Author Message
GLI
PostPosted: June 18th, 2011    Post subject: Re: Proximity alert, collisions and friendly fireReply with quote

Iltsuger wrote:
Or maybe that you simply don't run over things you tell it you don't want to run over, for the advanced feature. A series of toggles, similar to how turrets work, where you effectively say "I don't mind running over pirates, but anything else I want to avoid rather than destroy". That way you fly past it unless you're moving at scooping speed (which, if the scoop is damaged, may still destroy the target).


Hmm... right. By default we're avoiding planets/stations/bases so we could avoid everything except ships and asteroids. When we want to scoop something then we could turn on "scoop mode". It could work like this... Cool
Iltsuger
PostPosted: June 18th, 2011    Post subject: Re: Proximity alert, collisions and friendly fireReply with quote

Or maybe that you simply don't run over things you tell it you don't want to run over, for the advanced feature. A series of toggles, similar to how turrets work, where you effectively say "I don't mind running over pirates, but anything else I want to avoid rather than destroy". That way you fly past it unless you're moving at scooping speed (which, if the scoop is damaged, may still destroy the target).
GLI
PostPosted: June 16th, 2011    Post subject: Re: Proximity alert, collisions and friendly fireReply with quote

It's not a bug. It's a feature... Wink

I don't wont to make separate topic and it looks it's not a bug but... autopilot's "proximity disengage" doesn't work for ejected pilots and containers. I just bumped retro unlucky bastard when my Pegasus comes to nav-point with full speed - autopilot disengaged just one tile from ejected pilot. What if this could be some Confed?

I propose to make some changes:
1) proximity alert should work for ejected pilots and containers too,
2) ejected pilots and containers should be "trackable" with radar even if it isn't in view range (but in radar range).

It will be good if autopilot (maybe "Advanced autopilot" as extra extension) could make full automatic docking with disabled ship and/or dumped container. Maybe some "extension" for cargo scoop that will allow to scoop with greater speed (up to 100)?
Iltsuger
PostPosted: September 2nd, 2010    Post subject: Re: Proximity alert, collisions and friendly fireReply with quote

Maybe the alert distance should be an aspect of every spacecraft, and should be based on a simple guess of what's a convenient time for the ship to make a course correction for the stupid AI in his or her path?

Pretty much the only ones this is a problem for are Drayman and Nexus, I think. Possibly it could just be capital ships, then you have a full class that's different.

Regarding the Tarsus... they should just stay in the hangars, the poor little guys :)
GLI
PostPosted: August 18th, 2010    Post subject: Re: Proximity alert, collisions and friendly fireReply with quote

Quote:
I propose to change "Proximity Alert" range to at least 2000 clicks if other ship is or could be (in very near future) on our way.


Well, maybe it could be done much easier (IMHO)? What if function "Ignore new contacts" will be changed a little and it will work for "contacts" with range above 2000 clicks? It could be set "permanently" or as an option (maybe sub-menu with choices from e.g. 500 up to 5000).
GLI
PostPosted: July 25th, 2010    Post subject: Re: Proximity alert, collisions and friendly fireReply with quote

[Previously on Development Updates]

Christian Knudsen wrote:
When that fleet in the movie turns hostile on me, it also becomes pretty clear that the AI really needs improving. And friendly missiles shouldn't hit you (I think 5-6 AI ships are taken out by friendly missiles without me doing a thing!). Maybe friendly gunshots shouldn't hit either. That'd definitely make it easier for a group of ships to engage a single target, as they wouldn't have to worry about friendly fire.


If "friendly fire" for fleets will be corrected then maybe it could work for player and NPCs too? I mean for every 2/5/10 shots only one will hit "ship not marked as target". This rate should depend on "Targeting Computer" class/level (TC: Upgrade 1, Upgrade 2, Upgrade 3). It could be an add-on for a radar. For turrets it could be "Advanced Turret AI Controller" and an add-on ("Targeting Computer") for it.

Did I mentioned that NPCs are too aggressive? Wink
Flyboy
PostPosted: June 15th, 2010    Post subject: Re: Proximity alert, collisions and friendly fireReply with quote

Yeah, flight priorities would be a major improvement to the AI.
GLI
PostPosted: June 13th, 2010    Post subject: Re: Proximity alert, collisions and friendly fireReply with quote

And two more things (probably related with pathfinding; that A* which I confused with game's "short name").

1. Contraband search ships

Sometimes ship of Confeds or Militia flew close before my ship. After scan they still flew before me with "the same" speed... but when they began to maneuver (e.g. turned to one side) then their distance decreased often caused collision. To prevent this I had must to stop (or at least turn) my ship.

If we have Drayman then we have big problem because it's the slowest ship (available for player) with worst acceleration. Smaller and faster "warbirds" should fast accelerate and "clear our way".


2. Priority of flight

Who should have priority in space? Now in P:AS we can see discretion of flight - everybody's flying "like they want". Maybe there should be "right of way"? Maybe capital ships always should have priority because they're "big, heavy and hard to stop"?

Sometimes I saw "funny" situation when e.g. Talon was on "collision course" (e.g. me: west to east; Talon: south to north) but tried to avoid this. Instead of stop or changing course to "west" he tried to avoid me flying to "east". Sometimes he "understand" that he was wrong and made turn to "south" but mostly I was forced to stop my ship.

It'll be good to change it for some future version of P:AS... Heh
GLI
PostPosted: June 13th, 2010    Post subject: Proximity alert, collisions and friendly fireReply with quote

[Previously on Announcements]

Christian Knudsen wrote:
Decreased the distance from nav points required to engage autopilot.


If somebody thought that flying with Tarsus is slow then should go check Drayman - it's a pain for impatient people (especially when you'll realize that you can't buy afterburners). Making smaller "nav zone" is good solution for such ships but it increased a possibility of collision with other ships.

Right now P:AS v0.6.6.1 has "proximity alert" but for very close distance only. In most cases we don't have much time to stop our ship. Hitting Drayman with our Drayman means... our destruction because "opponent" will immediately open fire and we can't "run away" in such slow ship.

So faster ship is better? Not quiet! Pegasus is fast but it requires more way/time to decelerate that Drayman. Of course we can "do extra maneuvers" to faster loose speed but sometimes there is no time for such doings. Collisions with smaller ships means their destruction (e.g. Pegasus vs. Tarsus...).

I propose to change "Proximity Alert" range to at least 2000 clicks if other ship is or could be (in very near future) on our way.
In case of collision friendly fire should be limited for situation when armor where damaged (and/or we didn't respond/pay for damage).

I propose too to add new command - "follow your target" (like in "Freelancer). It'll be good for escort mission when we have problem with distance and course.

Sometimes we're liable for friendly fire. It happens... but response of neutral or friendly NPCs is "too aggressive" (they'll shoot to us even if their shields loose less then 30%). It's wrong.

First of all I propose to change NPCs behavior - they shouldn't fire to us if we'll accidentally hit them "with friendly fire" while hunting other ship (their ship wasn't targeted). Well, after 20% of their shields will go they will complain and warn us, after 60% percent will go they'll warn us for the last time and will start shooting if we didn't apologize them.

If their armor (and ship's equipment) will be damaged then we should pay for repairs plus some extra money for fatigue (if they were during "long run"). Maybe we should pay for escort such damaged ship?