Info > Feedback and Suggestions
Controlling A.I
Solidusbucket:
I think its important that A.I are made to be slightly more controllable.
A good start would be letting us control each individual A.I while continuing to use the current command system.
I know this game is meant to be played with others, but with Alliance coming out, there will be players who play alone (or with unfilled boats) and will quit the game / complain about bad A.I.
It has been proposed before on here but the thread went pretty unnoticed.
1-4 are pilot tools.
5-8 should select the A.I (and it can be rebound).
5=all
6=first a.i
7=second a.i
8=third a.i
I would personally have it bound as 5, T, G, V but thats just me.
Unarmed Civilian:
They're going to say "AI are intentionally bad to encourage playing with real players". But the AI in my experience are better than half the real players in the game. It's to the point where I have to compensate for real players joining and filling out my ship that started the match with 3 AI by engaging way closer than I want to because they can't aim. At least I've been handing out lumberjack experience.
Either way, this would definitely be an improvement on AI, being able to command AI individually. It might make Mobula possible to fly without 4 people on it and coax people out of the double side flare Pyra loadout. This could also be used as a method of directing individual crewmen without using a mic or stopping to type in chat.
Richard LeMoon:
That is because AI are predictably bad, while players are unpredictably bad.
Unarmed Civilian:
AI are skilled, but brainless. New players have brains (in theory), but are unskilled. In theory you can teach them basic skills to put them on par with AI, but that takes time and a ship that's both forgiving of mistakes and one the pilot is willing to fly.
Of the ships that have especially unforgiving roles, 3 of them can have AI fill in the gaps effectively (doesn't take a ton of micromanagement): Pyramidion, Goldfish, Squid.
2 of them, Spire and Mobula, absolutely cannot. Some might argue Galleon should go here as well, though I think otherwise.
Having more ships that people would actually want to fly whose more unforgiving roles can be filled adequately with AI would do a lot to encourage pilots to fly ships that they wouldn't normally take with randoms. Very new, very inexperienced people are not capable of filling the unforgiving roles, so we need the AI to make up for that if you want to see experienced captains taking newbies on ships that aren't Pyramidion.
fp lambda:
How about programmable AI using YAML (https://en.wikipedia.org/wiki/YAML), or some sort of GUI to customize the AI behavior? Here's an example of a possible schema for programming the AI for the Hades-Artemis Mobula in YAML:
---
ai-1:
class: gunner
ammo:
- lesmok
- greased
- lochnagar
engineer-tools:
- wrench
pilot-tools:
- spyglass
shoot:
- weapon: 3
ammo:
- lesmok
- greased
repair:
- part: weapon-3
- part: middle-engine
damage: 50%
when: not-in-combat
rebuild:
- part: weapon-3
- part: middle-engine
when: not-in-combat
ai-2:
class: engineer
ammo:
- burst
engineer-tools:
- spanner
- mallet
- extinguisher
pilot-tools:
- spyglass
shoot:
- weapon: 2
ammo:
- burst
repair:
- part: weapon-2
- part: hull
damage: 50%
- part: left-engine
damage: 50%
rebuild:
- part: weapon-2
priority: 3
- part: hull
priority: 1
- part: left-engine
priority: 2
extinguish:
- part: weapon-2
- part: hull
- part: left-engine
- part: middle-engine
when: not-in-combat
ai-3:
class: engineer
ammo:
- burst
engineer-tools:
- spanner
- mallet
- extinguisher
pilot-tools:
- spyglass
shoot:
- weapon: 1
ammo:
- burst
repair:
- part: weapon-1
- part: balloon
damage: 50%
- part: right-engine
damage: 50%
rebuild:
- part: weapon-1
priority: 3
- part: balloon
priority: 1
- part: right-engine
priority: 2
extinguish:
- part: weapon-1
- part: balloon
- part: right-engine
- part: middle-engine
when: not-in-combat
Maybe have multiple AI plans bound to F5-F8: standard positions, full repairs, short-range combat, etc. And all of a sudden, AI works on the Mobula.
I'm aware that this has problems like when someone joins in the middle of the match and replaces an AI but I'm sure it can be refined. Surely this idea will never be fully implemented but it's still fun to think about how much humans or rather, newbies are worth if AI are a little smarter. At the very least, the ability to lock the AI to certain parts of the ship would be nice.
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