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Will the AI reinforcements immediately begin destroying our parked ships, or will they engage players directly first?

TL;DRCurrently reinforcements won't attack a ship nobody is piloting, since the AI has no good tactic for destroying ships yet, and behavior will vary with traits and mission needs.

Marius AirineiLead Programmer, Frankfurt

I think if the player or the hostile is not actually in the pilot seat, they're not going to attack that ship.

For now. Yeah, I think right now there is one thing to say. We don't have a good tactic for them to decide how to destroy a ship. So, of course, they could shoot a rifle, but it doesn't really damage a ship much. And then yes, we also want to understand how to expose it based on the mission requirements, right? So for example, the guys could be called in not to destroy your ship; they will destroy you or capture you, right, in theory, eventually. So it depends on the type of information designers want to be seen, and they would probably search for somebody. It depends also what reinforcement means, because I think you brought up a good point. It could be that you arrive at a place where nobody is, and you trigger an alarm, right, that attracts some people that need to go there and check what's going on. But it could also be that there are already people that you engage, and some of them manage to request assistance. So they come, and the people who come already have an understanding that something is happening because it's been communicated to them, right? So you want to bring them in with a different kind of alertness that is shown to the players, so that they arrive already knowing that something went wrong with their friends and stuff like this. So we can support those types of things.

Jared HuckabyHost, Community

And then, of course, we've talked about AI with differing levels of intelligence and personality and stuff. You want AI who recognize, I don't have weapons to take out a ship, so I'm not going to bother shooting at a ship. And then there's always got to be that one person who's new and not really experienced, and he'll take his little pistol and try to shoot down a Cutlass. That's part of building a dynamic and diverse universe. You don't want every bot to be perfect.

No, and I think it's also a matter that if it feels real, then it's fine, right? You would expect if you shoot at a guy that is on the ground and he has a pistol, he might shoot some rounds, because that's what a normal reaction would be. And then he tries to find cover. Or while he looks around and doesn't know where to find it, he still tries to shoot at you, and then he goes and tries to find some defensive area.

Andrew DaviesProduct Owner, AI Feature Team / Senior Developer

That's where our trait system will come in. We're going to have different traits that will be integrated with the combat behaviors and everything. So if you've got a gung-ho character or a cowardly character, then there will be different traits, and they will affect different roles on targets, how they select them and other things like that.

Stuart CharltonAnimator, AI

One other thing about the animations for people with guns is what we get reviewed on a lot is trigger discipline. And that's about how you actually hold the weapon. And Steve Bender will chop you down if you don't understand proper good trigger discipline.

Star Citizen Live›AI Roundtable Q&A·
Published on this date.20 May 2022