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Team:
Rank: Operator Main: Rendghast Level: 3504 Joined: Sat Jan 03, 2015 12:47 am Posts: 512 |
OK, i have now "Died, Pod killed, friended, team friended" 7 times in 48 hours trying to get task force delta not to kill on sight me. This happens ever time one of our members does a reaver mission, and is a problem for anyone on team who is trying to level an alt and cannot fight off a battlecruiser or three. Since there are now missions requiring you to kill Earthforce ships for completion, will you please put earthforce ships in game that are not on a taskforce, so they can be killed without massive detrimental consequences to the rest of your team.
Alternatively, can we please make teams only agro on the player who shot them unless multiple players are shooting at them (more then 5). _________________ |
Mon Jan 02, 2017 2:16 pm |
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Main: The Shaft of Discipline
Level: 3680 Joined: Tue Oct 07, 2008 6:45 pm Posts: 1082 |
Can we just unteam them all?
Eathforce Capship AI do not conform to the level they are shown at. The Dreadnought one, for example, is a level 1500 AI. Yet, they have 2k+ range, do almost as much damage per shot as a Delquad, have a huge amount of HP to chew through, have a 3k range Gamma Emitter, fires missiles, and launches fighters. _________________ Reddit Space Invaders! |
Mon Jan 02, 2017 8:31 pm |
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Team:
Rank: Officer Main: Blazing Fire Level: 3755 Joined: Sun Aug 08, 2010 1:53 pm Posts: 98 |
they are sooo evil >.<
_________________ MasterTrader wrote: Breh that's all she says. Boop. Boop... Boop. Sometimes it takes a good fall to really know where you stand. Rachel Addams |
Tue Jan 03, 2017 9:38 am |
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Contributor
Team:
Rank: Councilor Main: Hober Mallow Level: 5000 Joined: Wed Apr 09, 2008 3:08 pm Posts: 3191 |
Next universe they should not attack anyone until they are within 500 range or so (meaning you can sneak around them), and their levels have been increased so that players are better able to gauge their power.
The AI are already split between North and South, and have multiple different teams. _________________ http://www.starsonata.com/suggestions |
Tue Jan 03, 2017 1:50 pm |
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Main: The Shaft of Discipline
Level: 3680 Joined: Tue Oct 07, 2008 6:45 pm Posts: 1082 |
They are so powerful if you do not put their level up there with Delquads and Nightfuries, it would be a waste of time. Not to mention, they are actually more interactive than *all* of the T20 ubers...while not being an uber, and having no drops at all.
_________________ Reddit Space Invaders! |
Tue Jan 03, 2017 8:39 pm |
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Team:
Rank: Officer Main: Blazing Fire Level: 3755 Joined: Sun Aug 08, 2010 1:53 pm Posts: 98 |
Pontius123 wrote: They are so powerful if you do not put their level up there with Delquads and Nightfuries, it would be a waste of time. Not to mention, they are actually more interactive than *all* of the T20 ubers...while not being an uber, and having no drops at all. this! _________________ MasterTrader wrote: Breh that's all she says. Boop. Boop... Boop. Sometimes it takes a good fall to really know where you stand. Rachel Addams |
Wed Jan 04, 2017 3:19 am |
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Main: Almighty Pixel
Level: 4 Joined: Tue Sep 29, 2015 10:22 pm Posts: 346 |
Remember this wont fix the aggressive issues.
The reasoning for this wont fix the issues is because when a player and this AI warp on a wormhole they'll act like they did before or head for a AI base. The solutions can be what Hober listed or either: - Leave it alone. - Remove them off the AI teams so they individually hold aggressive, of course this would make them act independently as a downside. - Alter the level of the AI to only attack a narrow level range. - Weaken the AI in question. - Make a new method to allow certain team to hold aggressive for shorter times. - Disable the player team wide aggressive code for certain AI's I do also question if we're making it too easy for the players as they'll eventually down this path have no consequences for themselves or team actions. The AI dropping no valuable loot can be looked into. Looks like these are the available techs that roam around: 10, 11, 13, 16, 17, 19, 20. -- later-- Loot has been added to these AI's now for next universe. |
Wed Jan 04, 2017 6:20 am |
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Team:
Rank: Operator Main: Rendghast Level: 3504 Joined: Sat Jan 03, 2015 12:47 am Posts: 512 |
Pixel wrote: Remember this wont fix the aggressive issues. The reasoning for this wont fix the issues is because when a player and this AI warp on a wormhole they'll act like they did before or head for a AI base. Not completely certain what you re saying here. How does docking at an AI base or warping through a gate make the Battle Cruiser agro on my Leopard? Pixel wrote: The solutions can be what Hober listed or either: - Leave it alone. - Remove them off the AI teams so they individually hold aggressive, of course this would make them act independently as a downside. - Alter the level of the AI to only attack a narrow level range. - Weaken the AI in question. - Make a new method to allow certain team to hold aggressive for shorter times. - Disable the player team wide aggressive code for certain AI's Another option is to make certain the teamed EF ships cannot roam into build-able EF space. What is causing this (after some observation) is the ships going into my proddy, being listed as enemies, and getting shot to hell by my stations. Which is why they are agro on my FC but not on my engi, my FC has all the defense stations on him, the rest of my Char are raw Exe. Also, how is my suggestion making it to easy, they would still agro on your team if your team (more then 5 char) attack them. They would simply not agro on your team because one person tried to complete a mission. They would agro on that person. _________________ |
Thu Jan 05, 2017 2:40 pm |
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