Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


84% of target met.

Latest Topics

- so i talked with Massi »
- See Commands »
- Now the fun begins »
- Qand answers have returned »
- Call to Arms »
- All Species 8572 Report in »
- hi there »
- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- help me »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
11/23/24 +1.1 Days

Search

Anniversaries

No anniversaries today.

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » AI issues/suggestions
 Author AI issues/suggestions
Daisy
Grand Admiral

Joined: March 13, 2017
Posts: 23
Posted: 2021-09-20 18:05   
Firstly, I'm very glad the game now has active AI to add some much needed substance to the game, but I had some observations/suggestions to share.

-Freshly spawned AI will immediately jump to the nearest server-transfer gate and despawn if no enemy ships are detected.

My suggestion here is that the AI should instead investigate random enemy controlled planets until ships are discovered


-AI ships with no anti-ship weapons will go after ships on attack manuvers

These should either not spawn at all, or they should stick to their intended role. Attacking planets in the case of bombers, while ignoring enemy ships.


-AI with missiles and fighters will get into close range combat.

They should be averse to getting close to enemy targets, and instead try to keep their distance. 1000gu+ for carriers, 700gu+ for missile ships
[ This Message was edited by: Daisy on 2021-09-20 18:07 ]
_________________


Entil-Zha the Starkiller
Chief Marshal
Ravenous Wolfpack Clan


Joined: May 02, 2005
Posts: 261
From: Arizona - Where DST is a myth
Posted: 2021-09-21 05:04   
Having carriers or missile dreads fly straignt down the throat of massed beam fire at point blank range isn't healthy...
_________________


\"Oh you could do that. And I could nail your head to the table, set fire to it,
and feed the charred remains to the Pak'ma'ra.\" - Capt. John Sheridan

  Email Entil-Zha the Starkiller
vexile
Vice Admiral

Joined: August 13, 2018
Posts: 2
Posted: 2021-09-24 23:59   
One thing I know i've wanted to see and I feel would be good, since all AI control has been pretty much disabled for players, why not bring that back for at least low level ships. It'd be way to easy to have a fleet of dreads cruising with you, but there has been more than a few times I can remember being a transport, builder, or even a smaller ship and just wish i could grab another destroyer or frigate and bring them with me.
[ This Message was edited by: vexile on 2021-09-25 00:00 ]
_________________


Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2021-09-27 12:16   
you can purchase the use of ai through the shop for a handful of credits. The problem with them is that you get a random ai of the class, ie you get a cruiser, it might be a bomber, not an assault ship.
if you get a tranny to help cap, it might be an extractor that will die mining the enemy planet.
there needs to be a seperate library callout for purchase AI that excludes the obvious undesirable ships, or, alternatively, allow for purchase of specific ships.

but, alas, all of this requires legacy-able code monkies - a dying breed.
_________________
bucket link



  Email Azreal   Goto the website of Azreal
Page created in 0.009382 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR