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Player Features and Ideas Discussion

 
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Pirate AI behavioural discussion, for programmer types.

Author
Leta Lilitu
#1 - 2013-10-30 03:40:21 UTC
Hi guys,

I believe it was CCP Ytterbium or someone who said they wanted PvE and PvP to be closer together.

So i was thinking the other day of an idea for a new type of pirate behaviour, which escalated very quickly until i was looking at fleets of rats roaming thorough regions, warping around systems, and using hacking modules on gates to jump systems, including dictors, scanning ships that could slowly zero in on miners in belts or people in signatures, as well as capsuleer pirates that show up on local and provide huge bounties when killed, except they are usually FCing massive fleets in tanked ships.

This first post was 1715 words long and rambled for QUITE some time. i was literally writing the ideas down as i had them, and was nothing close to sober at the time.
Understandably, it wasn't the most well recieved thing in the world, possibly because of the effort it would take to make.

This is what I want to discuss with you today.

I want a list of all behaviours that capsuleers do, and pirates don't. And then a discussion of how hard it would be for rats to emulate that behaviour.

While I'm sure there are some great fantastic sounding ideas out there, I would like to remind you that they would cost time and money to implement, and I would ideally like someone with actual experience coding such things, and perhaps intimate knowledge of CCP's rat behaviour code, to say why things might be possible, hard, or impossible.

Hey!  I done a story   :)

https://forums.eveonline.com/default.aspx?g=posts&m=3851158#post3851158

Leta Lilitu
#2 - 2013-10-30 03:40:42 UTC
I will go first.

We currently know that pirates can shoot, use ewar including webs and scrams, remote and locally repair, approach, orbit, and occasionally warp off.
I think that warping behaviour is exclusive to some of Sansha’s Nation incursion rats and some belt rats.
There are no drones, which I assume is due to the additional server load of all those extra ‘ships’ in space.
There are no smartbombs.
There are no bubbles.
I have never done incursion HQs so I don’t know how pirate capitals behave or if there is anything lacking there.

When engaged with a capsuleer, pirates do not spiral in.
When fighting a smaller ship, they do not attempt to lower transversal, other than from trying to pull distance and activate any available webs.
when fighting a ship with short range guns fitted, brawler type rats do not attempt to kite in far falloff. They will try to stay at their optimals, which may not be ideal in terms of damage dealt/damage taken. (clearly some of these observations are a little more significant than others)

When it comes to group behaviour, pirates have very very little.
They will aggress targets in a group, focussing fire usually. They have logistics occasionally.
however:

At no point do they decide as a group that the fight is unwinnable, and scatter.
As a side note, I have heard objections to this behaviour before.
In regular missions of course this would be a PITA, but I am not necessarily restricting these pirate activities to missions or belt ratting or the like. In fact such legacy rats should be the last to receive these behaviours as it might disrupt people’s livelihoods a little too much at first. Nobody wants to have to brawl and facetank every rat in the complex.

Pirates never actively warp around the system, they are quiescent in their home grid until a player comes along to shoot at.

Pirates never scan down players, and I feel this would help spice things up a little.
Yes this would nerf 10-account afk mining operations. but once again, this behaviour need not apply to all rats. it could begin in wormhole space, where the most vigilance of all is required anyway.

There is no cohesion in pirate fleets, they do not orbit an anchor, or stick within logi range (is there a limit on pirate logi range?)

There are no pirate fleet boosts. If there were, perhaps we would finally have to do something other than orbit the pirate ball at range and shoot them. perhaps the booster could stay on the far side of the pirate pack, forcing us to go closer in order to kill it.


Anyways i am tired so this will do for now.

If you are still reading, and any good at programming, I would like an estimate of how we could go about facilitating better pirate assessing of capsuleer ships/fleets in order to decide how to engage and when to scatter.
I have my ideas about how to make rat scans happen, but would value some ideas there too.

Hey!  I done a story   :)

https://forums.eveonline.com/default.aspx?g=posts&m=3851158#post3851158

Leta Lilitu
#3 - 2013-10-30 04:14:19 UTC
One last thing. I searched the forums for various permutations of MPC/Rat and AI/Behaviour/intelligence, without finding much.
I should have checked the common Ideas thread, but this is the closest I could find in the end.
http://oldforums.eveonline.com/?a=topic&threadID=1200047
It mentions some of the ideas I had, as well as someI don't necessarily agree with.

However it made mention of a roundtable CCP had discussing rat AI... does anyone have a link to that? or info about what happened?

Hey!  I done a story   :)

https://forums.eveonline.com/default.aspx?g=posts&m=3851158#post3851158

Jennifer Maxwell
Crimson Serpent Syndicate
#4 - 2013-10-30 22:55:16 UTC
I approve of this message.
The NPCs really do need to be more difficult. Roaming pirate fleets sounds like an interesting idea.
Leta Lilitu
#5 - 2013-10-31 01:40:59 UTC
That's what I thought :)
feel free to add your observations of differences between capsuleer and pirate behaviour.
E.G. Pirates don't check the size of your guns and attempt to either get under them or stay out of their range depending on the comparison with their own.

Hey!  I done a story   :)

https://forums.eveonline.com/default.aspx?g=posts&m=3851158#post3851158

Arya Regnar
Darwins Right Hand
#6 - 2013-10-31 01:55:18 UTC
Problem with this behavior is that missions would need to be rebalanced or the isk/hour would go to hell as much as it already hasn't.

I don't run missions (except for standings sometimes) but if rats started killing drones first every time and all that it would soon become more expensive than it's worth.

EvE-Mail me if you need anything.

Zan Shiro
Doomheim
#7 - 2013-10-31 03:35:12 UTC
Arya Regnar wrote:
Problem with this behavior is that missions would need to be rebalanced or the isk/hour would go to hell as much as it already hasn't.

I don't run missions (except for standings sometimes) but if rats started killing drones first every time and all that it would soon become more expensive than it's worth.




this.


You can't have your say 15+ rat rush all flying at AT skill levels, pve would be unplayable at this point for solo players. We can argue get friends...but not all have people on call 24/7 to play exactly how and when you'd like them too. Your boy is spamming SOE lp for new patch, you don't want to fly out there and are grinding that those last lp's for a CNR....sometimes you have go lone wolf in this game.

So missions would have to be rebalance to fewer ships, but keep same payouts. this how eve setup already. Harder the rat, more the bounty. And abilities. Officers will leave if you take too long. Isk balancing however leads to another problem.

Those who know what they are doing will farm more isk in less time. Condense worlds collide to a few frigates, cruisers and some bs'? 100mn tengu, boom,boom boom and I get WC pay real quick. Currently it eats up time killing every single rat in it. Which is what ccp intended. If ccp wanted us to make 30 mil isk in record time they could just drop in some 1.8 bs' and call it done.

Siern Scottsman
The Singularity Syndicate
#8 - 2013-10-31 06:03:17 UTC
Two words..... Cap warfare
Thelonious Blake
Miles Research and Development
#9 - 2013-10-31 07:25:30 UTC
Leta Lilitu wrote:
One last thing. I searched the forums for various permutations of MPC/Rat and AI/Behaviour/intelligence, without finding much.


https://forums.eveonline.com/default.aspx?g=posts&m=3748606
Morrigan LeSante
Perkone
Caldari State
#10 - 2013-10-31 08:01:14 UTC
I think we all know they key difference is the lack of smack in local.
Onslaughtor
Phoenix Naval Operations
Phoenix Naval Systems
#11 - 2013-10-31 10:05:14 UTC
At one point CCP developed what they called the "Thin Client" It was basically the normal client, but completely gutted for maximum client side use. Basically a normal computer could use hundreds of these things and they could do all the normal things a player could do, think multi boxing but on a entirely different level.

So we get CCP to edit the spawn characteristics of the Thin Client so its pilots better match what NPCs are like now. Then give them a little AI and pow, the problem that CCP currently has with NPCs not being able to warp from one spot to another or jump gates or dock is solved. I wouldn't use this for all NPCs, but having a few this way would go a long way to making the AI in the game more realistic.

Of course this could always be harder than the other way.
Alvatore DiMarco
Capricious Endeavours Ltd
#12 - 2013-10-31 10:25:30 UTC
The purpose of the Thin Client was to allow CCP to test internally with many many pilots logged in without having to run many, many physical machines to do it.
Leta Lilitu
#13 - 2013-10-31 17:05:34 UTC  |  Edited by: Leta Lilitu
Arya Regnar wrote:
Problem with this behavior is that missions would need to be rebalanced or the isk/hour would go to hell as much as it already hasn't.

I don't run missions (except for standings sometimes) but if rats started killing drones first every time and all that it would soon become more expensive than it's worth.



I completely agree, that would massively shock the markets, so needs to be at least introduced in more out of the way, less important NPC populations. On that subject I was repping up in a belt today after getting pummeled in a mission, when a few friendly rats warped in on me, presumably so I could NOS them and cap back up quicker.
Seems like CCP is slowly trying things like this out.
Let's give them some more ideas to try.

Zan Shiro wrote:
Points and opinions.

You sound like you are talking about incursions. Admittedly a fair amount of the gameplay I am talking about does exist in incursions, but a more complex AI would lead to more variable combat, hopefully raising the fun/hour level of things.
But I feel you are making assumptions about the balancing of the 'Pirate fleet' suggestion.
I personally would hope to see it face off against empire navy/DED fleets, and only become profitable to engage solo or in small gangs once that occurred. I have a fetish for NPC on NPC action. It is a thing, Huskystarcraft has it.



I totally 100% support that, it is awesome, and anyone sort of liking what they see here should go check that link out. It is starting to become recognised that in artificially created spaces, having the bustle and movement of random meaningless NPCs is essential to providing the feeling that the place is 'alive'.
A sad commentary on our own interaction with fellow humans in big cities.
Country folk don't have these problems.
Anyone who has played Skyrim with some of the more elaborate house mods will understand. A really good one came out recently iirc.
I heard someone mention having more NPCs around before, and one person objected on the basis of server load. I have no idea what credentials they had to make that claim, though.
Also, there are SOME NPC haulers, but they only ever undock from stations and warp to other stations in system. You don't ever see them as you power through from one gate to another, 15 jumps in a row.



@ Morrigan Lesante: You have never taken on the infamous Kruul before? The only sad thing is that no one else in system gets to hear it. I envisage rat fleets to be grand affairs, only one or two per region. If they are in your system, everyone should know about it and watch out!
If pirates were to ever start actively scanning and hunting pilots in space, they should probably yell something appropriately belligerent over local, just to help remind people to haul out their d-scan window from under the couch.

And I'm not entirely sure I understand the Thin client, which is great, since it means people with the real know-how are looking atthis thread :D

Hey!  I done a story   :)

https://forums.eveonline.com/default.aspx?g=posts&m=3851158#post3851158

Thelonious Blake
Miles Research and Development
#14 - 2013-11-02 19:55:14 UTC  |  Edited by: Thelonious Blake
Check this thread out. <-- This is a bump, sorry for confusement (recieved questions IG).
Leta Lilitu
#15 - 2013-11-03 13:51:44 UTC
bump? all you crazy programmeers just itching to start up an intelligent debate and stuff to keep this thread alive, i can just feel it.

Hey!  I done a story   :)

https://forums.eveonline.com/default.aspx?g=posts&m=3851158#post3851158

Randy Wray
Warcrows
Sedition.
#16 - 2013-11-03 17:31:22 UTC
https://forums.eveonline.com/default.aspx?g=posts&t=220858

Solo Pvper in all areas of space including wormhole space. Check out my youtube channel @ http://www.youtube.com/channel/UCd6M3xV43Af-3E1ds0tTyew/feed for mostly small scale pvp in lowsec/nullsec

twitch.tv/randywray

El Jin'meiko
Warcrows
Sedition.
#17 - 2013-11-03 18:11:31 UTC  |  Edited by: El Jin'meiko
I find the community on the whole seem to lack enough imagination into how these things can be implimented through sliding scales, the majority will say "this will make missions harder for everyone" without even considering the implications of new level or mission types which could include PvP via escort of NPC frieghters or varying degrees of difficulty through actual ingame mission agents (like the old quality system only you would select this through the agent), there are many ways to think laterally but many people are focused (including CCP) on too linear a process.

Leta I wish you luck in your thread and you have my +1.
Leta Lilitu
#18 - 2013-11-07 15:09:18 UTC  |  Edited by: Leta Lilitu
Thanks mate! Although I seem to be late to the party from the look of the other two NPC fleet posts. they were end of March and April this year.

And Randy, thanks for the link, it was good food for thought. Looks like this is a clone thread a little bit after all, sorry guys :/

I still feel that the programming options and also limitations of these various suggestions should be discussed in more detail in order to give CCP devs something to go on, and perhaps increase the chance of implementation. It would also help us identify the most feasible upgrades and push for them to be uploaded to the AI first.


I saw some arguments in some one of the other threads so I might go through them here.
And yes I am aware that writing them myself like this is a little strawman-ish, so feel free to defend these points from me if you like.

Point 1) Roaming NPC fleets = no more gate camps, destroying a valuable and important Eve sand castle.
Answer: Basically I can't deny that this is true. However, I never liked gate camping in lowsec. It is safe and boring, basically farming easy kills. If you're going to gank, you should hunt the mark down yourself, not wait for them to fall into your lap. I know of people that actually watch movies while camping, as if they were mining. And their steadily increasing ISK efficiency will have nothing to do with their actual fighting abilities.
One of the reasons I rarely go out into lowsec by myself is because it takes so much damn time to set up.
You need OOC eyes to light the way and watch for camps, apparently, or risk losing your ship.
I barely ever see people actually travel solo with cruisers. The only roams I go on, there is typically at least a +1.
That sort of stuff is an entry requirement that damages the casual playability of lowsec, especially roams from high through low.


Point 2) EVE is a MMO sandbox for player generated content only, blah blah blah.
Answer:For you, maybe.

I just wonder where the hell you think ISK comes from . Even if you mine, or sell PLEX, or whatever, you're selling your spoils for ISK that someone else got from PvE. Off the top of my head I'm pretty sure every ISK ever made came from bounties on pirates, mission rewards, and Incursion fountains.
There was this one choice character that romanticised himself and his fellow 'elite pvpers' by saying that they are the ones making all the content and otherwise running the show. His prose was so flowery i want to put him in a pot.
There are a lot of people heavily invested in PvE play, which basically means NPCs or asteroids.
NPCs add to the immersion of the game, and good AI helps make them believable, and more challenging, which stops it being such a chore to take them on.
One more point about PVP content being everything in eve.
I can't help but note the similarity in distribution of PvE activity and active pilots. Everyone always says highsec is where all the players are.
Perhaps the reason nullsec is largely deserted is because people feel so lonely out there :)

Hey!  I done a story   :)

https://forums.eveonline.com/default.aspx?g=posts&m=3851158#post3851158