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[FAQ
Forum Index » » Developer Feedback » » AI improvements
 Author AI improvements
Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2012-01-12 12:34   
Not sure exactly what the work being done on AI entails but some things that have been suggested, and a few new (I think) things that should make them less of a pain in the ass to deal with.

Only command ships can directly order AI, otherwise you can only send distress or supply distress and hope they respond. This would do a lot to remedy the situations where one person orders all the AI to goto or defend them then jumps to a planet, or just plain orders all the AI to goto a planet to cap it. Limiting the number of AI one player could give orders to would also help fix this.

Planetary transports and platforms removed from AI display in F2, or add a filter that can be set to display or not display AI based on type. It's gotten to the point where even players sometimes aren't displayed in F2 because of all the transports and platforms flooding the list.

AI give half pres and no longer factor into kills displayed in profile. Not sure if this is even possible, but it would do a lot to balance out how easy it is to gain pres from combat compared to everything else. AI are too easy to farm for pres, you can just sit at any gate in Kaus and kill whatever comes through.

When AI have the "fallback" order they immediately jump to the nearest friendly planet or whatever gate will get it there, and if in an Interdictor field fly away from the planet or ship it's attached to. If attacked while flying through space to a target it should target whatever attacked it. Especially for MI, Longheads are far too easy to kill when they're set to attack a planet, they just fly toward it at sublight and anyone can shoot at it until it takes enough damage for it's orders to change to fallback and it jumps away.
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