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AI speed and others stuff


gn_leugim

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There is one thing I've noticed is that, the AI controlled ships, usually move at a fraction of the they could move. I mean those ships we build and give them a captain and then we issue orders. For example, my mining ships are well capable of flying at +300 m\s, yet, they move between asteroids at ~80m\s, even in open space. Not asking for them to use boosters (that would be nice too) but, been capable of using all the "basic" potential the ship has.

 

Also, talking about orders, some are a bit confusing. could we get a better clarification on what each order does?

 

For instance, what is the difference between passive and idle? or patrol sector and guard location?

 

Finally, small question regarding turrets. Some have attributes which are clear, like, "overheat" or "+X damage to hull", but why do some turrets have like "+Y% rate fire" and instead why not include this in the rate of fire figure strait away? does it increase other turrets rate of fire? for what I tested I don't think so, but, one could be lead to believe so, because the bonus is represented there, when it could be just the a different (faster, larger, etc...) number in the properties, where it would be valued anyway, because, a bolter with a 10 rate of fire is awesome, no mater it says it has 300% bonus rate of fire or not :p

 

 

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  • Boxelware Team

They fly slowly because they have to break with their thrusters. Give them good brake thrust and they will fly faster.

 

Passive: They will do nothing, even when they're attacked.

Idle: Mostly the same, except that other orders may override that state, but that's mostly important for AI ships.

They basically do the same in player ships.

 

Guard: The ship will guard the position it's at, and won't fly away too far from the position it was when you gave the order.

Patrol: The ship will fly around and attack enemies once there are any.

 

The +X% stats are just for you to see how much a stat of the turret is different from the average stat found on a similar turret.

If you find a turret with 20 damage that has "+100% damage" that means that the average turret with the same material, tech and rarity has ~10 damage.

Rarer items will have randomly boosted stats, which is basically what's written there.

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Is there an advantage to having more than one captain?

Also, i noted that occasionally my ship will be stuck on an order, and begin patrolling the sector the moment i enter drone mode. At that point it does not respond to other commands.

Fixed by ramming it into an asteroid and building a new ship with a better captain.

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They fly slowly because they have to break with their thrusters. Give them good brake thrust and they will fly faster.

 

That can't be, because they are extremely manoeuvrable and can stop from max speed to 0 in 1 or 2 secs. and when I order them to escort me, they fly at 300m/s, but when I order to min, they go much slower.

 

Also, small question, How can I remove/sell a fighter? right now the only way I find to empty my hangar is to destroy the fighters :S

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  • Boxelware Team
That can't be, because they are extremely manoeuvrable and can stop from max speed to 0 in 1 or 2 secs. and when I order them to escort me, they fly at 300m/s, but when I order to min, they go much slower.

You should have mentioned that. When attacking (which mining is, but with asteroids) they fly slower, for easier avoidance of potential collisions with other ships.

Also, small question, How can I remove/sell a fighter? right now the only way I find to empty my hangar is to destroy the fighters :S

You can't (yet).

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The way it is, is not unbalanced imo. as long as you can't mine afk, i think is fair,  because if you have the resources to build a fleet and make miners, then you should take take the profits of it. Is the part of economic management of the game. and if you are in a multiplayer game, and you don't like that they are taking all mine-able asteroids, you have all kinds of "diplomatic" ways to solve it :P

 

 

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