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  1. Recently a discussion was brought up about NPC's and how simple or complicated they might/will be in the PU and later iterations within SQ42. Here's a list and documented sources based off the ideas that CR has, and actual plans to be implemented into the game(s) • " Some stuff about the subsumption-AI saying NPCs might have hobbies and a virtual mind, allowing them to remember the player or be influenced in his opinions by the player. To avoid performance issues, they seemingly control the update cycles for NPC AI based on player proximitiy i.e. update cycles go to 1hz instead of 60hz if no one is around. source: http://www.gamespot.com/forums/system-wars-314159282/pc-games-shows-off-star-citizen-procedural-planet-33296495/ • Yes [to] NPCs as crew members. You'll see a guy in the extra seat [in the Constellation], rather than just a computer.” “There are going to be NPCs that are a little smarter than others, just like people. You'll be able to hire better pilots, there are going to be ratings. It will cost you more if you want to have an ace NPC character. Just like us, the reputation system is going to be global. NPCs will be on that, too.” source: http://www.ustream.tv/recorded/28241328 @12:15 • the idea is that NPCs will have several character traits that will influence their behavior, so that the decisions each NPC takes during the combat will depend on several elements.Mission specific goals are also going to be very important, so if NPCs must defend an objective, then they will probably try to do it until they die.Normal combat scenarios, instead, will depend on several variables, some of which being the character traits (for example the level of their military training, their discipline, their aggressiveness, ...), the environmental situation (is the character in zero-g, is the character piloting a ship, does the character have access to specific weapon around him, ...)We are planning to build different layer of complexity in both idle and combat scenarios, trying to give personality to the NPCs and create always more believable behaviors.So to recap you can expect to see NPC behaviors growing with time in the direction you have described, the characters will try to survive and not just fight with the enemies, they will try to call reinforcement, they might be in situations in which they panic or escape and so on. • iI always find it a bit confusing when I talk about radio chatter, battle chatter, and in general AI communication with other people because often different games use the same terms to refer to slightly different things.What I can tell you is that our NPCs will communicate between each other (also using radio if they have them equipped in their armor, helmets, etc.) and in general there might also gonna be background radio chatter whenever radio-receivers are present. • F.E.A.R. is one of my favourite games ever, especially because the experience with the AI is so satisfying thanks to the proper communication of the NPCs behavior intentions and the understanding of the player's actions to the player itself.Regarding the communication in general, we are designing the NPCs behaviors to basically have the ability of triggering pertinent information about two main things1) What the NPC behavior is trying to achieve (so that the players can understand and learn how to react to the enemies)2) What the player is doing (so that the NPCs can actually comment on the action the player is performing like using specific items, standing next to specific recognizable elements of the map, and so on) source: https://forums.robertsspaceindustries.com/discussion/324301/ai-bots-npcs-enemies-etc/p2 • As NPCs do a job more, they’ll improve their skillNPCs have hidden background stats, and as they perform more, their stats will increaseThis won’t be as complex as a full-on RPG, but it’ll be enough to give skill levels and allow for skill improvement concerning NPCsA Pioneer is the closest thing to someone who just wants to see what’s out there and go exploring source: http://imperialnews.network/2015/02/pu-townhall-panel-1-transcript/ • On the system design side, we’ve started work on the AI Crew Skills & Stats system which governs how good an AI is at doing a specific job and how players can improve their AI Crew at fulfilling specific tasks. In general, no two AI should be the same. Some will be better at shooting, tactics, or special weapon use while others might be better as an engineer or a tactical officer on your ship. The idea is to get players to carefully choose their crew, train them in order to improve specific qualities and take care of them, making sure they don’t die or get injured during operations. source: https://robertsspaceindustries.com/comm-link/transmission/15444-Monthly-Studio-Report • source: http://imperialnews.network/2016/08/around-the-verse-episode-3-03/ • NPC organizations: merchant's guild, mercenary's guild, Advocacy, UEE militia, etc. They all operate using the same system and set of rules, and we envision a number of scenarios where players will need to join multiple groups. Orgs in the game will be able to set their own rules for membership, including limiting other alliances... but we absolutely need the option for multiple Org memberships in the game. source: https://forums.robertsspaceindustries.com/discussion/comment/1577269/#Comment_1577269 • " We haven't thought much about this yet. In my opinion, player/NPC romance in an MMO is a little... uh, skeevy. It's a little strange having a computer girlfriend. Also, the path to the relationship is always so artificial... if you talk to a lady enough times, she's yours! As for player romance, I'm sure that'll happen and that we'll build systems with that in mind. " source: http://www.partedveil.com/index.php?p=108&dev=Wcloaf • For Squadron 42 or the Persistent Universe? For S42, we're still in the process of working out the mechanics around cultivating relationships and there have been discussions as to whether we could implement romantic avenues to pursue. • There has been talk of letting previous characters 'retire' and then seeing them wandering around your hangar... • The UEE offers governmental recognition for interpersonal unions, ie marriage, for people who want to share property and other certain legal rights. While legal unions are still common, the social expectations varies from planet to planet according to local customs and mores. (Could this also apply to NPC's? Just have to wait and see) • We are not quite ready to talk about Alien relationship structures yet (though we have been thinking about it), but as for inter-species marriage in the UEE, Tevarin and Human interpersonal unions would be fine since Tevarin are part of the Empire, however things become a little hazier when it starts to involve beings who are not governed directly by the UEE and intergovernmental contract and tax law starts coming into play. We still need to work out the details on other species becoming UEE civilians. source: http://www.partedveil.com/index.php?query=romance Thanks @AstroJak: • source: http://imperialnews.network/2015/10/10-designers-episode-06/ • source: http://imperialnews.network/2016/03/10-for-the-chairman-episode-78/ • NPC use needs to be limited. No personal armies.(5:14:17 PM) CIG Matt Sherman: And however NPC’s are implemented, there’s going to be limits to what you can do with them.(5:14:32 PM) CIG Matt Sherman: Don’t expect a giant NPC-driven spacefleet per person.(5:15:45 PM) CIG Matt Sherman: Private armys would be terrible for the games long term health. source: http://imperialnews.network/2015/08/devchat-august-18th-25th/ Most of this info are ideas and game implementations that we've already known. It will be interesting to see during 3.0 how the AI system is going, where we can see it leading to in the future If there is anymore information or things you would like to add, please do. This topic can be reserved for NPC updates and features later on.
  3. Between all the ships in single player hands and considering the additional manpower needs of multi-crew ships, one means of addressing the staffing issue presented by multi-crewed ships is buying multiple packages... Another is hiring NPCs in the PU... Which strategy is better and why? What are your thoughts on the topic? How many "ship packages" (NPC's) are people thinking of picking up...? What plans do your have to meet the staffing needs of multi-crewed ships? I am trying to identify the number of packages to pick up. Or whether to just hire NPCs in the PU in order to perform "solo" missions in a multi-crewed ship... (e.g. Me flying my multi-crewed ship that is crewed by NPCs). Granted that a multi-crewed ship manned with NPCs will be less effective and more at risk than one manned by players... I was considering low risk (UEE Space hauling/mining). Thanks in advance for your thoughts... Piece Out
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