Bobby AI Suggestions

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    AI Repair Option

    Similar to the idea that AI's can use turrets, it would be interesting if we could make AI's that detected damages to a station or ship, undock from the docking port to repair the damaged block areas then return. This of course would not be a simple task and be less efficient then if a player did so.
    One idea that we thought of would be a module that a blueprint was loaded into on the ship with the AI so that the it would "know" what the ships supposed to be constructed as. This would also pave the way for a reconstruction bot that could take inventory say from a PLEX Storage and rebuild holes and damages from combat, and also make the repair drones a prime target for attack and defense bringing a new element into the game.


    AI Control Computer
    Having Bobby's is awsome, but as it is they are a little like letting the cats loose out the front door. If there was a module similar to a weapons computer to give minimal controls to them that would be epic. Something as simple as using the left click to attack the targeted object and right click to return to its assigned docking bay. The returning to the docking bay could be accomplished by a module that has to be programmed with the ships ID by making it a docking upgrade. Something like you place one of them on both ship and docking port, dock the ship the first time, and activate both modules to pair them. This could also double as a docking lock mechanism, where if the module is programmed to one ship, only that said ship can use the bay.

    AI Sentience
    This is an odd idea. Say you are attacked, launch your AI ship to defend but then later abandon it to get away. You could make the AI (since its supposed to be auto intelligent and all) recognize that its host has left say 2-3 sectors away (that way fights can still happen on sector borders). If the host ship gets too far from the AI, the AI shuts down its faction module making it a retrievable asset of war, and a timer started on it for say 900 seconds that if not retrieved in that amount of time it becomes a hostile rogue AI.
    Even better on this point, similar to the pirate faction for AI's there could be a faction set aside specifically for rogue AI's that become hostile. This would add an element of responsability as well as danger as you would not want to give your AI too much firepower in case you need to jet away and leave it behind.

    AI Jammer
    Similar to radar jamming, it would be interesting to give AI's an enhancment block that increased it signal strength to the controller ship/station. In counter balance have a jammer for AI frequencies so that if a ship comes in with the proper jamming strength the AI's would be rendered inoperable and require manual piloting.

    This option would spawn a new wave of creating support ships, tactical combat, as well as more in depth design of AI ships. It could also render AI's that detach in combat dead in space requiring what was a one man ship in a battle with AI support a multiman ship making it so that back up would be required to be on call. This idea would work well with the above AI ideas, though a way to not jam your own AI would be something to think of, possibly the jammers do not effect AI marked with the current ships faction?


    Just some thoughts,
    Ambedrake
     
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    • Legacy Citizen 2
    • Legacy Citizen
    straight up. +1. I want repair drones. Although we would need options for smaller docking stations for multiple small ships. (5-10 beams is all you need, so it would be nice to have a repair drone bay filled with like 20 drones without needing an absurdly big ship.