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Thread: Poor AI Behavior
I suspect to add a "don't collide" type of feature it would take a lot of programming to achieve essentially what they have now...no collision regardless of what happens. I have noticed that the AI aims sligtly away as it does a head on pass. It is most notable on the A-wings and very agile Ties. Maybe it is in there and you do not know it.
What I would like to see is the AI taking advantage of the ability to slow down a bit to turn sharper. I should not be able to out turn any of the Tier 4 or 5 light fighters in my fat cow Rihkizamabomber...much less tail Kimogilas in my YT 1300...that is entertaining BTW.
The A wings are by far my favorite thing to shoot at as they go bananas trying to get away. If they could be more aggressive on the attack passes from the rear they would be far more dangerous. I shot one in the YT in Kessel and watched it fly...turned off too early on attack runs but I suspect it assumes the turrets are manned at all times.
Phienyx wrote:
I could go on all night listing how poor the AI behavior in JTL is, but one thing that irritates me the most is the fact that the NPC AI has no problem with ramming you head on. You would think any pilot would do everything in their power to avoid a mid-space collision because this would most likely spell his death as well as the crew of the ship he collided with. This being said, why are NPC fighters ramming player ships full speed ahead without even flinching? If two ships ram into eachother head on at high speed, this should destroy or critically damage both ships.
Message Edited by Theu on 11-16-2004 01:30 AM
MukeyMonkey wrote:
Poor expansion period.
Well, JTL has a great environment (Nebulae, Asteroids, Planets) but you can only shot at your mission goals or random spawned mobs. No content out of that... (