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[FAQ
Forum Index » » English (General) » » A question about AI in Sag
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 Author A question about AI in Sag
Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2011-08-07 22:45   
Quote:

On 2011-08-07 22:18, Faustus wrote:
Quote:

On 2011-08-07 19:49, Doran wrote:
its possible, yes




Will it happen, no it won't.. and they are fixing to become a heck more smarter in the next release as well.


[ This Message was edited by: Faustus on 2011-08-07 22:20 ]




Alright, well, is it possible to make the AI scale according to the number of players on the faction? Say theres two ugto and 8 kluth, the kluth only get maybe, 2 ai, and the ugto get 8? it could function as an equalizer.
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Borgie
Chief Marshal
Pitch Black


Joined: August 15, 2005
Posts: 2256
From: close by
Posted: 2011-08-07 22:46   
Quote:

On 2011-08-07 22:43, *XO*Defiance wrote:
yes, and please make ICC ai fly like .. Me

that should make it a bit harder for them


"sarcasim"



lmao nice
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Whiterin
Fleet Admiral

Joined: November 15, 2007
Posts: 146
Posted: 2011-08-07 23:32   
The ICC AI seem to scatter around, don't stick to orders, and just kinda... go off on their own. Not sure how it is with other factions, but I often see a massive fleet of UGTO AI ships, sometimes luth, but not as often as UGTO. The AI being smarter all around the board should actually be a good thing, will make up for the lack of players. Though, like someone mentioned... I hope they kinda scale in some way. It will be bad if say, 7 Kluth dread players and 20 ships come attack Tau where there are one or two players and 20 ships. This happens sometimes... somehow several players will come in, sometimes with a decent sized AI fleet... and you can only get an AI ship or two to come help.

Also... please for the love of god fix the escorts you can buy with credits. I tried buying escorts several times and they either just sit there not doing anything... or actually help for 5 minutes then jump off and go do other things and you can't order them anymore. Kinda annoying when you plop down 800 per ship for them to just ignore you after 5 minutes.
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Pegasus
Grand Admiral
Pitch Black


Joined: August 02, 2005
Posts: 434
From: Eleventh galaxy on the right!
Posted: 2011-08-08 06:26   
I dont mind keeping them, even if they are an annoyance. Prefer the old 1.482/3 where no ai were around. We all know that this is all to help new players since the release of 1.5 and alot of the overnight marshalls we currently have now.
If they are not going away, and they are going to have improved AI, then I would like the number of AI ships reduced by 50%, especially dessies and cruisers, but more dreads would be interesting.
As seen above all factions have issues trying to fight another player when the AI comes in and interrupts.
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2011-08-08 06:37   
Quote:
On 2011-08-07 22:18, Faustus wrote:
Will it happen, no it won't.. and they are fixing to become a heck more smarter in the next release as well.


Smart enough to talk?
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*Flash*
Chief Marshal

Joined: April 19, 2009
Posts: 291
From: Semi retired after 1.67 !
Posted: 2011-08-08 07:00   
dont remove them all just reduce theyre numbers and also would be fun to control capped ships.
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2011-08-08 15:49   
for those who wish to remove the AI, think about this...there will be nothing to stop me from bombing and wrecking every sy whenever i log in. right now, they are giving me a hard time, real annoyance because they just 'hang' around for very long time with no reason. unlike real players who can get bored and go away, or do something rational about it.
and i think ai should do these things, defend planets ALL the time. not invade randomly but when ordered to do so.
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*FTL*Soulless
Marshal

Joined: June 25, 2010
Posts: 787
From: Dres-Kona
Posted: 2011-08-08 21:51   
Just Remove AI trannies.
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2011-08-08 22:15   
Quote:

On 2011-08-07 22:45, Veronw wrote:
Quote:

On 2011-08-07 22:18, Faustus wrote:
Quote:

On 2011-08-07 19:49, Doran wrote:
its possible, yes




Will it happen, no it won't.. and they are fixing to become a heck more smarter in the next release as well.


[ This Message was edited by: Faustus on 2011-08-07 22:20 ]




Alright, well, is it possible to make the AI scale according to the number of players on the faction? Say theres two ugto and 8 kluth, the kluth only get maybe, 2 ai, and the ugto get 8? it could function as an equalizer.




They already do this..

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Tellaris
Grand Admiral
Galactic Navy


Joined: April 30, 2002
Posts: 830
From: Land of Chocolate
Posted: 2011-08-09 00:42   
What I'd like to see is rather then the occasional MI longhead heading to wreck a planet, I would like to see semi-coordinated invasions by the MI into Sag every now and then. Say, once a couple of days, you see MI AI spawn increase hugely, maybe even to the levels of the factional AI (Or even higher). Make it feel like the MI are active players in the universe, rather then some minor annoyance to players. Pirates could very well do the same thing, coming out of Newbie gate, and heading to try and secure Luyten. It would liven things up a bit there, maybe even force UGTO to back off from Luyten, what with ICC and Luthies also getting involved in there fairly frequently.

The factional AI is actually there to attempt to balance faction numbers out. Additionally, having them present makes the MV seem slightly less empty during the quiet hours of the day/night. It gives players something to contend with as well, preventing a handful of players from easily capping half of Sag in a couple of hours during slow periods.
[ This Message was edited by: Tellaris on 2011-08-09 00:45 ]
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2011-08-09 08:30   
i hope by saying "having smarter AI" means something like tellaris said...
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DMC-13
Admiral
Evil Empires Inc.

Joined: February 16, 2008
Posts: 187
From: Huntington Beach, California, USA
Posted: 2011-08-09 16:28   
Quote:

On 2011-08-07 22:33, Kenny_Naboo[+R] wrote:

Yay.

One suggestion though. Kluth combat AIs are really really dumb. They seem to be a tad dumber than Uggs or ICCs in fact. Or maybe it's because they're flying exactly like human ships, but without the armor/shields. LOL.



They fly around uncloaked, and then straight into the enemy and then attack. Once they've taken enough damage, or run out or energy, they pathetically cloak and try to run. After a short while, they decloak again still within enemy range and become cannon fodder.


What they really really need to do is to function like real Kluth.

- They need to decloak ONLY when they're about to jump or attack.
- They need to cloak once they've taken sufficient damage and stay cloaked until they're ready to jump.
- Do a dictor check (if still dictored, remain cloaked and continue running. If not, plot jump, decloak, jump out)
- Other than that, when they're travelling sublight, they need to remain cloaked at all times.


That should make things a bit harder for the other players.

[ This Message was edited by: Kenny_Naboo[+R] on 2011-08-07 22:35 ]




This, 100%
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Veronw
Marshal

Joined: December 13, 2004
Posts: 554
Posted: 2011-08-09 16:47   
[/quote]

They already do this..


[/quote]


Forgive me for saying this then, but they do it poorly. More often then not I find that the factions with the most ships has the most AI to surround themselves with, and the ones with hardly anyone on are lucky to get a cruiser, ever.
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Whiterin
Fleet Admiral

Joined: November 15, 2007
Posts: 146
Posted: 2011-08-09 18:24   
Quote:

On 2011-08-09 16:47, Veronw wrote:



They already do this..


[/quote]


Forgive me for saying this then, but they do it poorly. More often then not I find that the factions with the most ships has the most AI to surround themselves with, and the ones with hardly anyone on are lucky to get a cruiser, ever.

[/quote]

Have to agree with this, it seems to be the case most of the time.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2011-08-09 18:31   
They need to have no influence on planet capturing. Ridiculas seeing 3 players on a faction surrounded by 16 AI like I saw last night on luth.
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