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Autopilot
This is a free discussion forum on Freelancer. This is the place to discuss Freelancer issues NOT covered by the other boards!
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See but then you would probably get people who would say, that the auto pilot is a problem for them....it's really about tradeoffs... using this method you can have some autopilot functionality without having the game fly all by itself... you are forced to interact with the game... besides if you're in the cockpit of and ship and you're piloting around the universe you're not going to be running off to get something to eat while your ship navigates the entire system for you....you aouwld have no interaction with the game... and then it would be even less satisfying...you would spend even less actual time playing the game... that's another ball of wax though that I won't go into...
Sometimes I need multiple waypoints (like when searching for wrecks/bases/jumpholes) and they way I do it is to plot all the waypoints, set my "radar" for !, click on first waypoint, F2, then open the navi-map to check for nearby "goodies" (i.e. the aforementioned wrecks/bases/jumpholes).
When I see on my "radar" that I'm getting reasonably close to the waypoint, I'll select FreeFlight, but continue on the same path. As soon as I get the voice message, I'll click on the next waypoint and F2 that. I keep the map up and only drop it when I see enemies come into range.
By this method, I can keep a fast pace and still keep track of nearby objects.
When I see on my "radar" that I'm getting reasonably close to the waypoint, I'll select FreeFlight, but continue on the same path. As soon as I get the voice message, I'll click on the next waypoint and F2 that. I keep the map up and only drop it when I see enemies come into range.
By this method, I can keep a fast pace and still keep track of nearby objects.
in reply to the balancing, a emp missel would pretty much kill your computer when you dont have shields. and if you have targeting computers, the ai has them to.
btw, if you flie random up down left right the only makes a few lucky hits. and ofcourse if you are flying a patern the ai cant follow so cant your targeting computer compensate verry well. and the same thing happends when you are flying and the auto pilot makes a 90 degree turn.
talking about this, I start wondering why they cald the board computer "NEURAL NET" you even need a misson commion to keep track of your missons.
btw, if you flie random up down left right the only makes a few lucky hits. and ofcourse if you are flying a patern the ai cant follow so cant your targeting computer compensate verry well. and the same thing happends when you are flying and the auto pilot makes a 90 degree turn.
talking about this, I start wondering why they cald the board computer "NEURAL NET" you even need a misson commion to keep track of your missons.
The AI in the game already has a "targeting computer", actually it IS one. I mean, look how good they aim... They hit you even from their max. weapon range and their turrets hit you while they're flying wild maneuvers to escape your fire.
Another problem of AI modules might be that if two modules of the same type and class fight each other, it will be predictable what the other module would fly, no matter if evasive or aggressive setting...
BTW, because the ship doesn't dock for you if you don't tell it, and it won't approach and loot wrecks as well, there is still enough for me to do...
Another problem of AI modules might be that if two modules of the same type and class fight each other, it will be predictable what the other module would fly, no matter if evasive or aggressive setting...
BTW, because the ship doesn't dock for you if you don't tell it, and it won't approach and loot wrecks as well, there is still enough for me to do...
I agree...A waypoint-linking system would be nice.
But what would that do to the racing mission? It might actually make it doable in something other than a light fighter! Eek! We can't have that!
Reaper: $200,000,000.
Rockets: $100,000
The look on that pilot's face when you launch a full pod of screamers up his tailpipe: priceless
But what would that do to the racing mission? It might actually make it doable in something other than a light fighter! Eek! We can't have that!
Reaper: $200,000,000.
Rockets: $100,000
The look on that pilot's face when you launch a full pod of screamers up his tailpipe: priceless
Yeah...specific race ship. GIve the player an automatic Dagger to do the race with, then give them back their old ship. No sense in wasting tens of thousands of credits to fly through a bunch of hoops when your rig's been working just fine for everything else.
Other than that, it's always a good idea to "babysit" the game...if you leave it on auto, you could get jumped and not be able to do anything about it until too late, because GoTo doesn't evade enemy fire.
Reaper: $200,000,000.
Rockets: $100,000
The look on that pilot's face when you launch a full pod of screamers up his tailpipe: priceless
Other than that, it's always a good idea to "babysit" the game...if you leave it on auto, you could get jumped and not be able to do anything about it until too late, because GoTo doesn't evade enemy fire.
Reaper: $200,000,000.
Rockets: $100,000
The look on that pilot's face when you launch a full pod of screamers up his tailpipe: priceless
24 posts
• Page 2 of 2 • 1, 2
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