AI Function To Control the Main Cannons.

I would like to suggest a key-bind that switches your ship’s main cannon control from manual control to AI control, and back again by the same button.

The AI will not fire at a target until the pilot himself has locked on to an enemy.

The switch from manual to AI control should only take 2-5 seconds to kick in. 

The AI would only control the main cannons, not the missiles, not the ship-movement, just the guns. 

The AI will not control the firing of special modules, like the snipers. 

 

 

This will allow those who have lots of ping to be able to hit their targets, and it would free up more control to the pilots’ ability to focus on how they move their ship.

I fully believe that this will be a well and proper addition to the game itself. 

This will not break the game, as everyone will have the option to do so, and manual control is always an option.

I believe this should take the place of ‘Pro’ and standard control within the options, aside from having a key-bind.

 

FPS is also a problem for some in the game, and having an AI take control of the main cannons for those people would give them a much better fighting chance. 

For instance, I have 9 ping on some maps with my tablet, 15-29 on others. When aiming with low fps, the cursor jumps from place to place and you constantly have to keep track of where it will be on top of

trying to find the enemy position, and actually hitting them with 200+ ping that messes up your shot anyways. 

 

 

This will bring more people to the game, and it’ll allow more people to want to stay. Even when the ping and fps spikes, they will stay.

More People = Profit

 

 

 

 

To note, A1MA was only complained against because only a few had the ability to use it and hit targets despite large ping or fps spikes,

Aside from, perhaps, having the advantage of being closer to the server’s origin.

 

 

 

Note, the AI would more than likely fire the main gun to the point that it over-heats constantly, so it’d lack the ‘human’ touch of tactically using a weapon, so there are advantages, and disadvantages,

to using the new, possible, AI system.

 

If you lose the lock on an enemy, the AI must stop firing. 

To note, A1MA was only complained against because only a few had the ability to use it and hit targets despite large ping spikes.

No, A1MA was raged against because it allowed hitscan weapons to focus all of their beams on a target so said target couldn’t evade. So on Ion Emitter Gunship builds, it rekt everything when activated alongside Overdrive. That, and LRF Ranged Beam builds.

So no, this is exactly what you are trying to say it isn’t. This is A1MA for everyone, with no limit on use. This will NOT solve anything, despite the horribly biased wording of your poll.

Wording is everything, and it’s not particularly biased; I’m just arguing this side of the story as well as possible.  

Feel free to state the opposite opinion as you wish.

 

I may or may not be wrong about A1MA to the point of the beam type weapons not being able to miss, but from what I remember of the proper AI that use Beam Weapons, they hit to the side of the ship before

actually hitting correctly for a decent amount of time, so as to average out the damage to that of a normal player.

 

I’m not asking for perfect control, I’m asking for alternatives.

 

As for the other weapons, they should be fired as like the other AI within a match.

 

 

 

When at larger ranges, the devs could make it so that the AI, even with beam weapons, become less and less able to actually keep the beam on a target, so as to simulate ‘human’ tendency to be imperfect while aiming.

That being said, players that have 40 ping don’t need an aimbot to constantly hit a target with a beam. It’s an unfair advantage.

this thread: #1 worst idea ever.

 

introducing moar auto aim than currently already exists in this game is a very bad idea. I would immediatly quit playing this game if they would introduce auto aim for player ships. Why would you add auto aim to a skill based game? That is just stupid.

Because there is no such thing as skill when ping and fps are involved. Just luck, Advantage, and a basic know-how of the game. 

Of course there are exceptions, but when two people of the same skill level appear on a playing field, and one has the advantage of 40 ping, while the other has 200+, who do you think will win?

They both have the same level of skill, so you’d think it’d be 50/50. 

No. it’d always be the one with the advantage. 

When you have more ping and fps, your skill level must improve drastically to keep up with what you used to be able to do normally.

Of course, you can compensate a good and proper ship build for skill, but that’s besides the point. 

 

 

 

Again, I’m not asking for a perfect aim-bot. I’m asking for a human-like AI that would fight as well, not better, than the Russians themselves are able to fight with 40 ping. 

 

You want balance? This is it in the terms of equalizing the ability of the 40 ping player vs the 200+ ping pilot. 

I would, at the very least, put this up for ‘Global’ testing.

If your aimbot is as good as a good player would be, then it is plainly broken. Every bad player would use it, even if they do NOT have any delay problems.

 

If it is worse, then it does NOT fix any problems. The disadvantage for players with bad ping values will still remain!

 

There is no middle ground.

If it’s worse than a decent pilot, it’s still better than not being able to hit anything at all.

The AI would be connected to the main server itself, and would operate there so that a player’s ping would not effect how the weapons operate. 

The Disadvantage will be lessened. 

 

The Middle-ground exists.

I don’t know what do you smoke, but do yourself a favour and find another dealer.

I don’t smoke~ :012j:

Well, aside from Star Conflict, that is.  D0IkOrU.gif

Buddy, just because you can not handle your addiction and for the lack of proper PC you are forcing yourself to play on some crappy windows tablet, does not mean we all have to suffer because of you.

Don’t get me wrong, I’m not suffering. And no, I don’t intend to make you all suffer in any way. I intend to add to the good side of the game’s balance. 

Now, instead of out-right saying no, please state a full opinion and argue every last point I’ve made so far on this subject. 

I want to see if you’re actually anything like xKostyan in terms of knowing the game, and not a simple doll who likes imitating well known figures in order to gain respect instantly for the similarities.  YUo9Q9u.gif

Also, I’m not addicted. I only said I smoke star conflict in the sense that I know it well enough to not put forward controversial and stupid looking ideas without believing that they have at least some merit. 

That is all. 

 

Now, your reasons, please. rGXi1MB.gif

I want to see if you’re actually anything like xKostyan in terms of knowing the game, and not a simple doll who likes imitating well known figures in order to gain respect instantly fo

Oh lol, since when that n00b knows anything about this game.

There is nothing to argue about, this is a “shooting” game, the biggest part of the genre’s core is to aim, you know with your own hands. This is not like WoW or EvE, what you propose is A1MA for everybody, there is nothing to “focus on flying” especially when you are flying a Frigate, seriously you just ram the beacon and wiggle your rear engine.

Flying your ship, whether it’s a frigate, interceptor, or a fighter, has always been one of the main points of the game. Positioning, especially in a frigate, has its own tactical value. 

How you fly a ship is just as important, if not more, than you actually hitting the target. 

How you build your ship is also important.

Firing your weapon stands at third in that pillar.

 

The only reason anyone ‘rams’ a beacon is to be rid of spydrones.

It would be more interesting if you could set a control where each individual turret entered independent control and shot one target each, if not enough targets, remaining turretsdo not fire. Valid targets include any static objects and drones, then enemy ships. Maybe this could be a module.

Flying your ship, whether it’s a frigate, interceptor, or a fighter, has always been one of the main points of the game. Positioning, especially in a frigate, has its own tactical value. 

How you fly a ship is just as important, if not more, than you actually hitting the target. 

How you build your ship is also important.

Firing your weapon stands at third in that pillar.

That be true in some other game but not here

The whole model of the game is that you control guns and everything else supplements it. We don’t truly have controls to control ships, you point your guns and ship follows, even turn left/right buttons are there to make your aiming somewhat easier since it makes it free AIM, even in expert mode you still controlling guns not the ship. If you turn of manual control over guns what you gonna do? it is not like just flying is hard, it is brain dead easy. Shooting AND flying is another story, but we already have those funny recons that warp to the beacon drop mines and just fly around the beacon without any attempts to shoot, or “drone pooping” tacklers, feel free to do so yourself if you don’t wanna shoot and just fly.

ANd builds are there to supplement your shooting and flying not vise versa.

This idea does not fit into the game design and it would make it pretty easy to write scripts for you to play.

Well, that’s a pity.

 

As for you kato, Your definition of the game is wrong as a whole.

 

expert mode is used to help people fly, not shoot. If you want to focus on shooting, you use standard mode.

Expert mode, as it is now, is detrimental to any ship that is not an interceptor with high turn rate.

 

If the game truly revolved around the shooting aspect, ping wouldn’t be the problem it is for weapons because, the devs would make fixing that the number one top priority, as it’s the crucial crux to the game, right? if people can’t get a good shot in because of ping and faulty lock-on aim icons, then it

must not be such a main part of the game that the devs would need to worry about it.

This game is not call of duty.

Thanks for looking into the possibility, Error.

The game is not call of duty, but it is also no strategy game where you place your unit and watch it play.

We focus on action and therefore players should control the ship on their own.

of course, and that was never my intention. it’s simply a slight re-implementation of a1ma’s original task. the player must indeed always control his ship, and this suggestion is only for the guns, not the entire ship.