- Joined
- Jun 17, 2014
- Messages
- 20
- Reaction score
- 17
To be more especific yes... There might be some posts about this
Soooo here we go...
Since the game has only the bobby AI and indeed its a good adition, but why not to recall that ai controlled ship, add some mode sequences? or to make other ai types "cargo A.I., mining A.I? how about even make your own default A.I. script both ingame and via scripting
Logbook/Script : Text files which are pretended to be bought or inserted in a catalog like function. To make less abusable it should also have a price per command, abilities "Descripted below", Smarter "Improve accuracy, energy wise, combat wise, shield wise". And for bigger ships launch capabilities, turret sustain?, Block quantity cost, "Crew". Oh and maybe for those who are alone in single player why not some computer control for them? "Weapons computers ex: broadside cannons
Script should be placed after the ship is done, if not it should be added later and the script's bill should be given. Ex: A simple AMC ship script should be cheaper than a ship armed to the teeth "lots of computers", if the a.i.'s script doesnt contain such knowledge of firing then well... It shouldn't fire...
Or else a count of mass should be taken for so.
Default A.I.
Seeker A.I. : Recommended to be Inserted into structures with Disintegrators as it rushes and collides enemies"No ship core needed?" "Ambush mode : wait until an entity or enemy reaches its target range and then it moves towards such thing, usefull for mines"
Doctor A.I. : Searches for damaged hulls in the ship "Uses support beams" "could be also a turret?"
Assasin A.I. : Uses stealth modules + dodges well
Guardian A.I. : Sticks close to a ship or target reacts towards agressive situations
Merchant A.I. : Sells things in the closest shop and buys of course...
Modes/Actions/Abilities :
Move to, Defend, Patrol Radius, Hold, Dock to, Follow, Carry, Scavenge/Loot , Salvage/Mine, PLUNDERRRRR! : The A.I. goes into a salvage madness , if its faction module is destroyed/disabled it goes bersek "Rogue A.I.?" , Destroy >:3 "Targets planets and stations", Distract "Flies around enemies, useful for fodding".
Well thats all what I would like to see in the A.I. options, I don't know if this was intended but just some ideas...
BTW for those who didn't know theres some good options for A.I. in the Structure tab -> docking, makes that tedious turret activating happen in just a click! Also undock your horde of fighters in a click also...
Credit to : Titansmasher for the LogBook/Script idea
Soooo here we go...
Since the game has only the bobby AI and indeed its a good adition, but why not to recall that ai controlled ship, add some mode sequences? or to make other ai types "cargo A.I., mining A.I? how about even make your own default A.I. script both ingame and via scripting
Logbook/Script : Text files which are pretended to be bought or inserted in a catalog like function. To make less abusable it should also have a price per command, abilities "Descripted below", Smarter "Improve accuracy, energy wise, combat wise, shield wise". And for bigger ships launch capabilities, turret sustain?, Block quantity cost, "Crew". Oh and maybe for those who are alone in single player why not some computer control for them? "Weapons computers ex: broadside cannons
Script should be placed after the ship is done, if not it should be added later and the script's bill should be given. Ex: A simple AMC ship script should be cheaper than a ship armed to the teeth "lots of computers", if the a.i.'s script doesnt contain such knowledge of firing then well... It shouldn't fire...
Or else a count of mass should be taken for so.
Default A.I.
Seeker A.I. : Recommended to be Inserted into structures with Disintegrators as it rushes and collides enemies"No ship core needed?" "Ambush mode : wait until an entity or enemy reaches its target range and then it moves towards such thing, usefull for mines"
Doctor A.I. : Searches for damaged hulls in the ship "Uses support beams" "could be also a turret?"
Assasin A.I. : Uses stealth modules + dodges well
Guardian A.I. : Sticks close to a ship or target reacts towards agressive situations
Merchant A.I. : Sells things in the closest shop and buys of course...
Modes/Actions/Abilities :
Move to, Defend, Patrol Radius, Hold, Dock to, Follow, Carry, Scavenge/Loot , Salvage/Mine, PLUNDERRRRR! : The A.I. goes into a salvage madness , if its faction module is destroyed/disabled it goes bersek "Rogue A.I.?" , Destroy >:3 "Targets planets and stations", Distract "Flies around enemies, useful for fodding".
Well thats all what I would like to see in the A.I. options, I don't know if this was intended but just some ideas...
BTW for those who didn't know theres some good options for A.I. in the Structure tab -> docking, makes that tedious turret activating happen in just a click! Also undock your horde of fighters in a click also...
Credit to : Titansmasher for the LogBook/Script idea
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