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Robbie Elms

Lead Designer, Squadron 42

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2021–2023active
Star Citizen Livemost heard in
NPCs & AItop topic

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2021 · 14
2022 · 0
2023 · 1
20212023

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What's the first story from your time here that comes to mind?

Robbie ElmsLead Designer, Squadron 42

I think for me, because we have essentially built it from the ground up near enough, it's when we first got, and this is not just even Squadron related, when we first got quantum travel working, and it's like, "Oh my God, we can achieve this," that kind of moment of, oh, the scale of what we're going for. That was when the penny dropped for me: we can do this, it's going to be great. That's probably my story.

Nick ElmsCreative Director, Squadron 42

Yeah, I'd go back to when we first started to get some of the rushes in from the actors, and the team that Chris assembled was just mind-blowing. Seeing that coming in, and then seeing the amount of it that was coming in and going, "Oh my God, this is going to be huge." It's like hours and hours of it. It's so impressive.

Star Citizen Live›Mission Features·
Published on this date.3 Feb 2023

How do capital ships decide what weapon to shoot at what target?

Robbie ElmsSenior Designer, AI Feature Team

So a capital ship's crew's targeting priority takes in two factors. It's the size and the potential threat of their opposing entity. So, for example, the Idris railgun is a bit of a devastating piece of equipment, but it would be like threading a needle trying to hit a small, nimble fighter like a Gladius or even a Xi'an scout ship. So that's where we have the turret gunners take into consideration the smaller entities like fighters, but then they would prioritize a torpedo or a missile and focus their targets towards that, because that's actually a higher threat to damage them more than a smaller fighter.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

Is it possible to overwhelm the targeting [of the NPC capital ships], or is that just perception?

Robbie ElmsSenior Designer, AI Feature Team

It's a real thing at the moment because we've not balanced every single potential threat. We're not taking a Prospector into consideration in a big naval battle, but that's one thing we're working on.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

It seems like neither the Javelin nor the Idris fire all of their turrets at one time to use their firepower to overwhelm us. A full broadside from the Javelin should shred most ships. Why doesn't the NPC crew focus fire on one enemy at a time to destroy them? Is this an AI or server limitation, or a pre-planned thing to keep the fights more balanced?

TL;DRTurrets deliberately don't focus fire, because early focused fire felt unfun and robotic; each turret picks its own targets by size, and the team says there is still work to do.

Luke PressleyLead Designer, Star Citizen Live team

The latter. Because originally, without doing any work, they did focus all on one thing and then move to the next thing and then move to the next thing. And it was not fun to be in a fight for a few seconds and then obliterated. Also, it just made the ship look like it was controlled by an AI. Robotic. These are manned turrets.

Robbie ElmsSenior Designer, AI Feature Team

Like a hive mind on it.

Luke PressleyLead Designer, Star Citizen Live team

Yeah, exactly. Everyone has their own focus. Everyone knows what they can shoot at at any one point, because they can only cover so much of an arc. So yeah, it looked bad. It felt really bad. And we actually put a lot of effort into getting these individual turrets to prioritize their own. As Robbie was saying, they shoot at different size ships. The larger turrets shoot at larger ships because otherwise they'd miss all the time, because the ships move too fast. So yeah, it's a conscious decision to make it work like that. There's still work to do.

Jared HuckabyHost, Community

I feel like, depending on the situation, and this is just me speaking anecdotally from the hours of streams and videos that I've been watching for the last week, it seems like a bomber without proper cover sometimes seems to draw all the turrets to them. And it's pretty magnificent when you see it happen, when you see all the turrets just converge on one and just decide to yeet somebody into a different game.

Luke PressleyLead Designer, Star Citizen Live team

It's the same as a railgun. The railgun only chooses to shoot at certain things because otherwise it would just miss all the time. So I mean, we had plenty of tests where people brought a Hammerhead along, fully crewed, thought they were going to own this thing and just got one-shot out of the sky.

Richard TowlerLead Designer, Vehicle Experience Team

I happened to be in one of the playtests. Yeah, it was basically us as a team, and then it just pointed towards us. It missed the first time, and we thought we evaded it, but then it came back, and it just one-shotted us, and we're like, oh well, that's us dead.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

At present, does the Xenothreat fleet work together with the capital ships to focus on threats to the Idris first? How much do they work together as a fleet?

Robbie ElmsSenior Designer, AI Feature Team

At the moment, I think they have a very base-level fleet behavior in the mind of defend a target, and that target is their Idris, essentially. So all the fighters and all their retinue will be there to defend the Idris. But in the future, we're looking to expand on this with some actual awareness of a captain of a battle group, and they can dictate orders to their retinue and go, okay, right, focus this target. And then you start to have all the fighters pull over to harass the Javelin to take its eye away from the Idris and stuff like that. So we're working to further iterate group-defined behaviors rather than just a singular AI.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

While fighting the Idris, there are many support ships helping it. They can sometimes have very strange behavior. Is it normal that these support ships are able to change direction randomly and start spinning around?

Robbie ElmsSenior Designer, AI Feature Team

I've got a quote from John here: No. Yeah, but it's certainly a bug we're looking into from the AI side as well.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

Is the current intelligence of the NPC crew where we want it to be?

Robbie ElmsSenior Designer, AI Feature Team

So yeah, not at the moment, but what we've got now is a great foundation to build upon. And as we're going at the moment, we want to expand further on the multi-crew and especially the bridge roles, as this is both in PU live and in Squadron 42. The team have been working on an implementation system of traits, so we can apply specific traits to specific actors and AI, and this would essentially affect specific values in their behavior, so no crew member will be the same in a combat scenario or in a non-combat scenario.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021
EpisodeMulticrewNPCs & AI

Should capital ship AI ever leverage ramming tactics of their own? Could there be a situation where an Idris pilot or a Javelin pilot just decides to take out as many people as they can when they know they're going down?

Robbie ElmsSenior Designer, AI Feature Team

Definitely, that's the thing. With some of the traits I hinted on earlier, you might have a reckless pilot, and they go, okay, right, I'm a sitting duck or I'm gonna die, so I might as well go out in a blaze of glory.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

Does the NPC AI work together as a fleet, or are they all essentially solo fighters that just happen to be around each other?

Robbie ElmsSenior Designer, AI Feature Team

Yeah. We did touch on it a little bit earlier, but they are not solo fighters. They are part of the fleet, but they've got a very base behavior just to defend their capital ship, essentially, but that's something we're working on in the future.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

What strategies would you give to players fighting an Idris or Javelin?

TL;DRThe speakers advise bringing friends to knock out turrets and open gaps for size nine torpedoes, drain countermeasures with cheap missiles first, and stay behind the Idris away from its railgun.

Richard TowlerLead Designer, Vehicle Experience Team

So I'd say bring your friends and take out as much of the turrets as possible to open up gaps, and then make sure you've brought other friends with you that have some size nine torpedoes, and they can exploit those gaps. And good luck.

Luke PressleyLead Designer, Star Citizen Live team

My advice: I'd say use up the ship's countermeasures with cheap missiles. That is a tactic we've seen. Fire all your cheap missiles off at it. This is the thing about this game. For designers, it's a real headache, but for players it's quite interesting. They do have finite everything. So they will run out of ballistics, and that might end up looking like a bug, but actually now it's real. It's realistic. So they will run out of countermeasures if you fire enough cheap missiles at them, and then just save your size nines for later when they've stopped popping those.

Robbie ElmsSenior Designer, AI Feature Team

Yeah, I was going to echo the exact same thing, but try and stay on the rear of the Idris and not get near that railgun.

Luke PressleyLead Designer, Star Citizen Live team

Or take the railgun off.

Robbie ElmsSenior Designer, AI Feature Team

Yeah, take it off.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

We already know that various AI fighter pilots will have varying expertise levels, but how will this work with capital ships? For example, how exactly will a Navy Idris crew compare to a pirate crew or a Xenothreat crew in the future, as opposed to how they do today?

TL;DRCrew skill will affect capital ship handling and gunnery: the helmsman's piloting skill affects turns, military crews are expected to be more disciplined than pirates, and captain traits like indecisiveness could delay orders.

Robbie ElmsSenior Designer, AI Feature Team

Sure. So yeah, we incorporated the skill levels and the expertise levels that you've mentioned. So the helmsman of a capital ship, they would take their piloting skill across, and it'll be impacting their turn circles, like broadsiding or coming up to maneuver in a battle, as well as rolling. So if they're getting pelted on the underbelly, they would be reactive enough with their piloting skill to tilt their turrets to take full capitalization on that. But also, as you say, from a Navy and a pirate faction, you could go, oh, right, one's military trained, one isn't. And therefore, maybe their turret gunners have better trigger discipline on the military side. They'll know when to shoot and work as a unit. Go, okay, starboard side are going to focus this thing here, all turrets on that. Whereas a pirate fleet, they'll just be all gung-ho: oh, there's a guy over there, there's a guy over there. And they won't work together, just go for maximum kaboom, for a little personal gain and glory. But then, as I've hinted on before with the trait system, we would apply that to the captain role, for example, but you could have a captain who's indecisive, like a negative trait, and it would take him longer to give an order to the crew because he wasn't sure what to do in this situation. So the turret gunners would be waiting to fire on a higher priority target, for example.

Jared HuckabyHost, Community

It's an interesting challenge that exists in AI for all games. It's the difference between making an AI that is just S tier and always hits their targets and always knows when to shoot and when not, and it's just this perfect Terminator killing machine, and then wanting to have AI that are, for lack of a better term, me, and just bad and terrible and don't really know what they're doing in a game.

Robbie ElmsSenior Designer, AI Feature Team

Exactly. It's like sometimes perfect AI isn't fun AI, and it's that balance, of course, when trying to get the best experience.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

Will the AI eventually fly more cinematically in the future, as opposed to the mathematically perfect angles they can sometimes run right now?

Robbie ElmsSenior Designer, AI Feature Team

Yeah, definitely, because this is something that we want to improve upon, as it's a huge balancing act between realism and cinematic flair, and we see this a lot in Star Citizen Live and in Squadron 42. And like I was saying earlier, perfect angles and turns and whatnot, perfect AI isn't always the most fun AI.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

What is the general methodology for working on capital ship and fleet combat AI? How much telemetry from battles that take place on the servers do we record and analyze for the effectiveness of AI behaviors?

Robbie ElmsSenior Designer, AI Feature Team

So, well, with what I'm aware of, it's primarily just internal threads and video reviews of playthroughs and whatnot. And we look at that and we review that, see what we can expand upon. But something we'd love to work on in the future is, when we start building fleet battles more and more, like the battle groups I mentioned previously, we would create a simulated testbed for it all. So we can go, okay, yeah, drop the Navy here, drop the Xenothreat here, or whichever fleet they're going to go against, and see how they duke it out and record the results.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

Do you all take any inspiration from capital ship battles in movies, TV shows or comic books to figure out what's cool? Where do you get your inspiration from?

TL;DRYes, the team takes inspiration from sci-fi shows and films, mentioning Battlestar and The Expanse, for their feel and design choices, while trying to create their own identity.

Richard TowlerLead Designer, Vehicle Experience Team

That's a good one. So definitely, I think we're all kind of... I'm into sci-fi massively, so I watch all the TV shows and all the films and stuff, and we definitely take inspiration from the feelings that each show generates and each film generates, because each one does it in slightly different ways that make it unique to that particular TV series or unique to that particular film. And it comes from the VFX, it comes from the audio. So we do take influence, but we also try and create our own identity within that. So yeah, I spend a lot of my spare time, especially now we're locked down, just watching TV shows and movies.

Robbie ElmsSenior Designer, AI Feature Team

Yeah, I was going to say, binging Battlestar and Expanse, essentially.

Luke PressleyLead Designer, Star Citizen Live team

Yes, exactly, those two. And one thing that you take away from that as well, like The Expanse, right? It doesn't have fighters. I didn't realize that until very late on. It does not have fighter ships because they've made that decision that it's the missiles... they fly faster, more maneuverable than any person could ever be. And then they have the guns on the actual ships to take missiles out. So I just think that's a really interesting decision they made there. And we've gone kind of a Star Wars way, right, where fighters are much more important. So it's just really cool, all the different choices you can make in sci-fi. They're so different.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

What are the next NPC capital ship systems you hope to flesh out or bring online? Things like the Idris launching fighters, the Javelin firing torpedoes, destructible turrets. What's next? Where do we go from here?

TL;DRThe team is looking at capital ship defense next, including fighters launching, torpedoes and turret damage, plus bespoke defensive weapons and a living bridge crew chain of command, with fighter launches from capital ships outside Squadron 42.

Richard TowlerLead Designer, Vehicle Experience Team

Yeah, so from our side, excited about all of the above. As far as those things coming next, we're looking at the defense of the big ships, and that does mean those big ships having small fighters coming out. It does mean them firing torpedoes, and also the way that the current damage works in turrets. So we're kind of moving all these things together as we evaluate what happened in Xenothreat and just how it felt and came together. And then also the additions on top. So just improving the defense, as we talked about earlier, with the capital ships. It's basically having bespoke weapons on the capital ships that are specifically designed to defend against the weaknesses that are identified. So that's something we're really excited about having.

Robbie ElmsSenior Designer, AI Feature Team

I'm just really interested in building a living bridge crew, essentially, so with the captain giving orders to his weapons officer, who then sends that on to his turret gunners, or then sends it to the comms officer to tell the other people to surrender, and also getting the fighters launching from capital ships outside of Squadron 42. It's going to be awesome.

Luke PressleyLead Designer, Star Citizen Live team

I think they covered it all. Well done, guys.

Star Citizen Live›NPC Capital Ship Combat·
Published on this date.12 Feb 2021

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