David Colson · Gameplay ProgrammerThere are some plans. Not as drastic, though. It's not as bad as it's been, let's put it that way. And there are some bugs at the moment, particularly around disabled ships and damaged ships, that seem to make it go a little haywire. It gets confused about the direction that it should be helping you in. So we want to fix that stuff up. And then once the tuning for ships that I mentioned earlier is in, it becomes easier to balance them a bit. We're also doing some work at the moment on the actual weapon aiming systems to try and make the pips, the weapon aim, a little bit more consistent and predictable, and that will obviously have a knock-on positive effect on ESP. What else? There's one other thing I wanted to mention. Oh, the networking is the other thing. We did a lot of work around 3.5 to get the networking a lot better, and we did a great job, as far as I believe, and made the pips behave a lot nicer, just simply out of better networking of AIs and other players, such that the target that you're pointing at with ESP is moving more predictably and less erratically. If you get the theme, there's less work on ESP specifically and more work on everything else that surrounds it, because it's easily affected by other systems.
John Crewe · Vehicle Pipeline Director / Vehicle Technical DesignIt's only as good as the data that it gets. And if that data is not good, then it's never going to be good itself.
David Colson · Gameplay ProgrammerI think in terms of the actual algorithm that ESP is running, it's way better than it used to be. It has a lot more emphasis on the dampening effect and less on the auto-aiming, which seems to be better than it was before. And we have a lot more control in how we control and tweak that now. So if we get to the situation where we've done some tuning and we want to improve the algorithm, we actually don't even need to change the algorithm that much, and we can tweak the values to get it a lot better without having to redesign it completely.