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Carrier pets new AI

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I must say that I love that I no longer have to execute pilots for docking without permission after every battle.

Unfortunately, they now commit suicide at the end of each battle. That is to say, if there is no enemy to target within 10K, they just stop dead in their tracks in a cloud around the last enemy to have been defeated. They just wait for the warp core breach to take them all out.
As far as I can tell, there is no way to get them to move other than to target an enemy that must be within 10K.

I might suggest that, lacking a target within range, they flock to the carrier to await further orders.

The other thing might be to just give them a simple survival instinct to get the hell away from a warp core breach. I suppose that may impact the "fun" of a warp core breach though.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    I never had a problem with my pets, unless this patch changed it, I used the pet commands to issue recall orders, have you tried this?

    I need to load my Klink now....:rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Pet commands?

    Ok, I see the new pet commands. They need a UI. I'll try playing with them a bit. Though I will need to sacrifice other powers to put them on my tray.

    I'm going to assume that a UI is in the works.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    The BoPs are flocking back to the Carrier. It's the To'Duj that are suicidal.

    The other related problem is that any To'Duj that didn't happen to be in the blast radius just sit there as you fly to the next battle. Then they are 20K away when you start to fight. Showing up just in time to get caught in the blast of the last enemy.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    sfpuck wrote: »
    The BoPs are flocking back to the Carrier. It's the To'Duj that are suicidal.

    The other related problem is that any To'Duj that didn't happen to be in the blast radius just sit there as you fly to the next battle. Then they are 20K away when you start to fight. Showing up just in time to get caught in the blast of the last enemy.

    Which is hilarious cause on holodeck, its the To'Duj that come back and the BoP's that are 'special ed'. I think they completely reversed the problem on here, instead of fixing it on either.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    wrote:
    The BoPs are flocking back to the Carrier. It's the To'Duj that are suicidal.

    The other related problem is that any To'Duj that didn't happen to be in the blast radius just sit there as you fly to the next battle. Then they are 20K away when you start to fight. Showing up just in time to get caught in the blast of the last enemy.
    The Fek'lhri fighters (forget the name; the fighters any carrier can use, as opposed to the unique frigates) also share the same AI problem as the To'Duj.

    The simple solution is to slot the carrier AI command to return to your ship. I believe it's called Dock. It will cause the AI ships to follow you around, and not attack. You can recall them right before you finish something/as you finish something off, and they'll flock to you. It's much more efficient than telling them to attack something else, because they may take the worst possible path. Depending on how you choose to zone yourself relative to something, this will probably save a good number of your fighters.

    This will also cause them to follow you when you move onto your next battle. However, they do not move at full impulse, so they'll still have trouble catching up if you zip from battle to battle the conventional way.
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