Sat Mar 22, 2003 10:28 pm by YuriEd
So we agree that the autopilot modes should be far more elaborate:
My suggestion is to make the autopilot customizable by using separate functions for movement and combat. With different movement modes the player could set how the AP flies. An automatic "follow waypoint AP" would be extremely useful for long trade runs and search routes, while a "defensive combat AP" follows your current course, trying to evade enemy fire. An "offensive combat AP" attacks ships in sensor range, evading enemy fire but staying in range of your weapons until are enemies are gone. Even a "follow target" mode would be nice, or just the option to use "go to" on ships.
In combat, you would have the option to either let the ship AI shoot back and launch countermeasures, or shoot yourself. So there doesn't need to a special turret AI, as the whole ship shoots, or you do in a free external view, while the AP tries not to take too much damage. So there might be the different movement modes and a switch to choose between automatic or manual combat. The quality of the AP/AI could depend on software and hardware modules to buy for your ship computer.
BUT: The balance of such a system would be incredibly difficult. The problem is the combination of very skilled AP and AI modules with top notch weapons, because if you neither have to fly nor to fight, all what's left is setting waypoints and search for bases, wrecks and jump holes. It would be great for traders, though, but it takes away all thrill from the game. And in MP, we would have the situation that every player with enough money would buy the best modules and weapons, so a) you don't really need to be skilled at all and b) all combats would be level 10 AP/AI vs. another level 10 AP/AI. Solutions?