I think one of the earlier dev videos actually addressed this quite well. I believe Josh mentioned X as well. The idea is to make it tactical/strategic to do something like this, but not make it easy to pull off.CutterJohn wrote:I'm fine with that, so long as it actually takes effort to stay in that blind spot, and the ship you are hiding from tries to get you out of it(or tries to ram you).
If I can simply hover there with literally zero control inputs, then no, that is awful gameplay.
Going to address the second part first. We know that the AI has the POTENTIAL to be a 'perfect' shot. However, I believe this was also addressed much earlier on (and I'm pretty sure I brought this same issue up) so the AI will need a bit of flaws to make them more practical.I think trying to treat the player and AI as equal in all cases is the problematic ideology, for the very simple fact that they aren't equal. The simple fact is I will be a much, much better pilot than any AI. And the AI will be a better aim than I could ever dream of. If you don't acknowledge these truths, the game will be flawed.
Now the big one, and the crux of everything -- treating the player and AI equal. I agree exactly with you in regards to them not being equal, but as I mentioned in the shield harmonics thread, the AI has ACCESS to the same FUNCTIONALITY as the player. Yeah, they may not be as 'smart' as a person nor as 'capable', but they have access to research better things than the player if they play their cards right. This is what I'm saying. Whether or not the AI can execute what they've done effectively after achieving these advantages is another story.
But what it comes down to, is if we give the player to perfom some function that the AI can not, that is where the problem lies (example only; if the player can strafe but the AI can't).