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DLC Avorion Into the Rift Out Now!

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improve the flight behaviour of npc's


- Cy -
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Suggestion

for anyone that is playing the game long enough it becomes really obvious that npcs have very basic line movement to travel from position A to position B. I believe we will benefit a lot when the flight behaviour receives a rework. While I dont have direct ideas how the behaviour should look in detail I can at least list some examples.

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EXAMPLES

General AI:
-  give npcs the ability to fly in curves instead of only lines
-  collision prevention from friendly npcs so they won't just crash into you but try  avoid a collision (e.g. by flying a curve)

Combat AI:
-  receives an understanding of the orientations of Up, Down, Left, Right, Front and Back so it will no longer simply spin around wildly during combat but instead try to either have their nose facing their targets or the side. (Players usually build by the classic idea of spaceship having these sides and in conclusion place weapons that either are all able to shoot "forward" at once or towards the "sides" ->battleships<-. If the player built ship is then AI controlled it would use weapons very inefficient because of the playermade weapon placement paired with the current AIs combat behaviour)

- simple dodging: currently it is really easy to kill npcs because they would fly straight only straight lines and even completly stop their movement at times mid combat while being shot at. This is usually a death sentence to anyone doing it during combat. The ability to fly curves / change course mid flight would help them to survive longer.
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Ultimate Goal: prevent npcs from acting "dumb"
-> randomly spinning around during combat
-> completly stoping mid flight to change course
-> more efficient mining as they also won't spin which cuts the line of sight from mining lasers to asteroids that they were already mining
( The last will still be important even with the changes to AI as we will witness it even more now when we gonna give over the flight controll to the AI )

Idea for the devs: when the autopilot is done, please take your time to give playermade ships tasks and observe the execution in autopilot mode. You might find some really odd behaviour quickly

Edited by - Cy -
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