NPC Combat Rank and Mechanics

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Casey Casem
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NPC Combat Rank and Mechanics

Postby Casey Casem » Sat Jun 20, 2015 5:55 pm

I'd like to know if NPC combat rank affects the following NPC behaviors and characteristics:

1. Hardpoints weapon type
2. Hardpoints weapon rating
3. Shield strength
4. Armor beyond lightweight alloy
5. NPC targeting subsystems

**off topic**
Anyone notice that Diamondback has thruster animations when landing gear is up or down? It angles when landing gear is down.
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clivewil
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Re: NPC Combat Rank and Mechanics

Postby clivewil » Sat Jun 20, 2015 6:01 pm

according to my old observations - i.e. around v1.2 era - in a RES or USS etc. the higher the rank, the better the equipment carried. - e.g. a Harmless usually carried no shields at all, whereas an Elite had very meaty ones fitted

in a conflict zone though, the ships were all well shielded and the major difference was in pilot skill and reaction time rather than weaponry etc.

i've been stuck in a CZ since the last couple of updates so i don't know if this all still holds true outside of CZs, but i assume it would
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Re: NPC Combat Rank and Mechanics

Postby Flip » Sun Jun 21, 2015 1:13 am

Yes, I don't know the exact details, but Deadly and Elite NPC's clearly have better shields and armor than the low-ranked ones, and they also have much better pilots.
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NPC Combat Rank and Mechanics

Postby Loriath » Sun Jun 21, 2015 7:26 am

Sarah Jane Avery who does the AI programming has sad that regardless of rank, the NPC's never target subsystems. The ships do use better harder hitting weapons though, and they do execute manoeuvres with FA off at times.

A really good site to bookmark is http://eft.recoil.org/posts which shows you all the Frontier People's posts and you can read through what SJA has said as well as Michael Brookes and others. It allows you to search by author and links to the discussions for each post so you can see the context.
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Re: NPC Combat Rank and Mechanics

Postby Xebeth » Sun Jun 21, 2015 12:51 pm

Casey Casem wrote:I'd like to know if NPC combat rank affects the following NPC behaviors and characteristics:

1. Hardpoints weapon type
2. Hardpoints weapon rating
3. Shield strength
4. Armor beyond lightweight alloy
5. NPC targeting subsystems

**off topic**
Anyone notice that Diamondback has thruster animations when landing gear is up or down? It angles when landing gear is down.


My understanding is that the higher the rank, the better the shields, armour, pip management, and flight tactics. NPCs do not target subsystems.

If you are really quick with the debug camera you can watch the thrusters move on your own Diamondback ship. On a related topic, I always think that odd bar thing in front of the Vulture cockpit looks like it should move (possibly for ramming?), it even has "Warning Moving Parts" (or something) written on it.
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Casey Casem
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Re: NPC Combat Rank and Mechanics

Postby Casey Casem » Mon Jun 22, 2015 5:51 pm

I've noticed that high ranked NPCs often travel in large packs in supercruise and in HI-RES. I've seen a wing of 8 sidewinders and was seriously threatened when I encountered a wing of 4 deadly clippers at a HI-RES! I'm loving the challenge and the incremental AI improvements. Time to buff up my Python
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Re: NPC Combat Rank and Mechanics

Postby UnmarkedBoxcar » Mon Jun 22, 2015 6:24 pm

Casey Casem wrote:I've noticed that high ranked NPCs often travel in large packs in supercruise and in HI-RES. I've seen a wing of 8 sidewinders and was seriously threatened when I encountered a wing of 4 deadly clippers at a HI-RES! I'm loving the challenge and the incremental AI improvements. Time to buff up my Python


Took on a wing of 3 Deadly Pythons last night.

It was fuuuun :D
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Re: NPC Combat Rank and Mechanics

Postby stummies » Mon Jun 22, 2015 7:57 pm

#5 I am fairly certain doesn't happen. I remember reading a post from the AI programmer that said they did test subsystem targeting internally but it made the AI too difficult so any subsystem damage is chance.

Everything else likely varies depending on rank. I'm sure they have a table with the different ranks, and which weapons/ships/components the AI could fit based on that rank. Harder ranks tend to choose more powerful weapons and stronger shields. None appear to use SCBs. Rank also seems to dictate what kind of maneuvers the AI will use, for example higher ranks will avoid fire and use FA off more than lower ranked.
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Re: NPC Combat Rank and Mechanics

Postby Cmdr Kharma » Mon Jun 22, 2015 8:47 pm

Well just had a battle with an Elite Python.......

That was fun.......He certainly tried some moves...........

Ended up with 54% hull......

But got the bast.......

200,000 bounty...........

Also had a wanted harmless adder or sthg ram me directly after I engaged......

Didn't even take a ring down...He just exploded......

Weird.....
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Re: NPC Combat Rank and Mechanics

Postby UnmarkedBoxcar » Mon Jun 22, 2015 11:29 pm

stummies wrote:None appear to use SCBs.


I don't believe I've seen it in a RES, but in Conflict Zones and with some assassination targets, NPC AI will use a shield cell bank or two.

I've only really seen it on Python sized hulls or higher, though.
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