this post was submitted on 26 Sep 2023
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Elite: Dangerous is a 6DOF "simcade" and the higher level AI ships have almost no restrictions as to how they can fly (low level ones can be quite clumsy and clueless). They can pull off shots with railguns and fixed lasers a human player never can. A wing of 3 or 4 of these can absolutely shred an unprepared player—just go into a medium/high intensity conflict zone in a lightly engineered ship and face off the opforce spec ops team solo. The only reason why the high level NPC-s can be defeated more easily than experienced players is that they have non- or lightly modified weapons, hulls and shields (meaning less speed, DPS and "health" than player ships) and they don't use the really advanced flying techniques players have figured out and learned to use.
Different rules and restrictions for AI in a space combat game are necessary for the meatbags to be able to compete. The computer can maneuver perfectly, have perfect power management, have perfect SA, never messes up input timing, never misses a hitscan shot, is not affected by joystick deadzones, jitter and drift.
This isn't new by game AI standards though.
The godlike AI in unreal tournament did all of that twenty years ago.
I... agree. It's the same thing as with FPSes, it is very easy to make a bot with perfect reflexes and aim. But that is what I mean - if they don't have the resources, talent or approval to make an engaging space shooter game then they shouldn't have bothered with this 0.1 version in the first place. What they released with is something that I'd expect to see in an early alpha build of a space game, before it went through months of playtesting and tweaking.
I'm not arguing it's impossible in general, just that starfield would be better off doing it in a different way since they can't pull it off with this approach.