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Bird of Prey Carrier Pet AI

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    I have been trying out the changes and I do find them to be better AI.

    Key notes about the ship and AI.

    -BoP seem to be doing better as far a commands go.
    -BoP plus carrier is very poor dps vs survivability unless you are a Eng captain. (based off the idea of the trade off idea of high dps + low survivability or high survivability + low dps)
    -I have not done the math but the fighters seem to be better dps than BoP.
    -Pet sit on top of target and blow up when you kill that target instead of returning home.
    -BoP is good on the long range attack run but they normally stay very close to the target and provide sub par dps.
    -All carrier pets still do not attack the gates in khitomer accord. (There maybe more large targets they do not attack also)

    I suggest that the target sub systems on the carrier needs to be remove and replaced with carrier support powers.

    - Heal over time to pets
    - Damage Boost
    - Launch speed boost
    - Def boost

    Also the carrier command seem to be working a little better but we still need a dock/despawn command.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    We're working on a couple more small tweaks to carrier pet AI right now...

    1) Currently, when BoP pets go into "Cloak and Run" mode, they cut their throttle way down for a few seconds in order to turn sharper, but this keeps them in range of enemy detection for a longer period of time. I'm going to override this and keep their throttle at max, so that they will instead fly past their targets before engaging their Cloak and retreating for the next attack run. If survivability remains a big issue, I -may- allow their shields to stay up during Cloak, or give them a Defense boost while Cloaked.

    2) All NPCs (not just pets/fighters) tend to loiter after killing a target. In the case of most small ships, this results in Death By Warp Core. We plan on adding an AI command to all Warp Core explosions that will tell NPCs to try and retreat away from these, instead of parking and getting caught in the blast. We're still debating whether or not this AI command would be sent globally to any NPC nearby, or exclusively to Carrier Pets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    We're working on a couple more small tweaks to carrier pet AI right now...

    2) All NPCs (not just pets/fighters) tend to loiter after killing a target. In the case of most small ships, this results in Death By Warp Core. We plan on adding an AI command to all Warp Core explosions that will tell NPCs to try and retreat away from these, instead of parking and getting caught in the blast. We're still debating whether or not this AI command would be sent globally to any NPC nearby, or exclusively to Carrier Pets.

    Please don't forget seperated saucers, MVAE modules, the Aquarius, and Scorpion fighters. I'm very glad to see the KDF getting some much needed TLC, but don't forget about the rest of us. :)

    -Forjo
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    2) All NPCs (not just pets/fighters) tend to loiter after killing a target. In the case of most small ships, this results in Death By Warp Core. We plan on adding an AI command to all Warp Core explosions that will tell NPCs to try and retreat away from these, instead of parking and getting caught in the blast. We're still debating whether or not this AI command would be sent globally to any NPC nearby, or exclusively to Carrier Pets.

    Could you perhaps make this command include non-carrier pets, such as saucers, Bortasqu and Acquarius ships, and Prometheus parts? All of my beloved pets die horribly to, as Rick the Adventure Sphere would say, "Explosion Day!"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    celendis wrote: »
    Could you perhaps make this command include non-carrier pets, such as saucers, Bortasqu and Acquarius ships, and Prometheus parts? All of my beloved pets die horribly to, as Rick the Adventure Sphere would say, "Explosion Day!"

    I believe I, uh, said that. ;)

    It's too bad we couldn't get some sort of command to send this to players in STFs. :p

    Would that make it an "NS Command" as opposed to an AI command? (Natural Stupidity)

    -Forjo
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    We're working on a couple more small tweaks to carrier pet AI right now...

    1) Currently, when BoP pets go into "Cloak and Run" mode, they cut their throttle way down for a few seconds in order to turn sharper, but this keeps them in range of enemy detection for a longer period of time. I'm going to override this and keep their throttle at max, so that they will instead fly past their targets before engaging their Cloak and retreating for the next attack run. If survivability remains a big issue, I -may- allow their shields to stay up during Cloak, or give them a Defense boost while Cloaked.

    2) All NPCs (not just pets/fighters) tend to loiter after killing a target. In the case of most small ships, this results in Death By Warp Core. We plan on adding an AI command to all Warp Core explosions that will tell NPCs to try and retreat away from these, instead of parking and getting caught in the blast. We're still debating whether or not this AI command would be sent globally to any NPC nearby, or exclusively to Carrier Pets.

    I like the fact that the BOP do respond much better to commands but they are totally out classed in DPS by the ToDuj and S’Kul fighters.

    I’m not sure how but at one point while I was using the ToDuj fighters during a KASE run they started attacking the Gate and made bringing it down so much easier.

    I’ve been trying but I have not been able to get them to fire on the gates again.

    Getting back to the BOP, they need a major damage boost because right now it seems like their firing with no power in weapons.

    Will we ever see some Raptors for our Carriers in the future, I’d love to be able to craft them.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    -Deleted- No point in posting feedback.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Forjo wrote: »
    Please don't forget seperated saucers, MVAE modules, the Aquarius, and Scorpion fighters. I'm very glad to see the KDF getting some much needed TLC, but don't forget about the rest of us. :)

    -Forjo

    Agreed that the change needs to go across the all npc allied ships. This is not a issue of KDF vs FED this is about making the game better for all.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    We're working on a couple more small tweaks to carrier pet AI right now...

    1) Currently, when BoP pets go into "Cloak and Run" mode, they cut their throttle way down for a few seconds in order to turn sharper, but this keeps them in range of enemy detection for a longer period of time. I'm going to override this and keep their throttle at max, so that they will instead fly past their targets before engaging their Cloak and retreating for the next attack run. If survivability remains a big issue, I -may- allow their shields to stay up during Cloak, or give them a Defense boost while Cloaked.

    2) All NPCs (not just pets/fighters) tend to loiter after killing a target. In the case of most small ships, this results in Death By Warp Core. We plan on adding an AI command to all Warp Core explosions that will tell NPCs to try and retreat away from these, instead of parking and getting caught in the blast. We're still debating whether or not this AI command would be sent globally to any NPC nearby, or exclusively to Carrier Pets.

    Every NPC [/accidentally nerfing Foundry Warp Core Explosion XP grinds]

    I wish all NPCs to get smarter!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Note that pets not hitting transformers in STFs is not an AI issue.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    -Deleted- No point in posting feedback.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jheinig wrote: »
    Note that pets not hitting transformers in STFs is not an AI issue.

    Theeennnnn, what is it?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jheinig wrote: »
    Note that pets not hitting transformers in STFs is not an AI issue.

    Always suspected or possibly to some degree figured that out its a problem in numerous parts of the game where it can be viewed as an object that it goes nose to nose with but cannot attack. One prime example to investigate with objects are the 2 things on that medical station in the erickson system for pi canis sortie bravo they do the same thing to it as well. So you are right its not an AI issue more like a problematic issue with objects or ships that are large like the borg cubes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    2) All NPCs (not just pets/fighters) tend to loiter after killing a target. In the case of most small ships, this results in Death By Warp Core. We plan on adding an AI command to all Warp Core explosions that will tell NPCs to try and retreat away from these, instead of parking and getting caught in the blast. We're still debating whether or not this AI command would be sent globally to any NPC nearby, or exclusively to Carrier Pets.

    The Death by Warp Core is my main pet peeve with the Aquarious atm. Launch it, kills its 1st BoP on an STF and itself likely blows along with it, starting the ridiculous 5min cool down again.

    Also with the Aquarious, it doesn't blow up, it just sits there until you recall it. Can it be altered so that it auto docks with your ship once it has been disabled. Figuring out after a battle its been sitting there doing nothing for a long time is frustrating especially due to the crazy long 5min cool down on it that hasn't been triggered.

    Should flight deck officers be able to reduce it's cool down further? Because they don't atm, which is a shame.



    I agree with the shield redistribution on pets, they should auto balance shields.



    Also, pets when sent to an ally ship (so I've got attack toggled, select an ally ship, launch skul fighters) linger around it for a while then self destruct for no apparent reason and damage the ally ship.

    Mainly thinking of The Cure STF, the one where you protect the klingon ship.
    I mainly defend/heal the Kang, and with fighters launched, when I select him and start healing, having my own fighters explode and damage him is annoying.
    Could pets perhaps "defend" allied ships they're sent to? Or at least not self destruct :P
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jheinig wrote: »
    Note that pets not hitting transformers in STFs is not an AI issue.

    So if it’s not an AI issue, what kind of issue is it?

    Could it be something related to mapping do the deployable see the gates like it’s a wall or something?

    It also does not explain why deployables do sometimes attack the big gates.

    When the Orion Interceptors and Slavers were 1st released they had no problems with firing on the large Transformers and Gates but lost the ability to do so with later patches.

    Just a few days ago my ToDuj Fighters started hitting one of the Gates on their own without any orders from me to do so.

    I’d also like to point out that the Siphon Pods have no problem draining power from the large Transformers and Gates at all so how is it possible that the Siphon pods can attack them 100% of the time and all others just want to Bump and Grind with them.

    If it’s not an AI issue, is it an issue that can be fixed?

    This problem with Deployable not attacking the larger stationary targets on command has been going on for well over a year now and it would be nice to see it get addressed soon.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jheinig wrote: »
    Note that pets not hitting transformers in STFs is not an AI issue.

    If this is not an AI issue that is interesting but this has been on going issue for many months now can we get this move up the priority lists of getting things fixed?

    One thing that DStahl said talk about for KDF content on Stoked was,” the chicken and egg problem”(Please listen to STOKED 113 for the full interview) let me say I’m a life timer and huge KDF fan. If you make a great game, players will come and spend the money on your game. If you keep leaving major issues standing and holes in a game people will find other avenues to entertain themselves and send there hard earned money elsewhere.

    From an outside stand point this would be my priority.
    1. Fix bugs and major game mechanic issues.
    2. Keep stuff hitting the C-Store.
    3. Balance ship/gear/power sets (always ongoing)
    4. Build new content.

    We have had massive droughts in content for many months at a time but we have been rewarded with good and enjoyable content when it does come out.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    - Detach the pet current target from the player's current target. I mean if I target a ship and order pets to attack it and switch to a 2nd target the pets should not switch to my target. Im a carrier.. im slow im big and im there to support my team... I *HAVE* to change targets a lot mid-combat and the last thing I need is my pets not attacking the target I assign them because they're too busy flying back and forth the targets im cycling through.

    In short, clicking 'attack' should just tell the pets: 'Engage THIS target and when finished come back to carrier'

    I think this is already true. Issue the attack command on a target, then cancel the command. The pets will still engage the target, but won't switch to your new target until you issue the attack command again (or their target dies, in which case, they pick a target off their own hate list). This has the added functionality that you can reassign the pets to a new target if you need to (i.e., the neg'vahr spawned in CSE and you need to kill it first)

    What you're suggesting would be how power siphon drones work right now (although, it's more from the fact that they seem to ignore all carrier commands). They follow you when there are no targets (fighters don't do this unless you use the recall command) and permanently lock onto the first target you select (attack order does not have to be issued, reissuing attack orders will not change their target). This even applies for allies, so it's annoying when I have drones deployed, target an ally to heal, and now the drones fly around my ally doing nothing, and eating up my wing slots. Although, I guess I should be glad that they don't drain my ally (like how s'kul fighters are blowing up on them)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    -Deleted- No point in posting feedback.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Pets not firing on transformers in STFs is probably some kind of capsule or collision issue. It's definitely way, way outside of my ability to diagnose or fix; that will be up to the software team in conjunction with the artists to troubleshoot.

    I just made a series of updates to carrier AI that will go to testing soon, and if they pass testing should go live shortly thereafter. This is mostly "under the hood" optimization that should make pets execute their logic more cleanly and with fewer failures. Stuff to watch for on tribble:

    * Borticus' fix to teamed carriers, of course, should really help if you're doing STFs with multiple carriers.
    * Fighters/BoPs on Recall mode will follow you in a semicircle formation. If you toggle Attack mode, they will move to a wedge in front of the carrier. The formation will adjust as you add new pets or as pets are destroyed. Once combat is engaged they will break formation to fight, but they will return to formation once the enemies are all destroyed.
    * If you change targets while in Attack mode, your pets should update to attack your new target (assuming that it's a foe).
    * If you go to full impulse while in Recall mode, your pets should also use full impulse.
    * BoPs should go to maximum throttle while cloaking and retreating before making a new attack run.
    * Pets sent to Escort mode should return to you if their escort target is destroyed.
    * Pets on Intercept mode should have a clear priority order of heavy torpedoes, then mines, then enemy fighters, then general combat.
    * Space pets (including saucers and Aquarius escorts) should go into a station-keeping mode when they take up a spot behind your ship, meaning that if you turn in place, they will remain where they are instead of always trying to fly around behind you. Once you resume movement they should follow again.
    * Less hitching and less cases of pets ignoring orders in general.

    Viva le weekend!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    sounds like great improvements. about a week ago i was testing the bortasqu and letting the pet hunt down borg npc's in karrat, and it wasn't doing so well. it was mostly power sliding around the target JUST out of duel cannon arc firing only its turret and torp. it rarely fired its quad cannons, only really when it decided to change directions. getting npc's to fly correctly to fire narrow arc weapons is always been a challenge in my experience, good luck with it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    -Deleted- No point in posting feedback.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    All of the changes sound great... and what we have been asking for well over a year now. One major annoyance though is being stuck in red alert after target is dead unless you click on the command a few times to get it out of red alert.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jheinig wrote: »
    Pets not firing on transformers in STFs is probably some kind of capsule or collision issue. It's definitely way, way outside of my ability to diagnose or fix; that will be up to the software team in conjunction with the artists to troubleshoot.

    I find this very interesting and still a little troublesome that it has not been addressed yet. If you could please pass this along to the correct team members as all the pilots that use pets and play STFs would be very happy to see this addressed.
    jheinig wrote: »
    I just made a series of updates to carrier AI that will go to testing soon, and if they pass testing should go live shortly thereafter. This is mostly "under the hood" optimization that should make pets execute their logic more cleanly and with fewer failures. Stuff to watch for on tribble:

    * Borticus' fix to teamed carriers, of course, should really help if you're doing STFs with multiple carriers.
    * Fighters/BoPs on Recall mode will follow you in a semicircle formation. If you toggle Attack mode, they will move to a wedge in front of the carrier. The formation will adjust as you add new pets or as pets are destroyed. Once combat is engaged they will break formation to fight, but they will return to formation once the enemies are all destroyed.
    * If you change targets while in Attack mode, your pets should update to attack your new target (assuming that it's a foe).
    * If you go to full impulse while in Recall mode, your pets should also use full impulse.
    * BoPs should go to maximum throttle while cloaking and retreating before making a new attack run.
    * Pets sent to Escort mode should return to you if their escort target is destroyed.
    * Pets on Intercept mode should have a clear priority order of heavy torpedoes, then mines, then enemy fighters, then general combat.
    * Space pets (including saucers and Aquarius escorts) should go into a station-keeping mode when they take up a spot behind your ship, meaning that if you turn in place, they will remain where they are instead of always trying to fly around behind you. Once you resume movement they should follow again.
    * Less hitching and less cases of pets ignoring orders in general.

    Viva le weekend!

    These changes look great and I have been playing my Vo'quv non stop since I read about the BoP AI change. I have been trying out the BoPs in every (PvE) way to work out the strengths and weaknesses.

    Can you please keep us posted on when this goes live on the test server?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    talbg wrote: »
    I find this very interesting and still a little troublesome that it has not been addressed yet. If you could please pass this along to the correct team members as all the pilots that use pets and play STFs would be very happy to see this addressed.



    These changes look great and I have been playing my Vo'quv non stop since I read about the BoP AI change. I have been trying out the BoPs in every (PvE) way to work out the strengths and weaknesses.

    Can you please keep us posted on when this goes live on the test server?

    The targeting of certain objects is a known issue, but I don't really have any information about when it will finally be tracked down and squashed.

    I suspect that the patch notes will include comments on follow/carrier AI updates when they go live. I know I'm waiting for them myself, since it will affect my own Vo'quv.:p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    do you remember the old homeworld games jheinig? make fighters move like that!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jheinig wrote: »
    The targeting of certain objects is a known issue, but I don't really have any information about when it will finally be tracked down and squashed.

    I suspect that the patch notes will include comments on follow/carrier AI updates when they go live. I know I'm waiting for them myself, since it will affect my own Vo'quv.:p

    Would be nice to have a c-store version of it too with possibly an extra hangar and looks like a much larger version of the D-7 :D... With the third hangar being a special torpedo that launches out of a hangar instead of your normal run of the mill pets.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    do you remember the old homeworld games jheinig? make fighters move like that!

    Variable formation geometry and fighter subgroup assignment would require about a hundred cheb'a' of UI work. Not that I wouldn't do the programming if it were possible, but . . . that's more than just me. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    jheinig wrote: »
    Variable formation geometry and fighter subgroup assignment would require about a hundred cheb'a' of UI work. Not that I wouldn't do the programming if it were possible, but . . . that's more than just me. :D

    i was thinking more along the lines of the long attack runs they made. we need bops with narrow arc cannons doing that, then cloaking and lining up for another run instead of circling targets with their cannons out of firing arc. crazy formations would be cool too though!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    ... Homeworld... Jheing, can I have the ability to swing by a Dilithium mining facility, commandeer a few resource freighters, and order them to warp to and smash into my enemies?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    we need bops with narrow arc cannons doing that, then cloaking and lining up for another run instead of circling targets with their cannons out of firing arc.

    This is exactly what I'm attempting to get them to do.

    1) Make attack run
    2) When too close, cloak and disengage
    3) When at optimum range, reorient on target, decloak and make another attack run
    4) Return to step 2, repeat.
This discussion has been closed.