The final chapter in this round of dev on the NPC Pilot AI;
While there is plenty of work still to do to make this ‘super awesome’ I’m well pleased with how it’s turned out.
Pilots can;
- Scan for nearby contacts
- Assess the threat posed by each
- Prioritise them by threat level
- Determine their own sense of ‘self’ – based on their speed, weaponry, defences, etc.
- Choose whether to attack, or evade based on the enemy threat level, and their own sense of ‘self’
- Select appropriate weaponry
- Predict their targets future location to aim using their chosen weapon
- Chase down their target, and evade it if too close
- Remember past collisions/attacks and bear grudges
- React to aggressive attack (i.e. a lot of hits in a short time frame will elevate their attackers threat level assessment)
- Fly solo or as part of a flight/group
- Follow their flight objectives
- Choose their own objectives
- Attack or defend a target
- Possess basic ‘traits’ or characteristics which affect their decision making/capabilities
and lots more, with lots more to come.
In short, the Pirates scenario I’ve created is getting bloomin’ hard to beat 🙂
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