How would the A.I. go about identifying the location of the player or other NPC's? Especially in the case where the player is purposefully trying to hide from a non player character? For example, the player is attempting to hide from a particularly
nasty NPC pirate who will blow him up and steal his cargo if he is seen. Or reverse the roles and the player is attempting to sneak up on a merchantman to get a heavy, sudden, barrage of firepower into his engines before he can flee.
I don't know how this works in a space game, basically. In other games, I know it goes by the position of the player, whether he is in light or shadow, how much noise he is making, or whether he is in the line of sight of the A.I. But how would this vary for a spaceship hiding from a spaceship. Obviously the player who is hiding knows he is hiding from someone, but how do they get the advantage?
Would it have something to do with dust? The position? Line of sight? Certain distance? Cover? Sensor ability?
How do you implement the ability for a player to be stealthy without making the A.I. overly ignorant? I'm not sure. Thoughts?
Post
Sat Dec 22, 2012 7:54 am
#1
Sensors, Scanners, Stealth and A.I. Perception
“The impact of space activities is nothing less than the galvanizing of hope and imagination for human life continuum into a future of infinite possibility.”