I hope this doesn't mean X-News is redundant

Moderator: Moderators for English X Forum
Soon.......Al wrote: Steel any ETA on the next X-news?
Al
Yes, but what we're not hearing anything about is, as Al says elsewhere, anything about improved trading and combat AI, or the implementation of a dynamic bckground that throws up adventure through the player interaction with the environment. This is something Freelance attempts and seems to some extent to have pulled off, albeit in a cut-down-from-original-promises fashion.Pointer88 wrote:yea i certainly like the new cockpits - alot better than what they were going to be
and now i hear that you can go on planets.....even better!
ROLL ON X2!!!
freelancer? whats freelancer?
Speaking as a programmer, have you any idea how difficult something like that would be to implement? It might be easy enough for a human to work out your intentions are hostile when you cruise up behind them, but for a computer it's somewhat more difficult--unless you have them turning hostile as soon as you go behind them, even if you're not travelling in the same direction as them!SteveMill wrote:It's great we are getting more information now but I'd like to hear about under-the-hood improvements too. Like being assured that I cannot pull up onto the tail of an enemy and blast and have them sit there until I actually hit them.
A fair point but Steve did say when firing at them. Surely the AI should be good enough to detect a ship firing at it and take evasive if not aggressive action. I wouldn't imagine that this would be that hard to implement, simply monitor the proximity of the ship for laser fire, check source for an intercept course and designate hostile. I know this is an over simplification but if the AI is not a great improvement in X2 then there are going to be a lot of disappointed people, myself included.pjknibbs wrote:
Speaking as a programmer, have you any idea how difficult something like that would be to implement? It might be easy enough for a human to work out your intentions are hostile when you cruise up behind them, but for a computer it's somewhat more difficult--unless you have them turning hostile as soon as you go behind them, even if you're not travelling in the same direction as them!
As someone who has played flight sims since the mid eighties that can do just that do you have a real point to make?pjknibbs wrote:Speaking as a programmer, have you any idea how difficult something like that would be to implement? It might be easy enough for a human to work out your intentions are hostile when you cruise up behind them, but for a computer it's somewhat more difficult--unless you have them turning hostile as soon as you go behind them, even if you're not travelling in the same direction as them!SteveMill wrote:It's great we are getting more information now but I'd like to hear about under-the-hood improvements too. Like being assured that I cannot pull up onto the tail of an enemy and blast and have them sit there until I actually hit them.
(NOTE: I'm sure you're about to make some comment about how you can just say someone's hostile if they spend more than a certain amount of time behind you, but in that case all a human player has to do is zig-zag while closing in--that's likely to confuse any algorithm enough that he can get within good firing range without the computer AI suspecting a thing).
Ok simple addition to the game to cover that (and I DO knw what I'm talking about too from a programmer/software engineer point of view).pjknibbs wrote:Speaking as a programmer, have you any idea how difficult something like that would be to implement? It might be easy enough for a human to work out your intentions are hostile when you cruise up behind them, but for a computer it's somewhat more difficult--unless you have them turning hostile as soon as you go behind them, even if you're not travelling in the same direction as them!SteveMill wrote:It's great we are getting more information now but I'd like to hear about under-the-hood improvements too. Like being assured that I cannot pull up onto the tail of an enemy and blast and have them sit there until I actually hit them.
(NOTE: I'm sure you're about to make some comment about how you can just say someone's hostile if they spend more than a certain amount of time behind you, but in that case all a human player has to do is zig-zag while closing in--that's likely to confuse any algorithm enough that he can get within good firing range without the computer AI suspecting a thing).
Even after hitting them (if you're near enough) they still just sit there cruising in a straight line.SteveMill wrote:...Like being assured that I cannot pull up onto the tail of an enemy and blast and have them sit there until I actually hit them.
You make an excellant point here.Avis wrote:Wepaons ACTIVE or INACTIVE.. simple enough isn't it ?
safety catch on or off ?
I think weapons should have modes anyway,
I am pretty certain that a wepaon disable feature would be a MANDITORY feature
Now you mention it I do remember this happening (maybe 10 times ever).Al wrote:Sometimes when I've attempted to attack a Xenon L in a either a Piranha or a Discoverer, the L has almost continually performed evasive manouvers. Unfortunately its not common although it should be
No one official actually said we could go on planet's. I think that was wishful thinking from a few peep's here.Pointer88 wrote:yea i certainly like the new cockpits - alot better than what they were going to be
and now i hear that you can go on planets.....even better!
ROLL ON X2!!!
freelancer? whats freelancer?
which in itself leads to a whole extra avenue of game possibilities, if the shields drain power and weapons drain power then Engine output is compromised, or alternatively let shields degenerate and disable weapons and GET THE HELL OUTA THERE,, or vice versa, drop weapons minimize engine output and ramp shields to hilt to take that pounding while you are pulled up alongside something (mission scripted) and someone is to board your ship shortly so you have to hang around type mission..crunn wrote:You make an excellant point here.Avis wrote:Wepaons ACTIVE or INACTIVE.. simple enough isn't it ?
safety catch on or off ?
I think weapons should have modes anyway,
I am pretty certain that a wepaon disable feature would be a MANDITORY feature
The armed forces don't run about with active missles/nuclear weapons. They have all sorts of safety features, protocols, procedures, failsafe mechanisms, etc. Even basic guns have safety catches.
How many times have we heard our favorite Captains from B5/Startrek/other say "Arm Weapons" "Raise Shields".
They don't run about with everything active the whole time.
Perhaps in X2 we should have weapons deactivated unless we intend to use them, (explanation for turning weapons off maybe "weapons constantly on cause energy drain, engines run slower, so turn off weapons while not in use")
Also now we have "hull" do we really need shields to be running 24/7. Think of the electric bills. So turn them off too, or reduce them a bit.
Just an idea.
It is a statement made on the German website and they got it straight from Bernd Lehahn, check the thread ""Press release (german)" by Steel.UncleKnobbysBack wrote: No one official actually said we could go on planet's. I think that was wishful thinking from a few peep's here.
IIRC we have been told we won't be able to goto planet's, but will be able to crash into them.