Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A few potential fixes-
Straight up just design better ships, make it so the engine kicks back anything that has under 80M/s brake thrust and under 200M/s max speed. The reason enemy ships move so slowly, is because they won't move faster then their brake thrust can stop them. Basically just make better ships.
Empty sectors. I understand to some degree why NPC sectors are in asteroid fields, after all that's where you have your mines and what not set up, but you'd think with having to manually drive around them, they'd have cleared out all the asteroids that have no resources in them at all by now. And having nothing in the sectors except stations and ships (With a very few asteroids here and there.) would make allied ships move way more smoothly, save the asteroid field dog-fighting for the asteroid fields the players find.
Arm the ♥♥♥♥♥♥♥ stations, for christ sake. What's that, that Shipyard has 12 billion hull, and 19 trillion shields. Man it must be super terrif- wait it has 0 fire power? Great let me shoot it for 45 minutes because it literally can't do anything to defend itself. 10/10 super fun. Make it so that al shipyards either spawn in Fighters to defend themselves, or they are equipped with heat seeker missile launchers set to auto target- auto fire. Player created Stations can do whatever they want, but NPC stations should absolutely defend themselves, and fairly competently as well.
Merchants-
So this is another one that bugs me, a merchant in the Ogonite/Avorion sector can have 10K omnicron and won't actually fight back half the time, against pirates that have 2000-3000 fire power. And it really bugs me, they should understand they have an overwhelming fire power advantage, but this is just a failing of the AI in general.
In closing-
I also understand and agree, that an AI that can intelligently path in a fully 3d environment with omni-directional movement, is super, super difficult. I won't deny that at all. And the AI does a decent job of what it's there for, but especially where in most of the game's interaction comes from PvE and not PvP related stuff (Due to the sheer size of the play area) the AI should be way, way more challenging then it is. It doesn't need to have massive, massive numbers (Like some of the Avorion weapons you can create if you make a Turret Factory in Avorion space) that the game has, if the numbers are more impactful, but this is a deep balancing issue, that honestly, doesn't NEED to be address yet. Why doesn't it? Because they are actively changing combat at it's core, and how the guns work. Which is smart, they have the barebones, and they are updating and altering combat, once combat is smoothed, they can make the AI lethal and deadly within that framework, and then fix pathing and balance from there.
For now I'd just like the AI to be challenging or play "intelligently" if you have long range weapons equipped.