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NPC's get proper cap, AND USE IT!

Author
Xe'Cara'eos
A Big Enough Lever
#1 - 2015-02-16 13:07:19 UTC
So.....
as far as I'm aware (and yes, I have asked in the main forums), NPC's have a small amount of capacitor, but don't actually use it..... thus providing convenient Nos fodder for someone who needs it.....

this gameplay is unintuitive and makes for a poor transition between PVE and PVP, it might make a considerable difference in incursion fleets and burner missions if you COULD cap the sanshas/burners out.... (though I don't imagine it'd make a huge difference in your average lvl 4)

if nothing else, it'd provide mission runners with another useful utility high.... active rep/resist rat - put a neut on him, and watch him fall......

I haven't made myself clear there.....

tl:dr
make NPC's (particularly burners, sanshas and sleepers) actually use their capacitor, even if they're normally cap stable.....

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Raymond Moons
Parallactic Veil
#2 - 2015-02-16 13:25:52 UTC
The AI would need serious fixing to make them capable of cap management. Also my 39km Corpus A-Type NOS would no longer be able to provide permanent cap stability to my Vargur, nos-ing a single npc for the entirety of a mission.
Xe'Cara'eos
A Big Enough Lever
#3 - 2015-02-16 17:51:04 UTC
Raymond Moons wrote:
The AI would need serious fixing to make them capable of cap management. Also my 39km Corpus A-Type NOS would no longer be able to provide permanent cap stability to my Vargur, nos-ing a single npc for the entirety of a mission.


would it though? if you made it so that they were all by default cap stable (as they are now) there isn't any cap management until a player applies cap pressure.
And you can always start with the hyper intelligent AI like burners/incursion sanshas, so that player pressure is handled better, though tbh, I imagine when players apply pressure, it'll generally be capping outright.

Also, I know this probably doesn't hold any weight with you or game designers, but people using NPC's as a second cap battery is kinda one of the reasons why I want to make this change....

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Linkxsc162534
Silent Scourge
#4 - 2015-02-16 20:40:09 UTC
Honestly there are always complaints that "Ai" would need serious tweaking. But ive played several games where players can work on their own npc ai and it often turns out fine, even when trying to track hp and mana, or energy, or other resources.

Daichi Yamato
Jabbersnarks and Wonderglass
#5 - 2015-02-16 20:58:57 UTC  |  Edited by: Daichi Yamato
Linkxsc162534 wrote:
Honestly there are always complaints that "Ai" would need serious tweaking. But ive played several games where players can work on their own npc ai and it often turns out fine, even when trying to track hp and mana, or energy, or other resources.



Single shard vs multiple servers?
edit - the word lag was meant to be in there somewhere...

I think ive read somewhere that neuting a rat makes it activate its local repper less often. But actual cap mechanics would be preferred. As would anything that brings NPC behavior closer to that of player ships.

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Rroff
Antagonistic Tendencies
#6 - 2015-02-16 21:09:57 UTC
Daichi Yamato wrote:

I think ive read somewhere that neuting a rat makes it activate its local repper less often. But actual cap mechanics would be preferred. As would anything that brings NPC behavior closer to that of player ships.


Supposedly neuting that tiny cap amount out gives a random chance for their local repper to not activate the next time it would - even if it works which I'm unsure on in most cases its not particularly useful the odd specific NPC aside.
Xe'Cara'eos
A Big Enough Lever
#7 - 2015-02-16 22:21:59 UTC  |  Edited by: Xe'Cara'eos
doable then, you think?

EDIT:

and worth doing?

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#8 - 2015-02-17 00:19:12 UTC
This is something that is needed and I assume CCP will get to one of these years. Between burners, cicadians, and drifters, they're heading in the direction of making npc's behave more like players.

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Dangeresque Too
Pistols for Pandas
#9 - 2015-02-17 04:51:05 UTC  |  Edited by: Dangeresque Too
This goes right along with the need to break away from giving NPCs a database table of specific stats (like how much dps they do, what dmg type they do, how fast they go, how far they can shoot etc) and moving them to something like an actual fitting.

Giving them a fitable ship, with actual modules and actual ship stats, would go a looooooong way towards making NPCs half decent. Like they say how the burners are as if you had a full deadspace/faction/officer fit faction frigate, except you wouldn't ever be able to fit all those modules on those ships, let along keep them cap stable.

All they need to do to bring up the level of NPCs is to give them a ship and an appropriate fit that works with those ships, none of these 9 launcher ravens with 2 turrets and a defender missile crap, the ships only have 8 highs, not 12. How can I not mention the 100k+ range with torpedoes. Or the other classic example of doing volley damage of a few hundred and killing battlecruiser NPCs in 1 shot. Worried about them being overpowered? Just give them terrible fits with meta 0 items even. They don't need meta 4 or T2 completely perfect fits, they just need fits that give them the approximate result that is appropriate for their class/type. The fits would step up in goodness the harder the NPC. Maybe even would require fewer NPCs and therefore less tax on the servers, since you would no longer need 20 battlecruisers and 10 battleships worth of NPCs to equal your local tank?

It wouldn't really be much complexity on their AI, just make the fits either passive or cap stable. If they run out of cap due to neuting then they just have a priority list in what they try to activate first. The system already keeps track of many stats about each NPC, this is not really different.
Colette Kassia
Kassia Industrial Supply
#10 - 2015-02-17 05:36:37 UTC  |  Edited by: Colette Kassia
Dangeresque Too wrote:
All they need to do to bring up the level of NPCs is to give them a ship and an appropriate fit that works with those ships, none of these 9 launcher ravens with 2 turrets and a defender missile crap, the ships only have 8 highs, not 12. How can I not mention the 100k+ range with torpedoes. Or the other classic example of doing volley damage of a few hundred and killing battlecruiser NPCs in 1 shot. Worried about them being overpowered? Just give them terrible fits with meta 0 items even. They don't need meta 4 or T2 completely perfect fits, they just need fits that give them the approximate result that is appropriate for their class/type. The fits would step up in goodness the harder the NPC. Maybe even would require fewer NPCs and therefore less tax on the servers, since you would no longer need 20 battlecruisers and 10 battleships worth of NPCs to equal your local tank?

I like the idea. The only issue is that a new player with minimal skills who is flying meta 1 hardware going against a few NPCs with similar setups will have a rather hard time, even if they are smarter than the AI. The loadout template would have to be a full set of civilian modules or other special inferior versions. These would then be randomly upgraded at spawn time with a sprinkling of standard T1 and meta items. And the low-grade filler modules would suffer a 100% destruction rate and never drop. The sprinkling of upgraded modules would filter through the normal drop probability mechanics and become your loot. The spawning algorithm could also add a few random items to the NPC's cargo holds.

I'm not sure what to do about ammo. Players shouldn't be able to kite the dumb NPCs around until then run out. Perhaps the NPCs would just magically not consume any.

EDIT: Or the server could calculate everything as if NPCs are at negative skill levels. That'd work too.
Claud Tiberius
#11 - 2015-02-17 06:16:05 UTC
Xe'Cara'eos wrote:
doable then, you think?

EDIT:

and worth doing?

Yes

yes.

Once upon a time the Golem had a Raven hull and it looked good. Then it transformed into a plataduck. The end.

Elena Morin'staal
Tribal Liberation Force
Minmatar Republic
#12 - 2015-02-17 09:08:49 UTC
It would be nice to see NPC's be more like the ships we use, with proper fittings etc, and cap. Personally, a lot of missions I'd rather the number of NPC's was reduced, but they were made a LOT harder to kill, with appropriate bounties.

Instead of shooting 100 red crosses which I can one shot with a vargur, I'd rather shoot 10, with the same bounties as the 100 total, but make each ship a lot harder.

It wouldn't change the missions exactly, the time should probably work out the same amount of time to completion, it would just make them more tidier.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#13 - 2015-02-17 10:11:44 UTC
For reference, the current functionality of NPCs is that they have a cap pool, but their modules do not consume any cap, so neuting them does nothing. However, it can be NOSed, and can be drained dry if the situation is right to allow it (Blood Raiders ship, Your cap < Their Cap, etc. Standard NOS rules). It has no effect other then on nos mechanics.

Among many, many other things that are stupid and unintuitive about PVE, I support making it work properly.
Raymond Moons
Parallactic Veil
#14 - 2015-02-17 11:38:13 UTC
I've never tried neuting npc's but I've tried ECM which sort of works in a fudged way. The npc still targets you fine but stops shooting.

There are plenty of other problems in AI behavior aside from these things though. The other day I flew a Jag against the Jag team burner. I was about 50 m/s slower than him, and could only get in range by overloading my afterburner which can't be done for very long. Anyway he was comfortably out of range when he decided to turn towards me and park right next to me. Mission over. Burner AI is supposed to be superior? I've seen too many examples of weird stuff like this to think so.

I support fixing AI and giving them proper fits, (ammo as well. They can fly to their bunker and re-arm) but don't see CCP takling hard stuff when they're on a 6 week release cycle. Easy quick fixes, and single new ships is what we get now.
Zepheros Naeonis
TinklePee
#15 - 2015-02-17 11:51:39 UTC
This needs to happen already.
Anthar Thebess
#16 - 2015-02-17 12:08:45 UTC
Agree, just after :
- fixing Carriers and motherships , by changing way capital remote aid works.
( no hull bonuses, reduced amounts while not in triage)
- Changing Null and sov
( occupancy based , changed timers , etc)
Xe'Cara'eos
A Big Enough Lever
#17 - 2015-03-25 08:35:25 UTC  |  Edited by: Xe'Cara'eos
regarding NPC ammo usage etc for those looking at making NPC's use fits with civ and m0 modules..... civ modules don't comsume cap, and if there's an ammo bunker - they can re-ammo there (whilst alive, it supplies ammo to all nearby NPC's and never runs dry) - which would also make for a bit of interesting side-play (blow up the bunker and try to run the NPC's dry?)

EDIT:
thanks to all who've posted, to make their thoughts known, I appreciate the time you've taken, and thanks for keeping things civil

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

BeBopAReBop RhubarbPie
University of Caille
Gallente Federation
#18 - 2015-03-25 10:13:47 UTC  |  Edited by: BeBopAReBop RhubarbPie
Raymond Moons wrote:
I've never tried neuting npc's but I've tried ECM which sort of works in a fudged way. The npc still targets you fine but stops shooting.

There are plenty of other problems in AI behavior aside from these things though. The other day I flew a Jag against the Jag team burner. I was about 50 m/s slower than him, and could only get in range by overloading my afterburner which can't be done for very long. Anyway he was comfortably out of range when he decided to turn towards me and park right next to me. Mission over. Burner AI is supposed to be superior? I've seen too many examples of weird stuff like this to think so.

I support fixing AI and giving them proper fits, (ammo as well. They can fly to their bunker and re-arm) but don't see CCP takling hard stuff when they're on a 6 week release cycle. Easy quick fixes, and single new ships is what we get now.

The new development cycle allows more incremental progress towards these goals, instead of releasing one mammoth ai update. Also, if something doesn't fit into one development cycle, it can be pushed down the line and other stuff can still be released. TLDR: The faster development cycle has no negative impact on what features can be tackled.

Also: NECROOOOO!!!!

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Xe'Cara'eos
A Big Enough Lever
#19 - 2015-03-25 11:05:03 UTC
really? ooops, I had a few minutes (like 30) spare waiting for an exam, and just replied to the majority of threads I was involved in..... wonder how much necro'ing I've done......

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Donnachadh
United Allegiance of Undesirables
#20 - 2015-03-26 01:36:43 UTC
Elena Morin'staal wrote:
It wouldn't change the missions exactly, the time should probably work out the same amount of time to completion, it would just make them more tidier.

Ah but you are completely wrong here it would have a massive affect on missions. Maybe not for you and your Vargur, or others like me and my Golem but what about that new player who is just entering their very first level 4 mission with a marginal fit? Since these fits are always marginal on either DPS output or tank this change might make these new mission extremely difficult or impossible for these new players and that would not be a good thing to happen.

Instead of changing all of the missions I would propose that these missions with the fewer but tougher NPC be made optional in the same way that burner missions are now and that they should have slightly higher payouts in some way than the standard missions. That allows for those looking for the challenge to have it, but it would not raise the bar to an almost unreachable height for the newer players.
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