So Pilots ... Gospel from developers on them?

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Lorelei43
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Joined: Tue, 7. Jul 20, 13:03

So Pilots ... Gospel from developers on them?

Post by Lorelei43 »

What is the official word on pilot efficiency? No deduction or 'they might do' but official word on what is the benefit of having a one-star, two-stars, three-stars. And I'm not speaking of auto-trade either :wink:

Either a change in % on something, like 'each star gives them +5% shooting accuracy' - OFFICIAL WORD only !

Or a change of behavior, like "at three-stars they will pro-actively engage targets twice as fast as at two-stars"
Imperial Good
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Re: So Pilots ... Gospel from developers on them?

Post by Imperial Good »

Lorelei43 wrote: Sun, 19. Jul 20, 05:55 Or a change of behavior, like "at three-stars they will pro-actively engage targets twice as fast as at two-stars"
This is the largest type of change. Various combat behaviours are only available to more skilled pilots. This is not a simple case of at level X the pilot can do Y since pilot race also factors into it to give factions unique fighting styles.

Looking through the 3.20 data here are some listings relating to pilot skill.

The following table suggests that skill determines AI combat reaction time. Given that this has been mentioned in the past for entities like stations, I am entitled to believe this table does influence the game. However 0.1 seconds of a 0 star pilot is still quite low latency for humans.

Code: Select all

  <aicombat>
    <skills>
      <!-- NB: skills are divided by 3 for this purpose -->
      <skill level="0" reactiontime="0.1" />
      <skill level="1" reactiontime="0.075" />
      <skill level="2" reactiontime="0.05" />
      <skill level="3" reactiontime="0.03" />
      <skill level="4" reactiontime="0.015" />
      <skill level="5" reactiontime="0.0" />
    </skills>
  </aicombat>
I am unsure about this table. It either is for drops generated in sector during AI related mining, or has some affect on mining auto logic. It could also be a left over from XR.

Code: Select all

    <asteroid>
      <yield richchance="10" richpercentage="90" richvariation="50">
        <skill level="0" bonus="0" />
        <skill level="1" bonus="25" />
        <skill level="2" bonus="50" />
        <skill level="3" bonus="100" />
        <skill level="4" bonus="150" />
        <skill level="5" bonus="300" />
      </yield>
The following data shows that the behaviour of pilots depends on their race as well as some moves requiring a minimum skill level. I suspect skill level is using percentage in this case so a 5 star pilot would have 100 skill.

Code: Select all

<?xml version="1.0" encoding="utf-8" ?>
<behaviours >
  <set name="default">
    <normal>
      <behaviour name="dogfight1"       chance="60" />
      <behaviour name="dogfight2"       chance="50" />
      <behaviour name="chase"           chance="40" minskill="20" />
    </normal>
    <evade>
      <behaviour name="hardbrake"       chance="5" />
      <behaviour name="evasive_loop"    chance="65" minskill="20" />
      <behaviour name="evasive_simple"  chance="50" />
      <behaviour name="evasive_roll"    chance="5" />
      <behaviour name="evasive_spiral"  chance="55" />
      <behaviour name="evasive_random"  chance="40" />
      <behaviour name="runaway"         chance="10" minskill="50" />
      <behaviour name="crazyivan"       chance="10" minskill="30" />
      <behaviour name="spiral"          chance="55" minskill="40" />
      <behaviour name="gaindistance"    chance="35" minskill="30" />
    </evade>
  </set>
  <set name="drone">
    <normal>
      <behaviour name="dogfight1"       chance="60" />
      <behaviour name="chase"           chance="40" />
    </normal>
    <evade>
      <behaviour name="evasive_loop"    chance="65" />
      <behaviour name="evasive_simple"  chance="50" />
      <behaviour name="evasive_spiral"  chance="55" />
      <behaviour name="evasive_random"  chance="40" />
      <behaviour name="spiral"          chance="55" />
      <behaviour name="gaindistance"    chance="15" />
    </evade>
  </set>
  <set name="khaak" default="khaak">
    <normal>
      <behaviour name="khaak"           chance="100" />
    </normal>
    <evade>
      <behaviour name="evasive_loop"    chance="65" minskill="20" />
      <behaviour name="evasive_simple"  chance="50" />
      <behaviour name="evasive_spiral"  chance="55" />
      <behaviour name="evasive_random"  chance="40" minskill="50" />
    </evade>
  </set>
  <set name="split">
    <normal>
      <behaviour name="dogfight1"       chance="60" minskill="20" />
      <behaviour name="dogfight2"       chance="50" />
      <behaviour name="chase"           chance="50" />
    </normal>
    <evade>
      <behaviour name="hardbrake"       chance="10" />
      <behaviour name="evasive_loop"    chance="25" minskill="20" />
      <behaviour name="evasive_simple"  chance="50" />
      <behaviour name="evasive_roll"    chance="10" />
      <behaviour name="evasive_spiral"  chance="25" />
      <behaviour name="evasive_random"  chance="40" />
      <behaviour name="runaway"         chance="40" minskill="25" />
      <behaviour name="crazyivan"       chance="10" minskill="30" />
      <behaviour name="spiral"          chance="20" minskill="30" />
      <behaviour name="gaindistance"    chance="35" minskill="30" />
    </evade>
  </set>
  <set name="teladi">
    <normal>
      <behaviour name="dogfight1"       chance="40" />
      <behaviour name="dogfight2"       chance="35" />
      <behaviour name="chase"           chance="30" minskill="2 0" />
    </normal>
    <evade>
      <behaviour name="hardbrake"       chance="15" />
      <behaviour name="evasive_loop"    chance="20" minskill="10" />
      <behaviour name="evasive_simple"  chance="20" />
      <behaviour name="evasive_roll"    chance="15" />
      <behaviour name="evasive_spiral"  chance="15" />
      <behaviour name="evasive_random"  chance="40" />
      <behaviour name="runaway"         chance="30" minskill="10" />
      <behaviour name="crazyivan"       chance="30" minskill="15" />
      <behaviour name="spiral"          chance="15" minskill="20" />
      <behaviour name="gaindistance"    chance="35" minskill="30" />
    </evade>
  </set>
  <set name="xenon">
    <normal>
      <behaviour name="dogfight1"       chance="60" />
      <behaviour name="dogfight2"       chance="50" minskill="10" />
      <behaviour name="chase"           chance="70" />
    </normal>
    <evade>
      <behaviour name="evasive_loop"    chance="65" minskill="20" />
      <behaviour name="evasive_simple"  chance="50" />
      <behaviour name="evasive_spiral"  chance="55" />
      <behaviour name="evasive_random"  chance="40" minskill="50" />
      <behaviour name="runaway"         chance="10" minskill="50" />
      <behaviour name="crazyivan"       chance="10" minskill="30" />
      <behaviour name="spiral"          chance="55" minskill="40" />
      <behaviour name="gaindistance"    chance="35" minskill="30" />
    </evade>
  </set>
</behaviours>
z1ppeh
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Re: So Pilots ... Gospel from developers on them?

Post by z1ppeh »

Imperial good, you forgot one of the most vital parts:

Code: Select all

<aiflight>
    <skills>
      <!-- NB: skills are divided by 3 for this purpose -->
      <skill level="0" strafespeed="0.2" strafeacc="0.2" steeringspeed="0.2" steeringacc="0.2" reactiontime="0.0">
        <formations>
          <formation shape="distance" />
          <formation shape="circle" />
          <formation shape="halfcircle" />
          <formation shape="singlefile" />
          <formation shape="lineabreast" />
          <formation shape="lineastern" />
        </formations>
      </skill>
      <skill level="1" strafespeed="0.5" strafeacc="0.5" steeringspeed="0.5" steeringacc="0.5" reactiontime="0.0">
        <formations>
          <formation shape="vshape" />
          <formation shape="invvshape" />
          <formation shape="triangle" />
        </formations>
      </skill>
      <skill level="2" strafespeed="0.7" strafeacc="0.7" steeringspeed="0.7" steeringacc="0.7" reactiontime="0.0">
        <formations>
          <formation shape="cross" />
          <formation shape="crossback" />
          <formation shape="crossforward" />
          <formation shape="xshape" />
          <formation shape="xshapeforward" />
          <formation shape="xshapeback" />
        </formations>
      </skill>
      <skill level="3" strafespeed="0.8" strafeacc="0.8" steeringspeed="0.8" steeringacc="0.8" reactiontime="0.0">
        <formations>
          <formation shape="invpointguard" />
          <formation shape="pointguard" />
        </formations>
      </skill>
      <skill level="4" strafespeed="0.85" strafeacc="0.85" steeringspeed="0.85" steeringacc="0.85" reactiontime="0.0">
        <formations>
          <formation shape="wshape" />
          <formation shape="eagle" />
          <formation shape="twin" />
        </formations>
      </skill>
      <skill level="5" strafespeed="1.0" strafeacc="1.0" steeringspeed="1.0" steeringacc="1.0" reactiontime="0.0">
        <formations>
          <formation shape="vulcan" />
          <formation shape="dartvertical" />
          <formation shape="darthorizontal" />
          <formation shape="echelon" />
        </formations>
      </skill>
    </skills>
This shows that ... a low level pilot is terribad at maneauvering using thrusters(their dodging skill effectively) and their steering is a bit shoddy.
Imperial Good
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Re: So Pilots ... Gospel from developers on them?

Post by Imperial Good »

z1ppeh wrote: Sun, 19. Jul 20, 18:28 Imperial good, you forgot one of the most vital parts:
My bad. I thought those entries were for formation availability only, which is obvious from in game. Did not notice that they had various speed parameters.
Lorelei43
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Re: So Pilots ... Gospel from developers on them?

Post by Lorelei43 »

Thanks a bunch guys! :)
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EGO_Aut
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Re: So Pilots ... Gospel from developers on them?

Post by EGO_Aut »

Interesting, good to know-thx!
Rei Ayanami
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Re: So Pilots ... Gospel from developers on them?

Post by Rei Ayanami »

z1ppeh wrote: Sun, 19. Jul 20, 18:28

Code: Select all

      <skill level="0" strafespeed="0.2" strafeacc="0.2" steeringspeed="0.2" steeringacc="0.2" reactiontime="0.0">
So wait.... pilot skills literally have an effect on the ships steering speed? "I am not trained enough to push the ships steering Joystick all the way"? :sceptic:

I wonder how many complaints about unresponsive AI are caused by untrained NPCs and I wonder whether many complaints about the AI would be eliminated if every pilot regardless of skill level had access to all maneuvers, instant reaction time, full steering speed, etc (the same for station managers and other npc categories). A practical comparison between a fleet of 1-star capital ships + 1 star pilot wings vs a fleet of full 5-star capital ships + 5 star pilot wings would also be interesting.
z1ppeh
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Re: So Pilots ... Gospel from developers on them?

Post by z1ppeh »

Rei Ayanami wrote: Mon, 20. Jul 20, 13:42 A practical comparison between a fleet of 1-star capital ships + 1 star pilot wings vs a fleet of full 5-star capital ships + 5 star pilot wings would also be interesting.
You can do this. Level up a 5* pilot and grab a new one then tell them to attack eachother using the dropdown under the attack command to treat eachother as enemies. Watch the outcome. A 5* is not gauranteed to win, their maneauvers are still chance based, but the dodging and turn speed is better and their turns are sharper leaving the 1* pilot usually mid maneauver whilst the 5* is already running and gunning. Its still an odds based system for who wins... which is why most pilots 'cap out' at 3* to provide an even keel average across the board.

Same as trade fleets. Managers allow the 5 jump range, but could you imagine the lag generated if traders at 5* in their masses could be searching their max range (iirc its either 15 or 32 jumps for a 5* depending) for trades? It would then be moaned about that the game causes unnecessary slowdowns.

There IS a balance in the current system, it might not be to everyones liking but the minimal amount of forum posts about it (yes it looks like a lot but if you count that against the amount of people that play the game...) then balance is there.
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Re: So Pilots ... Gospel from developers on them?

Post by ubuntufreakdragon »

Sorry for necro, but there is a wrong entry in the teladi behaviour.
<behaviour name="chase" chance="30" minskill="2 0" />
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Max Bain
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Re: So Pilots ... Gospel from developers on them?

Post by Max Bain »

z1ppeh wrote: Sun, 19. Jul 20, 18:28 Imperial good, you forgot one of the most vital parts:

Code: Select all

<aiflight>
    <skills>
      <!-- NB: skills are divided by 3 for this purpose -->
      <skill level="0" strafespeed="0.2" strafeacc="0.2" steeringspeed="0.2" steeringacc="0.2" reactiontime="0.0">
        <formations>
          <formation shape="distance" />
          <formation shape="circle" />
          <formation shape="halfcircle" />
          <formation shape="singlefile" />
          <formation shape="lineabreast" />
          <formation shape="lineastern" />
        </formations>
      </skill>
      <skill level="1" strafespeed="0.5" strafeacc="0.5" steeringspeed="0.5" steeringacc="0.5" reactiontime="0.0">
        <formations>
          <formation shape="vshape" />
          <formation shape="invvshape" />
          <formation shape="triangle" />
        </formations>
      </skill>
      <skill level="2" strafespeed="0.7" strafeacc="0.7" steeringspeed="0.7" steeringacc="0.7" reactiontime="0.0">
        <formations>
          <formation shape="cross" />
          <formation shape="crossback" />
          <formation shape="crossforward" />
          <formation shape="xshape" />
          <formation shape="xshapeforward" />
          <formation shape="xshapeback" />
        </formations>
      </skill>
      <skill level="3" strafespeed="0.8" strafeacc="0.8" steeringspeed="0.8" steeringacc="0.8" reactiontime="0.0">
        <formations>
          <formation shape="invpointguard" />
          <formation shape="pointguard" />
        </formations>
      </skill>
      <skill level="4" strafespeed="0.85" strafeacc="0.85" steeringspeed="0.85" steeringacc="0.85" reactiontime="0.0">
        <formations>
          <formation shape="wshape" />
          <formation shape="eagle" />
          <formation shape="twin" />
        </formations>
      </skill>
      <skill level="5" strafespeed="1.0" strafeacc="1.0" steeringspeed="1.0" steeringacc="1.0" reactiontime="0.0">
        <formations>
          <formation shape="vulcan" />
          <formation shape="dartvertical" />
          <formation shape="darthorizontal" />
          <formation shape="echelon" />
        </formations>
      </skill>
    </skills>
This shows that ... a low level pilot is terribad at maneauvering using thrusters(their dodging skill effectively) and their steering is a bit shoddy.
This also shows that skill does not effect L or XL combat behaviour much because they cant dodge anyway. In combat they also dont stick in formation, so the only thing a skilled pilot is good for on an L or XL ship is the behaviours which still are picked randomly but from a larger pool.
I also have tested this on my own and couldnt noticed a difference in combat results with a 2 or 5 star captain (including crew).
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GCU Grey Area
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Re: So Pilots ... Gospel from developers on them?

Post by GCU Grey Area »

Max Bain wrote: Fri, 15. Jan 21, 10:36 This also shows that skill does not effect L or XL combat behaviour much because they cant dodge anyway. In combat they also dont stick in formation, so the only thing a skilled pilot is good for on an L or XL ship is the behaviours which still are picked randomly but from a larger pool.
I also have tested this on my own and couldnt noticed a difference in combat results with a 2 or 5 star captain (including crew).
For capitals the important thing about Pilot skill is it has an influence on engagement range. Highly skilled pilots prefer to stay near max range for main guns, low skilled pilots can go a LOT closer (i.e. well within station turret range). Morale is important too (amongst other things affects how twitchy they are in combat). Can recommend these videos if you're curious about the effects of skills:
Piloting: https://www.youtube.com/watch?v=nSsAAtj0Zz0
Morale: https://www.youtube.com/watch?v=0jhMsfni4Lc
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Re: So Pilots ... Gospel from developers on them?

Post by Max Bain »

GCU Grey Area wrote: Fri, 15. Jan 21, 11:14
Max Bain wrote: Fri, 15. Jan 21, 10:36 This also shows that skill does not effect L or XL combat behaviour much because they cant dodge anyway. In combat they also dont stick in formation, so the only thing a skilled pilot is good for on an L or XL ship is the behaviours which still are picked randomly but from a larger pool.
I also have tested this on my own and couldnt noticed a difference in combat results with a 2 or 5 star captain (including crew).
For capitals the important thing about Pilot skill is it has an influence on engagement range. Highly skilled pilots prefer to stay near max range for main guns, low skilled pilots can go a LOT closer (i.e. well within station turret range). Morale is important too (amongst other things affects how twitchy they are in combat). Can recommend these videos if you're curious about the effects of skills:
Piloting: https://www.youtube.com/watch?v=nSsAAtj0Zz0
Morale: https://www.youtube.com/watch?v=0jhMsfni4Lc
Are your sure that this is not coming from a random picked flight behaviour? At least in my test I noticed no difference and both tried to stay at range.
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Re: So Pilots ... Gospel from developers on them?

Post by GCU Grey Area »

Max Bain wrote: Fri, 15. Jan 21, 11:45 Are your sure that this is not coming from a random picked flight behaviour? At least in my test I noticed no difference and both tried to stay at range.
As I understand it low skilled pilots can go closer, doesn't necessarily mean they always will - they just have a wider operational range, so are more likely to get into trouble than their better trained counterparts. Personally don't like the risk that they might go too close, so always train them up to the full 5* Piloting before they are given command of a destroyer.

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