Idea for AI Factions

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    instead of having 2 factions being the trade and pirates,,,why not have 3 AI factions where 1 is trying to free the galaxy from control of the other faction thats trying to conquer it,,,then throw in a 3rd faction that kinda is a mix of the two,,,all three factions would have their own station types and what not and they would also have NPCs that give missions, missions which could reward the player with rewards or even small basic ships

    this idea would be cool to see in the game so id like to hear feedback,,,
     

    NeonSturm

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    Why not 4, 5 6?

    I guess it's already planed...
    ... when you made this suggestion, did you not see the similar-threads popdown?
     
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    Master1398

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    Instead of hardcoding NPC factions with AI i'd like to see that we could give NPC factions which we can create the following:
    1. AI - Custom NPC mobs don't move except there is a enemy in range
    2. Spawn behaviour - Custom NPCs don't spawn by themselves. A admin need to bring them in.
    3. Blueprints - First the station bueprint system should be introduced to npc ships as well. Then the system needs to be expanded to allow blueprints for (all) custom NPC factions

    These points could be set in a xml file.
    Code:
    <faction id=-3>
         <AI>
            <NeutralEnemy>true</NeutralEnemy> //NPC attacks everything that is neutral - relations with other factions can be set with commands
            <roam>true</roam> //NPC wanders around the universe
            <restock>0.5</restock> //NPC restocks shops or shop stations of the same faction and of allies by percantage of the rate given in the server.cfg
        </AI>
        <spawn>
            <protective>true</protective> //NPC protects own structures therefor ships are spawned when station is under attack
            <wild>true</wild> //NPC spawns somewhere (around the player?)
            <visit>true</visit> //NPC is sent from stations to a player who will be alerted
            // visit and wild don't spawn the NPC hostile. They could be used to create trader factions
        </spawn>
        <blueprints name='myCustomFac01'>
    //Blueprints for this factions are taken from '\blueprints-stations\myCustomFac01\' and '\blueprints-ship\myCustomFac01\'
    </faction>
    <faction id=-4>
    ...
    ^Just a suggestion.

    If at least 1 and 2 are fulfilled then i see no problem in a server expanding by a third, a fourth, a fifth, a hundred* NPC faction.

    *Certain factions only spawn in certain star/galaxy systems?
     
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    I'm hoping the NPC system as a whole is fairly in-depth, if the hints in Q&As regarding fauna are any indication.
    But these things might be a while.