Deveyus Posted January 25, 2017 Share Posted January 25, 2017 I've built a nice, pure titanium little miner, itty bitty little thing with three turrets, I did this because I realized that if your turrets are even remotely good, then the main factor for getting around is how fast you move rock to rock. It has a nice top speed, just a bit north of 210m/s. The AI refuses to fly faster than 70m/s even when moving very long distances from asteroid pocket to asteroid pocket. I thought the reasoning for this was that it was scared the it would run into thing, as I saw it CONSTANTLY firing the braking thrusters, so I gave it 89m/s of braking thrust, the result? It flies even slower at 60m/s. How do I get the AI to utilize at LEAST half of it's speed? I have a miner made almost completely from Iron and it flies around at 130m/s rock to rock all the time, and I can't figure out WHY. Link to comment Share on other sites More sharing options...
Boxelware Team koonschi Posted January 25, 2017 Boxelware Team Share Posted January 25, 2017 That's a bug. We're currently looking into that. Link to comment Share on other sites More sharing options...
ddark16 Posted February 20, 2017 Share Posted February 20, 2017 I've got some very fast ships in my fleet, but most of them don't use their full potential when being used by the AI. This applies when they patrol and escort, a speed increase is really needed and perhaps tighter following distances and more aggressive AI. Link to comment Share on other sites More sharing options...
Morbo513 Posted February 20, 2017 Share Posted February 20, 2017 I've got some very fast ships in my fleet, but most of them don't use their full potential when being used by the AI. This applies when they patrol and escort, a speed increase is really needed and perhaps tighter following distances and more aggressive AI. AI in general, not just on your own ships, is one of this game's least developed aspects, and it's been brought up a fair number of times. Specifically, the only real behaviours they have are "Close with target" and "Move to point". Even if they could just use engine boost, combat would become a lot more engaging, just because their ignorance of that ability might mean you're necessarily able to outrun AI ships. This is another opportunity, as ever, to insert my rambling about shields. If they don't end up with dynamics beyond "Damage taken vs hitpoints regenerated vs capacity), the mobility of (typically weaker) AI ships won't present much more of a threat for most players. Some further "relatively simple" AI could be done by weapon type - Cannon-armed ships attempt to keep the target just under their maximum range, teslas try to close to point blank, plasmas circle-strafe the target to death etc Of course, if the AI could factor in maneuverability, armour/shield/health, weight and speed as well as the weapons into their routines and work it out from there it'd be better. Link to comment Share on other sites More sharing options...
DougJunior Posted February 20, 2017 Share Posted February 20, 2017 The speed is a know bug when some people would read before posting. And yeah the AI using of weapons and using there ship in a more efficient way would be nice. But current there are other problems to solve and the dev works on it. A system like from the depths that configures it self with the equipment would be nice and for people with more depth control can manually set this stuff up. Atack range. Max range to enemy's Minimal range before running Run when shield or HP is under ... Or even stuff like working as group to destroy a enemy would be nice. Link to comment Share on other sites More sharing options...
thedamngod Posted February 20, 2017 Share Posted February 20, 2017 Finally found the other thread again. Merged both and moved to the bugs section :) Link to comment Share on other sites More sharing options...
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