Cim, i think i like that.cim wrote:Another idea - while I'm looking at "allowing NPCs to keep a primary target in certain conditions" - is to modify the cloaking device a bit. At the moment it can be ridiculously overpowered (especially if an OXP ship has marginally higher energy recharge than the stock FDL) to the extent that many mission OXPs find some way to prevent or discourage its use.
What if instead it:
- prevented NPCs from selecting you as a primary target or a defense target (plasma turret target, etc.)
- prevented NPCs from firing missiles (hardheads as before will continue to aim at your last known position)
- significantly worsened NPC aim at you
...but didn't make them lose primary target completely.
You can't just press 0 to escape a fight, but if you press it before they start attacking you can probably sneak past, and in a more general furball they'll get distracted onto someone else and then won't be able to reacquire you.
I think this would make the NPC behaviour to player cloak match the player ability to respond to NPC cloak a bit better - it makes things more difficult, especially at long range, but you can still shoot at them. What do you think?
The cloak would then add stealth functionality instead of making something invisbile .
(afaik stealth airplanes have reduced radar echo, but are still very visible to the human eye)
Imo implementing this would bring npcs closer to player-like behaviour, and less AI-like.