Anakin-:
There's already AI designed to fly goio ships and it's actively at work in alliance, just sayin'

MightyKeb:
Here's the problem I see with AI pilots: In alliance, you always have some sort of objective. Deliver this, kill that, etc, and AI spawns and reacts accordingly assuming you attempt to complete these actions, because if you suddenly decide not to then that's an easy win for them.


In skirmish, specifically in deathmatch, you fight to kill specific ships that are alive, conscious and can constantly adapt to new strategies. Anything can happen at anytime and anywhere, and the amount of situations is simply impossible for a human to completely record into an AI's programming. It sounds like a workable option in Crazy King and even useful if AI were given the ability to calculate whether or not they need to go for the point or move on to the next one, but in Skirmish I think the closest one could get to the implementation of AI pilots is to give their ally the ability control them similarly to how you can control AIs with F1-3 and voice commands. You could have them charge at an opponent, sit by in their position, follow you, and some other basic stuff, and the reason why this would work better than the simple idea of AI flying around by themselves in skirmish is because at it's core, the control is still at the player, and the player is an evolving being who is able to evalulate countermeasures to all sorts of situations, it just has to face it once.

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