Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
05-08-2012, 10:56 AM
Quote:
Originally Posted by jheinig View Post
As noted in the dev blog, fighters are part of your team. If your teammates engage another target, or some other enemy fires upon your fighters, they will continue to fight. If you are far away from the battle (because of being teleported, for instance), you may want to Recall your fighters, then select a nearby target to Attack. Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.
Which is the source of many AI issues. Even now pets still glitch out and end up ignoring carrier commands (even when they inside 10km range) because they decide its more important to go back to attack a team-mates target that was put on the pet's target list earlier... than to follow your orders.

Pets are precisely that: PETS. They should have NO AI that lets them pick their own targets. Their 'target list' should have one item only: what the carrier ordered it to attack/escort/follow.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
05-08-2012, 11:03 AM
Quote:
Originally Posted by jheinig View Post
As noted in the dev blog, fighters are part of your team. If your teammates engage another target, or some other enemy fires upon your fighters, they will continue to fight. If you are far away from the battle (because of being teleported, for instance), you may want to Recall your fighters, then select a nearby target to Attack. Otherwise they will continue to engage in combat with anyone that your team was fighting, or who was attacking them.
Two things:

First, I hope progress continues to get made on pet AI, because... yeah... still needs improvement.
I've had fighters in CSE go after the far left CUBE when we were engaging the right cube. I never selected that cube. Complete waste too since, they don't know to attack the probes first. They were on ATTACK mode and should have been actively attacking my targets on the right cube position.

Second, it would be a welcome addition to have small health bars for the pets- ala what CIty o Heroes had for the MasterMind class. Someway to quickly assign a heal, buff, or just know when it's a great time to send out a new wing. Right now, I just spam the hanger release powers every 10secs or so, thinking they are likely low or about to die thanks to a core breach. Couple that with the fact that I will sometimes lose sight of them, and a health bar system would be quite useful. It can be a HUD window so people could turn off or on if they don't like it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
05-08-2012, 11:13 AM
Quote:
Originally Posted by framesplicer View Post
Two things:

First, I hope progress continues to get made on pet AI, because... yeah... still needs improvement.
I've had fighters in CSE go after the far left CUBE when we were engaging the right cube. I never selected that cube. Complete waste too since, they don't know to attack the probes first. They were on ATTACK mode and should have been actively attacking my targets on the right cube position.

Second, it would be a welcome addition to have small health bars for the pets- ala what CIty o Heroes had for the MasterMind class. Someway to quickly assign a heal, buff, or just know when it's a great time to send out a new wing. Right now, I just spam the hanger release powers every 10secs or so, thinking they are likely low or about to die thanks to a core breach. Couple that with the fact that I will sometimes lose sight of them, and a health bar system would be quite useful. It can be a HUD window so people could turn off or on if they don't like it.
i also lose track of how many of my pets are alive, and if 2 carriers with same pets, whose pets are doing what, (colour scheme might be useful for that) -so i spam the pet hotkeys..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
05-09-2012, 06:20 AM
Something in the UI to help you keep track of your pets would be very nice. A little icon representing each pet and it's health and maybe what mode they are working under at the moment and what skills of theirs that are active. In most game where you play any time of carrier who have pets you command there are icons on the screen representing what you have in the field. Was quite surprised STO didn't have this when I first got my carrier.

As it is now it's hard know if they are even alive since they can fly off quite a distance and with other pets flying around it's hard to keep track of them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
05-09-2012, 06:46 AM
Not sure if this was mentioned elsewhere but did the controls change from where you used to be able send your pets after 1 target while you engage another target to not being able to do that at all.

Example: I used to be able to send my Pets to harass a Borg cube while my carrier engages the spheres/probes. Now when I send out my pets to harass the cube as soon as I engage something else they break off from the cube and go after what I have targeted. Am I missing something with the pet commands?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
05-09-2012, 09:16 AM
Quote:
Originally Posted by tickletops
i also lose track of how many of my pets are alive, and if 2 carriers with same pets, whose pets are doing what, (colour scheme might be useful for that) -so i spam the pet hotkeys..
Yeah I lose track of my pets and there numbers easily.
Heck if you run 2x of the same hangar good luck trying to figure out of those 2-3 fighters that just ate it were from hangar 1 or 2....

What I would like is a UI element that represents how many active ships you have per hangar. It could be something as simply as a box with a number in it. Not fancy graphics, no sounds, no nothing just a box with a number (for each hangar) showing how many active pets you have for that hangar.

If you want to get fancy have it be a fraction "2 of 6" or that kinda thing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
05-09-2012, 07:20 PM
Quote:
Originally Posted by shelev
Yeah I lose track of my pets and there numbers easily.
Heck if you run 2x of the same hangar good luck trying to figure out of those 2-3 fighters that just ate it were from hangar 1 or 2....

What I would like is a UI element that represents how many active ships you have per hangar. It could be something as simply as a box with a number in it. Not fancy graphics, no sounds, no nothing just a box with a number (for each hangar) showing how many active pets you have for that hangar.

If you want to get fancy have it be a fraction "2 of 6" or that kinda thing.
This would be extremely useful.

-J
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
05-10-2012, 01:56 AM
Quote:
Originally Posted by CmdrSkyfaller
Pets are precisely that: PETS. They should have NO AI that lets them pick their own targets. Their 'target list' should have one item only: what the carrier ordered it to attack/escort/follow.
Well, I'd say three items, in this priority. 1) anything you tell them to attack, 2) anything you're attacking, 3) any given target that attacks you*.

Unless you specifically put the fighters on passive, they should always be attacking whatever you're attacking or whatever's attacking you, unless you specifically tell them to attack a specific enemy, then they should re-default back to whatever you're attacking or whatever's attacking you.

It'd be optimal if you could set your attack pets in an escort mode where they'll attack enemies attacking a ship you're having them escort, but that'd be pushing the AI we'd see in the game, I think**.

*The 'whatever is attacking you' comes in to play if you've got a teammate targeted and therefore aren't attacking any enemy.

**There are other really cool options that I'd love to see if only the AI could handle it, like Combat Air Patrol, where you set your fighters in CAP mode and they'll attack enemy fighters/small craft as priority over other targets. Etc..
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