Check out Star Citizen’s new ‘environmental AI bounty hunting’ in action

    
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It’s still not really ready for primetime after some much-deserved delays, but Star Citizen’s 3.5 alpha features a big chunk of content aimed squarely at those of you who want to be criminals – and hunt them too.

The relevant chunk in the patch notes dubs the system “environmental AI bounty hunting” – “AI bounty hunters will now attack players with bounties placed on their heads, and AI security forces will attack players with high crime stats.”

As MOP reader and streamer deekayzero notes in his mega-video showcasing the system, the AI doesn’t quite work properly on the servers just yet, “but you can definitely see some cool things happening here for when they do get the AI the processing power it needs” – including the contract system and combat with security forces (around the 30-minute mark). I can’t help but be reminded of Star Wars Galaxies! We’ve got his stream below – take a peek!

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deekay_000
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deekay_000

also fair warning for anyone tempted to jump in to ptu – while this session was pretty stable and overall the past couple patches or so have been mostly as well, never know when the devs are gonna tinker with stuff in teh backend throwing servers for a loop. as well servers can get pretty laggy over time and need to rollover eventually. tho they are also trying to make them crash less so expect the possibility of laggy servers.

but while i’ve seen plenty of green ptu testers run into the above like a brickwall (among other bugs and issues), i’ve seen some folks say it’s at least a bit better than 3.4.x live overall already so that’s maybe at least promissing.

for my part, there’s a fair number of unlisted vids on my chan for now for bug reports on the issue council, so i’ve ran into my fair share of headache inducing and game breaking issues myself. or simply running headfirst into the brick wall limits of new balancing and mechanics like heat – or issues/bugs therein.

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Hikari Kenzaki

I would say the current PTU build is probably as stable as the current 3.4 build. Maybe not quite, but it’s on par with 3.4 after the first few patches.
The current PTU says it’s going to end on 4/13 in my account, but I have no experience on how accurate that ends up being.

deekay_000
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deekay_000

the end date is arbirtrary. earlier in the ptu it was set to the end of the month and when it rolled over in europe they changed in in about five minutes. lol

deekay_000
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deekay_000

also thanks for the feature bree <3 ^^

MurderHobo
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MurderHobo

Yeah, you’re a good marker for me as to when it will be worthwhile to re-engage with the game.

deekay_000
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deekay_000

when to re engage all depends on what you’re looking for out of the game. if you’re looking to explore trade/smuggling/delivery content tho this patch heavily favours those professions in a number of aspects from new content, polishing passes on existing content, a half dozen or so new drug labs across stanton, and mechanics changes that in some ways heavily favour escaping those that would do you wrong – tho watch out for interdictions if you go the crim route (idk if it was actually intended or a bug but i couldn’t qt away from one interdiction encounter after killing the jammer ship and her escorts only to have them respawn soon after and even afterburning 60+km away could still not resume my QT).

deekay_000
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deekay_000

if you’re looking for pve combat idk it’s clearly not there yet in terms of what you’re gonna get in the PU. it doesn’t matter in my opinion what might work or not in AC if it doesn’t work in PU and this isn’t the first AI iteration to work great in AC and differently to say the least in PU. obviously the roadblock here is the server side OCS and server meshing stuff coming into fruition. and while i can hope all day long they’re close to cracking that nut, it’s a tough nut to crack – but generally once it’s cracked it stays uncracked – pending any fundemental flaws in your database foundations causing extreme cross blade load lag issues a la wildstar. >>

MurderHobo
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MurderHobo

Thanks!

I’m in for the long haul, and normally dip into the game once or twice per year, but I don’t expect to get invested until the Massively crew take up the game for serious. There’s time for other games till then.

I’ve spent a few dozen hours with a partner in AC. Did the Bennie’s run. I’m not keen on refactoring my flight sticks and other controls, then doing all the muscle-memory practice until they’ve drilled down to something semi-final. I figure we still have 18-24 months till the alpha is at that point, depending on how the server meshing/OCS goes.

deekay_000
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deekay_000

that’s definitely a good plan to have!

i expect the current wipe schedule to continue through sq42 ep1 beta/launch/w/e pending any changes in paradigms in teh meantime ofc – i figure there’ll be alot of benefits for PU from SQ42 development, and server side ocs/meshing seems to be a priority for them alongside sq42 being the primary finish line for the next 2-3 years. so post wipe era is a long way off yet, but i feel the 2-2.5 months or so wipe cycle has proven to be plenty of time to casually earn some of w/e you wanna collect while checking out the shape of things to come if you can stomache a bit of turbulence along the way, just keeping in mind that as each milestone progress from ptu to .3 the wipes get less frequent and the game gets at least somewhat more polished – for at least that milestone.

deekay_000
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deekay_000

to circle back to answering the question tho, again all depends on what you wanna do, and how much you’re willing to put up with playing a game version that doesn’t quite have those things yet but can maybe after some time playing begin to see where they might fit in.

for the things that are there now, there’s also the consideration that many if not all things are to an extent in a state of flux for some long time to come (and ofc always in many cases as with any online game) and that sometimes getting settled on just the one set of mechanics iterations can idk.. for example people who felt awesome at 3.x’s flight mechanics to this point in particular 3.3 onwards and now having a less favourable perception of the new fm for tbh some pretty good reasons from my perspective even if i’m acclimating to the new fm well and think it’s pretty alright in a lot of ways so far- but can definitely see some weaknesses gamey ness wise… but i think i really do agree with chris roberts on this one(khaless help me) that it’s a step in the right direction so.. don’t get settled on it in all ways yet!

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Armsbend

I told this to dk in discord last night (in so many words) but star citizen is dangerously close to becoming a game.

deekay_000
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deekay_000

haha i was mid seriously hilarious operation of sorts in the game when you came in. didn’t quite hear it initially when you asked if i was rattled in a post or w/e i thought you had been listening to me talk to myself while doing the thing LOL but the timing of it all means i get to listen to it everytime someone comments on the video! :D

idk, it’s just amusing lol.

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Armsbend

I didn’t know what was going on but it sounded like you were wrestling with yourself in public chat. Kinda funny but I thought you might need some alone time :) :)

deekay_000
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deekay_000

haha i was just doing my silly stream thing lol. i finished after i died and tried to do some div but my internet wasnt cooperating. qq

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deekay_000

i stopped short of getting to crim stat level five and making attempts to have the UEE navy interdiction event spawn – hammerhead and some nice fighters or something.

the herald labeled as “crusader surveilance” in the distance ahead of that seeming bounty hunting player was interesting. too bad i have no idea what he was trying to shoot because he wasn’t shooting at me- possible ongoing ESP and pip bugs they are working on before live release apparently- they’ve been back and forth on having fixed it vs regressed, among other things.

here’s video of that strange dogfight here, which has some interesting and creative use of the environment by the assailant:

and here’s the final video of the night that shows the big buffs to ballistics damage and shield penetration in action:

my buddy ssg remarked “what’s the point of having shields or any other guns if ballistics just completely ignore shields?” i’m not convinced personally, but i’d have to face better pilots than this to be sure.

MurderHobo
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MurderHobo

My Freelancer MIS also likes this video.

Though I thought 3.5 was going to go the other way, and make shields counter ballistics.

How does heat currently interact? I’d figure energy weapons would overheat the shields, more than damage them, and ballistics should just deplete the shield.

I still don’t see how it balances yet. I get a little smile just imagining those MIS turrets once we can blade them. Ammo limitations be damned, that space truck could be a flying killzone.

deekay_000
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deekay_000

shields interact with heat via regeneration, but you have to be doing other things really to overheat the shields that way.

i have another vid that shows me overheating to get a sense of the mechanics, lemme find it here…

which is a big problem with the tana. i bought one so i’m gonna see how upgradeable she is in live before i give up on er again.

mis might fair a bit better in the current model as long as you dont get a green pilot (or someone like me being dumb) kamikaze jousting you to death. but she’s stille pretty lacking in agility against the most common ships in the game. probably do fine in pve tho , in the future might want that gunner seat occupied for sure too, and fun to play with in the meantime.