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Changes into the Aggro Formula

kyeto13kyeto13 Member Posts: 3 Arc User
The current issue with the Aggro Foumula is that it only works on a few variables.

If target is marked Enemy

And

If target is within Range

Engage.

Simple and effective. But the Formula gets complicated when more than one potential target is within range. So, to fix this, the AI needs another variable. This variable is Incoming damage. The more damage incoming, modified by the Threat Generation skills and console, the higher the actual threat and the high up in the target queue the Players are to the AI.

So the formula becomes.

If target is aggro-able,

Incoming Damage+Threat=Aggro rate.

If Aggro rate is highest incoming, engage. If not, target other.

However, the Plus Threat is not enough to give proper tanks, Cruisers, the threat Aggro rate needed to overcome the Aggro rate generated by Escorts. Only in a few instances of a very good Cruiser, and a mediocre Escort can the Cruiser hold aggro.

Correct me if I am wrong here.

My proposal is to add another variable into the Threat calculations that will in general tip the scales in favor of cruisers, off escort back, while still allowing for threat to fall off and tanks to pay attention to the battle.

My suggestion, add a score of the hitpoints of the vessel. More hitpoints, more threat. As you get injured, your threat slowly drops of, until the point where your hitpoints, damage, and threat falls below that of the Escorts around you. Granted, the hitpoints would be scaled down to an appropriate level to the aggro formula. Say your build normally has 100 threat. After the update, That build in a Odyssey will have 175 threat, while in an Escort it would only have 100.

Would this work in theory? How hard would it be to code in? What effect would it have on gameplay?
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Post edited by kyeto13 on

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    o1derfull1o1derfull1 Member Posts: 294
    edited June 2013
    Correct me if I'm wrong, but I see a whole lot of posts here decrying the fact that escorts are already OP. They don't need help staying alive/tanking, so there's no real need for a cruiser to get tankier.
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    lordfuzunlordfuzun Member Posts: 54 Arc User
    edited June 2013
    kyeto13 wrote: »
    The current issue with the Aggro Foumula is that it only works on a few variables.

    Your starting assumptions are wrong. The threat evaluation algorithm is more complicated then just a few variable. There are a LOT of variables. And even those can be modified by different AI profiles.
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