These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Rat AI suggestion - Target Prioritization

Author
Sabriz Adoudel
Move along there is nothing here
#1 - 2015-04-29 01:22:02 UTC
This is a suggestion with considerable balance implications, but I think it will improve the game.

Presently pirate NPCs act according to NBSI and aggressively prioritize targets using nondamaging hostile modules (warp scramblers, ECM, etc).

I propose that they remain NBSI, but that they prioritize targets that are actively using hostile modules on them first, targets that have locked or are locking them second, and targets that have not attempted to lock them last.

Most importantly this would mean that, if a ratter/incursion runner is shooting rats and is attacked by a player, the rats would not (almost always) immediately switch aggro when a warp scrambler was activated.

I support the New Order and CODE. alliance. www.minerbumping.com

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#2 - 2015-04-29 01:39:21 UTC
"Ganking is hard"

Your change makes logi immune to sites and is bad for a host of smaller things you won't care about.
Daichi Yamato
Jabbersnarks and Wonderglass
#3 - 2015-04-29 06:52:01 UTC
Ask yourself which targets your alliance prefers to shoot,

The easy, unprepared and soft targets that cant tank you for long?

Or the hard tanking, resisting your specific damage type hunters that have specifically come for you and are more than prepared?

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2015-04-29 07:02:05 UTC
We are all capsuleers, we are equal threats to any NPC. I don't see why they should not switch aggro when another group of capsuleers appears on the field, goes crazy and could turn against the NPCs in an instant.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Jacob Holland
Weyland-Vulcan Industries
#5 - 2015-04-29 07:38:23 UTC
Rats are more like NPSI aren't they? - belt rats don't care if True Creations/True Power* has you blue.

*Of course Serpentis belt rats wouldn't - but they also don't care if the Serpentis corporation has you blue...
shimiku
Zircron Industries
#6 - 2015-04-29 08:45:31 UTC
why do you wanna kill some one that make sure your target stays on grid ? i would rader wait and see what his next move is before i start killing him
Frostys Virpio
State War Academy
Caldari State
#7 - 2015-04-29 12:46:26 UTC
shimiku wrote:
why do you wanna kill some one that make sure your target stays on grid ? i would rader wait and see what his next move is before i start killing him


Because it's EVE where people would rather get an easy kill than no kill at all. For all we know, your "target" this newcomer is keeping on grid might of been holding against your best effort for a few minutes without even flinching so in good EVE player mentality, they go for the squishy one because they want a kill mail out of losing their damn fleet.
To mare
Advanced Technology
#8 - 2015-04-29 13:10:12 UTC
Rivr Luzade wrote:
We are all capsuleers, we are equal threats to any NPC. I don't see why they should not switch aggro when another group of capsuleers appears on the field, goes crazy and could turn against the NPCs in an instant.

because when a player is killing a ratter he is basically saving the rats from whoever is killing it, why the rat would ever want to kill a random player that did nothing to it before the player shooting it.
special circumstances should apply to remote reps since they help the player killing the rats.
Donnachadh
United Allegiance of Undesirables
#9 - 2015-04-29 13:41:59 UTC
-1 to a really bad idea.

Let's use mission runners as an example here. In the past the rats would agro a mission runner and then the gankers warp in knowing that the rats would not touch them. CCP wisely choose to modify this behavior and make the rats neutral, shooting everything and anything that is in their targeting and firing range, and now you want to take it back to that terribly unbalanced thing of the past. To borrow a line from a movie my kids liked when they were little "bad idea I said, bad idea".

You want to try and gank someone that is fighting the rats, tank up and go for it they have to tank the rats and you, or they have to tank the rats while fighting you it is only fair in these situations that the rats are equal opportunity haters and shoot everything forcing you to tank up to handle the punishment as well.

As a mission runner here is a little tip, if you don't want the rats to primary you be the hardest tanking ship in the pocket because as others have said they usually go after the squishiest targets first.
Black Pedro
Mine.
#10 - 2015-04-29 14:27:02 UTC
Sabriz Adoudel wrote:
This is a suggestion with considerable balance implications, but I think it will improve the game.

Presently pirate NPCs act according to NBSI and aggressively prioritize targets using nondamaging hostile modules (warp scramblers, ECM, etc).

I propose that they remain NBSI, but that they prioritize targets that are actively using hostile modules on them first, targets that have locked or are locking them second, and targets that have not attempted to lock them last.

Most importantly this would mean that, if a ratter/incursion runner is shooting rats and is attacked by a player, the rats would not (almost always) immediately switch aggro when a warp scrambler was activated.

If you want to increase risk to PvE players, perhaps a better choice is to have NPCs consider their standings and recent history towards each potential target - kind of like the Drifters seem to be doing. If a player constantly farms a specific NPC faction, and/or has been lobbing missiles at them for the last 20 minutes, those NPCs should really hate that player and prefer them over a neutral or friendly target that has just landed on grid, even if these new tarets are using EWAR. It would give actually combat meaning to faction standings and consequences for past behaviour.

Care would have to be taken that they still go after logi, but I think all of this will be possible with the new AI system they are experimenting with.

Whether this is a good idea or not I have no opinion on, or at least none that I want to voice here.