Suggestion: ‘AI Wingman’ feature
The ‘AI Wingman’ feature would allow you to have a wingman ship on autopilot which is controlled in its state by you : attack target, defend me, auto mode, etc.pp. Other games also have it and the SC AI is already very good.
It could be implemented in the already existing matchMaking (MM) system for all battle modes in easy (r1-5) and medium (r6-19) tiers. The higher ranks 11 until 15 do not need this feature at this time.
It would provide that a rank 10 ship, that is the highest rank in medium tier, could join a hard tier battle with its wingman-ship (in this case, all [bonuses](< base_url >/index.php?/topic/32069-changes-in-the-bonus-system-and-matchmaking/) would apply to both ships, player controlled and AI-wingman).
The ‘AI Wingman’ feature could be implemented through the introduction of a special standard wingman-class ship.
Or through the use of standard and premium ships.
It would be especially appealing for beginners. This will help fill up the queue slots in battle search and MM. It’s unclear, if this system should include any Ellydium’ ships at this time.
The ‘AI Wingman’ feature could become an integral part of the current trading system. For specs and prices, see the [Rent A Ship feature](< base_url >/index.php?/topic/34576-rent-a-ship-feature/) poll by [@Koromac](< base_url >/index.php?/profile/243485-koromac/).
New active module — ‘Neurocybernetic-AI’
In lack of pilots in the outer rim sectors of the galaxy, due to losses by hard hits from the alien attacks and pirate raids, gifted private technicians started experimenting with AI controlled wingman ships. Quickly this technology proved to be useful for pilot rookies and as fleet support.
Today, all factions experiment with their own technology of artificial intelligence in space ships that came to be known as the ‘Neurocybernetic-AI’ module. Put into both ships, the plilot controlled one and its associated AI-controlled wingman-ship, this technology proofed to be useful and is now hard thought for on the market. Pirate versions exist that tweak the ‘Neurocybernetic-AI’ in some rather - to put it politically correct - ‘maverick’ ways effecting reaction speed, range and damage/defense output.
UMC decided to make a new standardized module to introduce more variety into battles at lower and medium tech levels, and tried to rally pilots into more focused attack squads with AI-wingmen as support.
For this a new module was created that synergises with allied ships, allowing them to survive in exchange for an active module slot to be occupied by the ‘Neurocybernetic-AI’ active module. Using this module only makes sense in lower and medium tech level of ranks 1 to 10, which means that pilots of the upper tech levels of ranks 11 to 15 (‘hard’) do not receive this module.
Basic mechanic: (active module)
A special active module put into both ships, into the player controlled vessel and into his AI-wingman ship, would make it possible to cycle through the basic modes:
- attack my target,
- cover/defend me
- auto mode
- (50 energy pts per activation)
New Crew implants — Neurocybernetic-AI
Each faction delivers different AI software cybernetic-modules which can be implanted in the ‘Neurocybernetic-AI’ mainframe of each ship. Therefor UMC has decided to make the new Ξ (Xi), Δ (Delta, Ω (Omega) implant system available to all pilots from ranks 1-10 besides the Crew implant system.
(Introduction of a new standardized AI-wingman ship class - not decided by UMC, yet.)
If you bear with me, please discuss!
See also [UI ‘Additional devices’ (‘Booster module’) rework](< base_url >/index.php?/topic/34616-ui-additional-devices-booster-module-rework/)