Forums » Bugs

[NPCDEF] Gold/Blue/Red 1

Jan 02, 2004 SirCamps link
After capping several times last night, I realized that the #1 bots in sectors 1/2/3 never attack anyone. Several times I wiped out Golds 2-6 and have Gold 1 fly around even after I grab the flag and head for the wormhole. This bot is broken.
Jan 02, 2004 Blitz link
It's a scout, ya dummy.
Jan 02, 2004 raybondo link
Hey now. Be nice, please. ;)
Jan 02, 2004 Blitz link
I guess I had to add a smile, hadn't I?
Jan 02, 2004 SirCamps link
And what good is a scout?
Jan 02, 2004 roguelazer link
It stays near the flag. That way, if you space the others, it can still relay the cappers position to the others. IE:

Player 1 spaces NPCDEF 2-6
Player 2 grabs flag
NPCDEF 1 relays Player 2's position to NPCDEF 2-6
NPCDEF2-6 fly back in and attempt to kill player 2.
Jan 02, 2004 a1k0n link
Precisely. Except only 4-6 will go after player 2.
Jan 02, 2004 SirCamps link
Problem is, I get 2-6 on my tail, I turn around and flare them all, killing them. I grab the flag and escape, even though Gold 1 is still alive--he never fires.
Jan 02, 2004 Suicidal Lemming link
Give the scout a new ship! More agile, no weapons.
Jan 02, 2004 Pyroman_Ace link
First (Ill not drag this more off-topic then nesscary) I think the Devs should look at the DefBot AI, I know that the Serco DefBots are beyond resonable doubt, suicidal. They are constantly crashing into each other and asteroids and other spaceborne debris. I have personnally been killed when a DefBot peeled throught the 75c bot area in s12 and slammed into my Vulture's Radar cone and BOOM, no more me and no more DefBot.

I find it worrying that we rely on such, for lack of a better word, stupid bots to defend our most prized possesion. As for the Def 1, I support SL's idea about having a more agile, unarmed craft, like a Centurion. I also propose that DefBots weaponry be kept to spec. Vults with AGTs kinda scare me, it's not natural and players can get a config like it to head-on counter it.
Jan 03, 2004 SirCamps link
[move to suggestions]

Anyways, I would propose this: The bots fly farther out than they do, and have limited sensors. Maybe 0.5km max. Instead of a "scout," there would be sensor buoys placed 2km apart. Maybe 4 of them. They could be stationary and have something like 10,000 hull points. Destroy them and the bots are blind. It would make sense--why waste credits on putting long-range sensors on bots? Radar buoys would work much better.
Jan 04, 2004 cdgweb link
That's not very practical. Why should you limit the 'advanced teknowledgy' of the def bots radars to 0.5km when we can see 3km? And asking the devs to rewrite their AI system to add a couple of buoys?
I don't really like that idea.