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Forum Index » » English (General) » » Command Ships and NPCs
 Author Command Ships and NPCs
Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2010-06-06 10:46   
One thing about faction NPCs that has always, in one form or another, bothered me is that in many cases they tend to be liabilities more than assets. The many examples including Transport AIs taking infantry off of planets being capped by hostiles, Kluth supply ships revealing the location of Kluth players, and Transport AIs having a tendancy to reduce all friendly planets to 20 inf in order to do a hopeless suicide run on a highly defended planet. I will not even get into Engineers.

My idea, inspired by seeing Pirates rally around their Nautilius mothership to defend and attack, however, involves a complete replacement of most faction AI Scripts. The idea is that Command Ships are given the ability to summon, and order, AIs to assist the team. Instead of a supply ship randomly spawning and moving to a cloaked Kluth ship, a player in a Brood would wait until the Kluth ship is in a safe place and uncloaked, than call a supply ship to it.

The limitations of what a player can summon can be determined by rank, with Admirals being the starting point (as it is the requirement for the first level of command ships) and ending all the way to Chief Marshal. A Command Ship can have a certain number of subordinate officers, say, a certain number of Midshipmen and a certain number of Lieutenants and such. These officers determine what ships the Command ship can summon to its aid.

To prevent exploitation, if the Command Ship exits the field (is destroyed, captured, logged, or shipyarded), then the NPCs directly under the command ship will immediately stop what they are doing and head to the nearest gate/shipyard and despawn.
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Sops
Marshal
Galactic Navy


Joined: March 07, 2004
Posts: 490
Posted: 2010-06-06 10:50   
I believe some system of controlling AI is being worked on.
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Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2010-06-06 11:12   
i dont think it should be limteted to command ships all high ranking officers should be able to order ai ships
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DufasRufas
Grand Admiral

Joined: February 28, 2004
Posts: 38
From: Dufas
Posted: 2010-06-06 11:16   
My idea would be something like giving someone of rank Marshall (or perhaps whoever happens to be the highest rank in a given faction online) the ability to control AI from the F2 screen.

While controlling AI, the game would be similar to RTS for them. They would have to be docked at a SY and not actually flying something themself. They would have the ability to spawn ships from a SY. They would have to make sure to keep resources high enough at those SY's, because spawning NPC ships would consume planetary resources.

They give ships orders. Tell them to go to locations, attack, defend other players, follow other players. Tell repair ships who to repair. Activate individual ships systems (ECM, Cloak, ECCM, etc).

I think it would be a nice reward for Marshall's. I don't think that Marshall's currently get anything for obtaining that rank besides the title.
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2010-06-06 11:20   
Quote:

On 2010-06-06 11:12, Fleet Admiral CRAZY45 wrote:
i dont think it should be limteted to command ships all high ranking officers should be able to order ai ships



Why? It would be the perfect perk for Command ships, allowing them to actually command a small fleet.

It would encourage factions to have at least one Command ship out.
[ This Message was edited by: Leopard on 2010-06-06 11:25 ]
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2010-06-06 11:29   
If you can't see the benefit of flying a command ship, you shouldn't be piloting one in the first place.
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Novacat
Grand Admiral

Joined: October 30, 2001
Posts: 2337
From: Starleague Cache
Posted: 2010-06-06 11:33   
Quote:

On 2010-06-06 11:29, Sens wrote:
If you can't see the benefit of flying a command ship, you shouldn't be piloting one in the first place.



They are useful, but they are not really as useful as they should be. At the moment, they are just jack of all trade ships that can bomb, build, and fight, but cannot do any of these things particularly well.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2010-06-06 12:21   
LOL. I personally think the Brood is the worst idea since the pet rock. What the hell were ya'll thinking with that ship? Just give us one cause the humans had one and that seemed right?

The old Gang was a true command dread. This bombing Kluth dread with a build thing is just.....wrong lol. So wrong.

The Advance Drone out builds it. The Clavate out bombs it, hands down. It's just not a really good ship.
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Admiral

Joined: February 05, 2010
Posts: 24
Posted: 2010-06-06 15:54   
Quote:

On 2010-06-06 10:46, Leopard wrote:
One thing about faction NPCs that has always, in one form or another, bothered me is that in many cases they tend to be liabilities more than assets. The many examples including Transport AIs taking infantry off of planets being capped by hostiles, Kluth supply ships revealing the location of Kluth players, and Transport AIs having a tendancy to reduce all friendly planets to 20 inf in order to do a hopeless suicide run on a highly defended planet. I will not even get into Engineers.

My idea, inspired by seeing Pirates rally around their Nautilius mothership to defend and attack, however, involves a complete replacement of most faction AI Scripts. The idea is that Command Ships are given the ability to summon, and order, AIs to assist the team. Instead of a supply ship randomly spawning and moving to a cloaked Kluth ship, a player in a Brood would wait until the Kluth ship is in a safe place and uncloaked, than call a supply ship to it.

The limitations of what a player can summon can be determined by rank, with Admirals being the starting point (as it is the requirement for the first level of command ships) and ending all the way to Chief Marshal. A Command Ship can have a certain number of subordinate officers, say, a certain number of Midshipmen and a certain number of Lieutenants and such. These officers determine what ships the Command ship can summon to its aid.

To prevent exploitation, if the Command Ship exits the field (is destroyed, captured, logged, or shipyarded), then the NPCs directly under the command ship will immediately stop what they are doing and head to the nearest gate/shipyard and despawn.



great idea if the dev team worked on it i bet it would be gold.
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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2010-06-06 16:43   
Quote:

On 2010-06-06 12:21, Azreal wrote:
LOL. I personally think the Brood is the worst idea since the pet rock. What the hell were ya'll thinking with that ship? Just give us one cause the humans had one and that seemed right?

The old Gang was a true command dread. This bombing Kluth dread with a build thing is just.....wrong lol. So wrong.

The Advance Drone out builds it. The Clavate out bombs it, hands down. It's just not a really good ship.




I protest! My usb pet rock is a fine companion. I believe the correct analogy would be, "The brood is the worst idea since diet water!"
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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2010-06-06 17:39   
Quote:

On 2010-06-06 16:43, Sens wrote:

I protest! My usb pet rock is a fine companion. I believe the correct analogy would be, "The brood is the worst idea since diet water!"




Wow, you actually have one of those? A friend of mine wanted to get a bunch of them for his work computer, he was going to put one in each unused USB port just so people would stop and stare.
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