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Taketa De
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Posted - 2006.01.13 14:06:00 -
[1]
The complaints about drone AI and some of the habits of drones like mating are pretty regular on these boards. Personally I think a general "1 AI fit all situations" solution is unlikely to ever be near perfect. That is why I'd like to see a sepereate drone control panel that gives us more fine grained command ability over our little helpers.
There would be a basic side which would allow us to issue commands to each drone/drone group/all drones. These would be in a drop down box and might be as follows:
Default: Act the way drones always have in the past.
Attack and Return: Attack the target I set for you then return and orbit.
Attack closest threat to player: Attack the closest hostile that is attacking the player.
Attack closest threat to self: Attack the closest hostile that is attacking the drone.
Attack closest hostile to player: Like threat, but any red target is valid.
Attack closest hostile to self: Like threat, but any red target is valid.
Attack my targets in order: Attack the targets the player has locked (always the right most on the list). Drones will return and orbit if no more targets are available.
Attack my targets, closest to drone: Attack the targets the player has locked, always the one closest to the drone. Drones will return and orbit if no more targets are avialable.
Attack my targets, closest to me: Attack the targets the player has locked, always the one closest to the player. Drones will return and orbit if no more targets are avialable.
Kill all buildings: Taget and kill any building in the area.
These commands would activat as soon as the player gives the 'attack' command and deactivate if 'return and orbit' or 'return to dronebay' are given.
One can also set a default level which activates as soon as drones launch.
Then there should be a 'abondon drone' button which will server control of the drone and allow the player to launch new ones. Especially in emergency situations or situations where drones refuse to return or are too far away to retrun quickly this could be a lifesaver.
It would also be good if we could restablish control of drones we abondoned in space (from logoff or abandon button) at range if we have less then 5 controlled drones out. Flying with a domi 35km to your drones because one disconnected from the server is a pain. If each of the drones is attacking a different turret each 35km apart then it becomes tempting to just leave them.
The panel should also be able to show drone stats at that time (modified by the players skills/mods on ship) and this would mean CCP wouldn't need to do it in the "show info".
This covers the "basic" side of the panel. There is a button that will open up the advanced side that gives additional options.
The advanced panel should have the following (again for drone/group/all):
A checkbox for "Never attack groupmate.". If unchecked it will allow traitors to be attacked with the above functions while still part of the group.
A checkbox "Weapon Systems Active". If unchecked will deactivate the weapon systems on the drone. Would be very usefull for threats/rp or in ransom situations. This way the drones can continue to orbit the target while negotiations happen.
Sliders that allow the player to change the following on the fly:
Flight speed. (Great to get your humping drones to get a little more distance between them) Orbit speed. (Can be increased up to flight speed and so can make drones move faster to their target if the AI is faulty again and decreased if the drones have problems hitting) Orbit range.
Implementing this would give drone lovers more tactical variety to draw on and increase the fun factor with drones immensly. The old panel in the overwiew should be kept so people that don't want to to bother with the new one don''t have to. People that use the advanced panel can just minimize it the old one.
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Miphor
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Posted - 2006.01.27 12:14:00 -
[2]
Originally by: Taketa De
Then there should be a 'abondon drone' button which will server control of the drone and allow the player to launch new ones. Especially in emergency situations or situations where drones refuse to return or are too far away to retrun quickly this could be a lifesaver.
This I would love to see.
The rest seems overly complex.
Something simpler would no doubt be easier to implement and less prone to error. eg 'engage and then idle' (aka current in gang behaviour) and a second option 'engange and then engage' (aka current behaviour when not in a gang) would be enough for me.
I would love the 'abandon' button so that when my heavies are 50km away and I have frigs orbiting + scrambling me, I have a way to cut off the heavies and launch lights without being killed while waiting for drones to fly 50km at orbit speed.
--
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Pang Grohl
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Posted - 2006.01.27 19:36:00 -
[3]
'Abandoned' drones can be recovered by scooping them to your drone bay...
I've heard rumor that drones can be transfered in to a gang member's control by them scooping the drone to thier bay. I will be testing this tonight.
Drones can be commanded to orbit/ approach with out attacking from the overview while the drone is selected or by right clicking them in the drone section.
I think the rest of the drone commands are needed though. From my experience drones will currently attack the closest valid target in range once your target queue is empty. This includes installations.
Pang
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CursedFox
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Posted - 2006.01.29 23:25:00 -
[4]
This would make life ALOT easier in terms of keeping my drones doing what I want them too. As it is, just having 1 drone running around and keeping it on task can be a pain in a big fight 
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Adonis 4174
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Posted - 2006.01.29 23:30:00 -
[5]
I would like to see an "Attack only what I tell you to" option to avoid aggroing other groups of enemies.
----- Caldari battle chef
I was a geek before it was cool |

Taketa De
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Posted - 2006.02.17 11:31:00 -
[6]
Originally by: Pang Grohl 'Abandoned' drones can be recovered by scooping them to your drone bay...
Yeah they can, but if you are flying in a dominix that moves at 300m/s and they are 60km away... well if all the opponents are dead it's afk time. And yes I've been there and done that and sometimes it's just not worth it to get a bunch of T1 drones in such a situation. --- The Advanced Drone Control Panel. |

Taketa De
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Posted - 2006.02.17 11:39:00 -
[7]
Originally by: Miphor
Originally by: Taketa De
Then there should be a 'abondon drone' button which will server control of the drone and allow the player to launch new ones. Especially in emergency situations or situations where drones refuse to return or are too far away to retrun quickly this could be a lifesaver.
This I would love to see.
The rest seems overly complex.
Something simpler would no doubt be easier to implement and less prone to error. eg 'engage and then idle' (aka current in gang behaviour) and a second option 'engange and then engage' (aka current behaviour when not in a gang) would be enough for me.
True it has some complexity, but then having detailed "pet controls" in any game takes some of the simple away...
Personally I think it sounds worse then it is tho, all you do is pick a doctrine from a drop down box (lots of choices tho) and have the drones react that way. That is the center and most imporant part of it. Not having one AI to rule them all, but a few situational ones = drones not as stupid as now.
The Advanced part of it is purely optional (a seperate fold out panel) and is there to give more fine grained control over some situations for those that wish it and allows the player able to balance out when drones act buggy (mating drones, slow drones, wrong orbiting distance drones).
The bug with drones orbiting too fast if one has drone navigation (now fixed according to the patch notes) could have been countered and temp-fixed by players themsleves if those were available. --- The Advanced Drone Control Panel. |

Drizit
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Posted - 2006.02.17 13:13:00 -
[8]
Drones are a pain at the best of times. I can see that creating more controls would cause more of the bugs we see now. It's bad enough that drones wander off or refuse to come home now without confusing the issue with more complex commands.
I like the idea of drones not attacking unless the other ship commits and act of aggression such as targetting. I've had one instance where my drones started the fight but I would have got away with it if they hadn't because the enemy ship wasn't interested in me until then.
-- My idea of an OS is one that Operates the System, not a complete package of every piece of software ever written. Computers created "The Paperless Office". But some stupid fool invented a printer |

Loimbard
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Posted - 2006.02.17 13:34:00 -
[9]
Drone commands are a must, too long I have been trying to get them to attack specific enemies. Something needs to be addressed as to the nature of special drones such as logistics etc. These need to be different from combat drones.
For instance: I am operating a Vexor with 4 light drones and a med armour rep. I have to create a separate control box to get the armour repper to go and help my gangmate who is getting spanked by something else.
I am Louis de Loimbard, I laugh at you Arthur-King and your silly knnnniggets! |

Pheonix49
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Posted - 2006.02.17 13:50:00 -
[10]
Edited by: Pheonix49 on 17/02/2006 13:51:54 All good suggestions, though will probably be a bit complex in combat if that all ends up on a drop down menu. Do like the idea of an advanced control panel that can be activated in a window, wouldnt be so bad now we only have 5 drones to worry about.
It would be realy good if when you are forced to warp away or loose connection that when you arrive back in proximity to your drones that you get the option to automaticaly "Reastablish Drone Control" via a popup window so you dont have to go and fetch them and scoop them to reuse them.
An "Orbit object" option would be good, this has many uses such as defending stargates, ships in a fleet and other items you dont want destroyed before your drones gat a chance to get to target area.
Please CCP can we have a nice new drone control system to go with the nice new drones 
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FireFoxx80
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Posted - 2006.02.17 18:22:00 -
[11]
Too complex, instead:
Target - Attack Target - Orbit Target - Guard (use to protect other ships, useful for carriers) Return - To ship and orbit Return - To ship and drone bay
Basically, all I want to see is a guard function, the rest I can live without.
Consider your sig tainted, and all your alcohol stolen - Wrangler Beer=Beer+3 |

Roshan longshot
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Posted - 2006.02.18 11:08:00 -
[12]
Originally by: FireFoxx80 Too complex, instead:
Target - Attack Target - Orbit Target - Guard (use to protect other ships, useful for carriers) Return - To ship and orbit Return - To ship and drone bay
Basically, all I want to see is a guard function, the rest I can live without.
And dont forget a... Target - Repair...With the new skills that one is needed.
Free-form Professions, ensure no limetations on professions. Be a trader, fighter, industialist, researcher, hunter pirate or mixture of them all.
[i]As read from the original box.
We are not ebil forum police, for one thing I don't have a hat :( - Cortes |

Eethrak
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Posted - 2006.02.25 12:16:00 -
[13]
I'd like to see a checkbox similar to the overview settings system as to what drones will attack. I'm sick of being in a complex with a swarm of guys bearing down on me, my drones kill the one i tell them to then wander off to take out some structures as far away as they can. Thats just stupid.
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Loktane
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Posted - 2006.02.25 18:57:00 -
[14]
Edited by: Loktane on 25/02/2006 18:57:22 People, read the patch notes:
Quote: Drones and Weapons
* Drone targetting systems have received a firmware update to improve their target selection processes. They will now pick targets which have been directly involved in aggression with their owner as a result from their owner (or one of his possessions) attacking the target, or the target attacking their owner or one of his possessions. * Drone MWD usage has been corrected. They will not 'forget' they are equipped with a MWD if a new target is assigned. * "Move to Drone Bay" option for drones in your cargo hold will work only when you are within range of a ship hangar array. * Mining drones now stop mining and return correctly when so ordered.
Have fun
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Taketa De
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Posted - 2006.03.05 00:31:00 -
[15]
Originally by: Loktane Edited by: Loktane on 25/02/2006 18:57:22 People, read the patch notes:
Quote: Drones and Weapons
* Drone targetting systems have received a firmware update to improve their target selection processes. They will now pick targets which have been directly involved in aggression with their owner as a result from their owner (or one of his possessions) attacking the target, or the target attacking their owner or one of his possessions. * Drone MWD usage has been corrected. They will not 'forget' they are equipped with a MWD if a new target is assigned. * "Move to Drone Bay" option for drones in your cargo hold will work only when you are within range of a ship hangar array. * Mining drones now stop mining and return correctly when so ordered.
Have fun
While the first one is a nice step, it's still rather limited in what it does and I still get some of the same old errors sometimes like drones crawling back when I ask them to return to dronebay.
Personally I just don't think the 1 AI fits all situation as we have now is the best as the intelligence of that AI will be severly limited. That is why I'd like the option to choose between several behaviors that will each be easier to code for since they are specific and so will behave a lot more "intelligently"  --- The Advanced Drone Control Panel. |

Troubadour
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Posted - 2006.03.15 07:02:00 -
[16]
/signed
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Zarch AlDain
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Posted - 2006.03.15 13:16:00 -
[17]
Drones seem much better behaved since the last patch (except for the damn return to drone bay command which really needs fixing). I'm reasonably happy with them now.
-- Zarch AlDain The Bridgeburners Huzzah Federation
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Taketa De
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Posted - 2006.03.18 23:45:00 -
[18]
Originally by: Zarch AlDain Drones seem much better behaved since the last patch (except for the damn return to drone bay command which really needs fixing). I'm reasonably happy with them now.
True, it's gotten quite a bit better since the last patch. However I don't just want them to behave better, I want more choices to be able to use them more strategically as well  --- The Advanced Drone Control Panel. |

ZaKma
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Posted - 2006.03.22 16:25:00 -
[19]
omg totaly wtf bbq signed 
Originally by: Joshua Foiritain DIE
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ITTigerClawIK
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Posted - 2006.03.22 16:34:00 -
[20]
how about we fix the issue were once drones have finished with attacking summit not to attack your own gang/corp mates...............it is rather anoying when your armours almost gone during combat 0_0
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Elena Drebbin
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Posted - 2006.03.22 17:02:00 -
[21]
Edited by: Elena Drebbin on 22/03/2006 17:03:40
Considering that I fly a Vexor cruiser, have 20,000 sp in turrets and 300,000 in drones... Please. I'd love to see all of this implemented, especially the different "drone modes" that will determine what targets they attack and in what order. While I can solo Human Cattle without much trouble, the drones really do need an overhaul.
The number one priority though is fixing the bugs and problems: a) Broken return to bay command - this kills my drones regularly. b) Broken gang functions - drones attack members c) Autoscoop on disconnect - I only ever get disconnected in deadspace complexes. It's bad enough to use the key and then get kicked out, but having the drones stuck inside sucks! Even more so since my ship has room for only one flight of mediums!
I'd love to buy some real good mining drones - but I don't have the balls for it. I'm too scared of losing them to disconnects and refusal to return to bay during rat attacks.
I love drones. I love being a drone carrier. I hate that I'm always at the mercy of bugs and odd drone ai behaviour. It's better since the last patch, but it needs a lot of work still.
Adira
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lasarith
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Posted - 2006.03.22 18:26:00 -
[22]
Originally by: Taketa De That is why I'd like to see a sepereate drone control panel that gives us more fine grained command ability over our little helpers.
There would be a basic side which would allow us to issue commands to each drone/drone group/all drones. These would be in a drop down box and might be as follows:
Default: Act the way drones always have in the past.
Attack and Return: Attack the target I set for you then return and orbit.
Attack closest threat to player: Attack the closest hostile that is attacking the player.
Attack closest threat to self: Attack the closest hostile that is attacking the drone.
Attack closest hostile to player: Like threat, but any red target is valid.
Attack closest hostile to self: Like threat, but any red target is valid.
Attack my targets in order: Attack the targets the player has locked (always the right most on the list). Drones will return and orbit if no more targets are available.
Attack my targets, closest to drone: Attack the targets the player has locked, always the one closest to the drone. Drones will return and orbit if no more targets are avialable.
Attack my targets, closest to me: Attack the targets the player has locked, always the one closest to the player. Drones will return and orbit if no more targets are avialable.
Kill all buildings: Taget and kill any building in the area.
These commands would activat as soon as the player gives the 'attack' command and deactivate if 'return and orbit' or 'return to dronebay' are given.
One can also set a default level which activates as soon as drones launch.
Then there should be a 'abondon drone' button which will server control of the drone and allow the player to launch new ones. Especially in emergency situations or situations where drones refuse to return or are too far away to retrun quickly this could be a lifesaver. ------------------------------------------------------------ yup would like to see above ingame 100%
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Xanther
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Posted - 2006.05.03 14:32:00 -
[23]
All of these may make drone control too complex, but more options are certainly needed. I think most important are some more AI options for default behavior (especially a way to hold their agression so they don't aggro what you don't want them to) and grouping so drone carrier ships can seperate combat drones, ew drones, repair drones, and so forth and give commands to those groups individually. An indicator on your locked targets showing your drones are on them would be nice as well.
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Tarron Sarek
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Posted - 2006.05.03 15:38:00 -
[24]
Edited by: Tarron Sarek on 03/05/2006 15:47:34
Yes, we don't necessarily need more options. First and foremost, we need fixes. Elena/Adira mentioned them. Default behaviour would be a nice-to-have. I'm not sure if we need some indicator. For turrets, especially mining lasers, we need it, sure. But drones are flexible and you can actually see them in space. If in doubt, give them a new order. They're fast.
As for the other points - drones don't aggro anything anymore. At least not by themselves. If they do (or seem to), you probably shot something previously, or some enemy shot at you, or you sent them too far away, so they got within the aggro-radius of some enemies, got shot at and wandered off to defend themselves. Therefore this doesn't need fixing imho. Also grouping is already possible. Check the right-click menu on drones in drone bay in space 
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Taketa De
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Posted - 2006.05.08 12:36:00 -
[25]
Originally by: Xanther All of these may make drone control too complex, but more options are certainly needed. I think most important are some more AI options for default behavior (especially a way to hold their agression so they don't aggro what you don't want them to) and grouping so drone carrier ships can seperate combat drones, ew drones, repair drones, and so forth and give commands to those groups individually. An indicator on your locked targets showing your drones are on them would be nice as well.
As the poster above wrote, grouping is already possible.
Anyway, the point of the complexity above is that it is optional. People could continue to use drones as they do now, but for those that want more options and finer control the possibilities would be there.
And I don't want the complexity just for the heck of it, I want it to give more tactical options. In combat tactics are often limited in EVE (a lot of the fight is won/lost at the fitting screen and positioning in combat is mostly of only limited relevance since ships can shoot in any direction at any time) so anything that gives more options and can make fights more interresting and different is a big plus for me. --- The Advanced Drone Control Panel. |

Taketa De
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Posted - 2006.05.08 12:39:00 -
[26]
Originally by: Tarron Sarek Yes, we don't necessarily need more options. First and foremost, we need fixes. Elena/Adira mentioned them. Default behaviour would be a nice-to-have. I'm not sure if we need some indicator. For turrets, especially mining lasers, we need it, sure. But drones are flexible and you can actually see them in space. If in doubt, give them a new order. They're fast. As for the other points - drones don't aggro anything anymore. At least not by themselves. If they do (or seem to), you probably shot something previously, or some enemy shot at you, or you sent them too far away, so they got within the aggro-radius of some enemies, got shot at and wandered off to defend themselves. Therefore this doesn't need fixing imho. Also grouping is already possible. Check the right-click menu on drones in drone bay in space 
Well one of the points of these options is that they allow us to "fix" these problems on our own, untill the Devs take care of them. If I can set orbit distance and speed of a drone I can make it dock every time instead of waiting at 1.8km and crawling to my Domi.
The second point is that by having more then one drone AI, each can be more specialized and is so less likely to do something stupid then the One Ai fits all we have now. --- The Advanced Drone Control Panel. |

Max Kentarii
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Posted - 2006.05.08 13:01:00 -
[27]
Good suggestions.
I would also like to have hotkeys for telling drones to orbit, engage and return (and possibility for hotkeys for all the above commands suggested). ----- I woke up on the wrong side of the galaxy today... |

Taketa De
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Posted - 2006.05.09 00:15:00 -
[28]
Originally by: Max Kentarii Good suggestions.
I would also like to have hotkeys for telling drones to orbit, engage and return (and possibility for hotkeys for all the above commands suggested).
Would love to have drone hotkeys. The problem is, how to assign drone hotkeys to different groups of drones...
Probably only way to do that would be to only have them affect the active outside drones and have them affect all of them, however that is kind of limited. --- The Advanced Drone Control Panel. |

Lord Slater
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Posted - 2006.05.09 01:19:00 -
[29]
Too complex.
YARRR HAHAHA im the happy pirate YARRRR |

voidvim
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Posted - 2006.05.13 21:13:00 -
[30]
/signed
it would be cool if any of these ideas would be put in game.
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Taketa De
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Posted - 2006.05.17 14:09:00 -
[31]
Originally by: Lord Slater Too complex.
Originally by: Taketa De Anyway, the point of the complexity above is that it is optional. People could continue to use drones as they do now, but for those that want more options and finer control the possibilities would be there.
Just that EVE is so popular shows that people here have the ability to handle complexity. --- The Advanced Drone Control Panel. |

Ferrosa
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Posted - 2006.05.17 15:33:00 -
[32]
I would love to see one of these topics worked out by CCP. It would greatly improve the use of drones..
Selling drones at Lyonesse Inc. |

Wilfan Ret'nub
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Posted - 2006.05.17 18:11:00 -
[33]
Just allow us to bind existing drone commands to keys. Controlling pets in WoW with just 2 orders (attack and return) and some general behaviour toggles (which fortunately have no counterpart here) worked very well. No AI or scripted behaviour can match a semi-competent player who is not hampered by a clickfest that is current GUI.
And fix "Return to bay" bugs while you're at it.
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Esrevatem Dlareme
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Posted - 2006.05.30 12:06:00 -
[34]
First of all, I would LOVE to see a "Drone Control Panel" as opposed to the current folder system down on the bottom of the Overview that we have now. I mean...I get nice buttons to click if I want to fire guns and activate modules, why can't I get some buttons for drones too? (Yeah, I know, we all use shortcuts anyway...but still)
Secondly, I very much like the suggested additions to the drone control's made by the OP, however rather than have them in a drop down box, I'd have some sort of "Radio Selection" toggle, like you find on html pages, so only one behavior is active at any time, so that it'd be easy to access. And you'd have a different set of buttons for different drone groups (since armor rep drones can't attack they don't need all those attack buttons) There would still need to be some sort of grouping function, and perhaps you could assign different behaviors to seperate groups...not sure how difficult that would be however. And really most people will only have 5 drones out at a time unless they're in a carrier so perhaps it'd be better to simply have two options instead, one for "offensive" and one for "defensive" drones.
And as for the patch notes, several of the "fixes" they stated there are not fixed all the way and still occur sometimes, and now drones have been broken again and refuse to come all the way back to the ship to be auto scooped. (This also happens sometimes when I tell them to return and orbit, so don't bother suggesting that either...) So it's obvious that they still need work, perhaps a bit of bug fixing before you start considering a new GUI for them, but it's something I deffinitely want to see.
So... /signed. 
______________________________________________ As I stand, dazzled by the shattered twilight, I think back... I think back to all the events that have brought me here. And I realize... I realize I was ment to come here. Someone wanted me to come here. And now, I have come here. |

Tarron Sarek
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Posted - 2006.06.10 00:12:00 -
[35]
Things that would fix most of the drone issues:
1. Make "Return to Drone Bay" command work. No more crawling drones. 2. A better way to issue "Engage Enemy" and "Return to Drone Bay" commands. Hotkeys or extra buttons.
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Aeaus
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Posted - 2006.06.10 02:26:00 -
[36]
I would like to see, somewhat of an "Advanced Drone Control Menu," option, similar to camera controls.
The main feature I really want right now is a "Do not attack this target option," and "Attack this target regardless of what you stupid drones decide, do not attack annother thing closer to me, I want this !@#!&@# target attacked, kthx."
Oh the woes of NPCing =p.
My Guides (Recomended Reading) |

Kannteir
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Posted - 2006.06.10 05:21:00 -
[37]
quite a few things being asked for here... but I'll throw one more in
-ability to orbit at different distance to intercept incoming threats. __________________________________________
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Sirial Soulfly
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Posted - 2006.06.10 08:15:00 -
[38]
Id like to see an "always concentrate all firepower on 1 target at a time" command.
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Del Imbrhir
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Posted - 2006.06.12 17:24:00 -
[39]
Wow very nice post, Taketa De ! I sign !
The part saying : A checkbox "Weapon Systems Active". If unchecked will deactivate the weapon systems on the drone. Would be very usefull for threats/rp or in ransom situations. This way the drones can continue to orbit the target while negotiations happen.
Could be replace by a "orbit target" function, don't you think. But maybe I'm not imagining precisely enough your drone panel and your idea would make more sense.
I also like the idea of the post above mine.
Originally by: Sirial Soulfly Id like to see an "always concentrate all firepower on 1 target at a time" command.
I'm always kinda ****ed off 'bout how my drones like to split with no obvious logic.
Best regards,
Del Imbrhir "Rebellion is the slave's nobelty." |

Nekkro Taal
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Posted - 2006.06.12 17:52:00 -
[40]
Yeah some sort of more sophisticated control is needed. From my own point off view I would like to see us be able to tell drones what ship type to target ie Frigtes/inties only etc or be able to set a radius of operation for them so that they will only target ships within this, this could be set for each mission/situation dependant on requirements probably by group for those that have lots of drones at there disposal.

Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty - Cortes |

Del Imbrhir
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Posted - 2006.06.12 18:15:00 -
[41]
Yep, that's clever too
Best regards,
Del Imbrhir "Rebellion is the slave's nobelty." |

Taketa De
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Posted - 2006.06.18 18:49:00 -
[42]
Well, reading this post I move away a bit from my original idea and think there should be 2 basic systems for controlling drone behavior instead of just 1 selection for AI type (rest of the controls in addition would still be great).
First a Drop Down Box with lots of options for targets: Only my locked targets Any target that shoots at me Any target that activates a module on me Any "hostile" (red color) Drones Only (includes rogue drones) Only BS sized ships Only BC sized ships < all other classes >
Then a list of possible modifiers that can be selected by ticking a box. - Concentrate all firepower - Never attack gang mates - Never attack corp mates - Deactivate Weapon systems and some of the modifiers are mutually exclusive - Return to bay if in armor - Return to bay if in hull
- shoot closest target to drone first - shoot closest target to ship first
This can then easily be expanded on with more options and options that are only valid for certain drones / fighters, like a checbox for: Don't warp if a target warps away. --- The Advanced Drone Control Panel. |

Tarron Sarek
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Posted - 2006.06.18 19:10:00 -
[43]
Hm, sorry but I think that's a bit too much. What's wrong with the current system, apart from the bugs ? Drones should stay simple, and at the moment controling them isn't overkill. Really, I don't want them to be too 'intelligent' or sophisticated. For lazy people we already have Missiles. It's nice Drones are a bit diferent and require some skill to operate efficiently.
Last but not least: "- Return to bay if in armor " would be utterly unbalanced.
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Danton Marcellus
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Posted - 2006.06.18 21:28:00 -
[44]
Putting the drone commands on the F-row with all the other guns would be ideal, just add an icon to the drone ships highslots for each command.
Remind me about The Maze.
I'm Danton Marcellus and I approve of this message. |

Awox
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Posted - 2006.06.19 00:36:00 -
[45]
I haven't read any of the ideas. I still have something valid to say:
Drone ships have it too easy, don't give them cool advantages. Those of us who fight with ships don't have any of these cool options.
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Danton Marcellus
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Posted - 2006.06.19 08:07:00 -
[46]
Originally by: Awox I haven't read any of the ideas. I still have something valid to say:
Drone ships have it too easy, don't give them cool advantages. Those of us who fight with ships don't have any of these cool options.
You don't have to consider pulling out leaving all your drones behind either, I don't think you know what you're talking about since you admittedly don't fly droneships.
Remind me about The Maze.
I'm Danton Marcellus and I approve of this message. |

Hawk Firestorm
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Posted - 2006.06.19 10:26:00 -
[47]
I have to agree with the orginal post alot needs doin with drones.
They are completely dumb, fighters especially and in a fashion that makes it extremely hard for the owner to use them well.
The Drone UI needs smartening up and AI for fighters definately needs to go in, and far more smart controls and feedback to the user is required especially in the case of fighters.
ie you can't see their damage which they off chasing etc.
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Cygnet Lythanea
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Posted - 2006.06.19 14:01:00 -
[48]
Drone Control Improvements = Good! Current Drone Controls = BAD!
I'd also like an Orbit target option. Non Nobis, Domine, Non Nobis, Sed Nomine Tuo Da Na Glorium |

sr blackout
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Posted - 2006.07.10 03:37:00 -
[49]
ya they are over complex as far as from going to what we have now to these... they still lack basic commands
such as these in this thread
your ideas i think are good maybe for fighters but too many IMO
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Running Mann
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Posted - 2006.09.05 08:21:00 -
[50]
Welcome to EVE; complexity is not a concern, just press F10 and if your eyes glaze over, stop playing and go back to your real life.
I would love to have this stuff, as well as being able to drag drones to my modules area. Operate them like weapons; click, and they go off to attack your target. Click again, they come home. Right click and you can select to scoop to bay (top option) or cargo old (bottom option)
And/or assigning hotkeys to your first 5 flights of drones would be nice; keys for Attack, Orbit, and Scoop to Bay.
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DrAtomic
Polytope Ghosts of Retribution
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Posted - 2006.09.05 10:14:00 -
[51]
There should be a drone interface with hotkeys next to the ship/weapon controls imo, also simple keyboard shortcuts would go a looooooooooooooooong way. ----------------------------------------------- The BIG Lottery |

Gnord
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Posted - 2006.09.05 10:37:00 -
[52]
Taketa De's original (yet complex) suggestions.
/signed
Any improvement would be a boon in my opinion.
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Hydrao Centaurian
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Posted - 2006.11.14 21:10:00 -
[53]
I have been researching drones for awhile now, and wanted to add my two cents. When you augment your ship with mods or skills, those mods are incorporated into the show info box (as long as the ship is active). Why is it they cannot do the same thing for drones. We have all these skills and equipment for improving drones, and yet you cannot see exactly what the outcome of training or buying mods is. I think that this should be fixed ASAP
Semper Fi To Live or Die
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Taketa De
Gallente Seneca Federation Interstellar Starbase Syndicate
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Posted - 2006.11.16 02:58:00 -
[54]
Originally by: Hydrao Centaurian I have been researching drones for awhile now, and wanted to add my two cents. When you augment your ship with mods or skills, those mods are incorporated into the show info box (as long as the ship is active). Why is it they cannot do the same thing for drones. We have all these skills and equipment for improving drones, and yet you cannot see exactly what the outcome of training or buying mods is. I think that this should be fixed ASAP
Devs said that this is on the list of things to be fixed :) --- The Advanced Drone Control Panel. |

Necronus
Amarr Monks of War
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Posted - 2006.11.17 10:51:00 -
[55]
How about just fixing that **** lag while releasing/scooping those drones. (:
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Alkirin
Gallente Die Hard Mining
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Posted - 2006.11.23 06:50:00 -
[56]
This is a serious issue that shouldn't be dropped anytime soon.
[Cogito Ergo Sum Atheios] - Alkirin of Scientia Obscura |

Hablacraja
Relic Defense Initiative The OSS
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Posted - 2006.12.13 21:03:00 -
[57]
Edited by: Hablacraja on 13/12/2006 21:05:54 I'd like them to return control to the ship that launched them when it gets back into drone range, as well as an abandon drone command. Even better, self-destruct. At the very best, a kamikaze command 
The rest seems superfluous, if you keep track of your drones all that doesn't seem too necessary.
And yes I can see that this thread is almost a month old now; it was in someone's sig.
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Steph Wing
Gallente The Graduates Ivy League
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Posted - 2007.04.13 10:12:00 -
[58]
Guess what, CCP? Drone AI is still borked. >_>
About TGRAD |

Xanath Fireheart
Caldari Under Heavy Fire
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Posted - 2007.04.13 12:34:00 -
[59]
Edited by: Xanath Fireheart on 13/04/2007 12:33:16 Well.. here's my thought on drone controls.
Fire modes: Weapons free - Drones act pretty much like they do now. Attacking targets by their own choice unless allocated a specific target. Concentrated fire - All drones remain in a group and attack the same target, whether allocated or chosen by the drones. Allocated fire - Drones will attack only targets that they are instructed to then return to orbit regardless of other hostiles.
Gang duties: Guard detail - Drones will orbit a gang member and engage hostiles attacking them automatically (similar to allocating fighters to gang members, but with you retaining complete control). Assist detail - Similar to guard detail, but specific for utility drones. You can use these on gang members without the need for lock (similar to allocating fighters to gang members).
Other Controls: Disconnect - Sever your command link with drones. Terminate - Initiates a self-destruct sequence on the drones, whereupon they charge the nearest hostile (unless incapacitated) and detonate on impact inflicting some damage.
Drone Settings: Things that can be set while not in combat (preferably while docked).
Target priority settings - A menu like the overview display settings allows you to preset the ship types that are priority. Target distance priority - Allows to designate by distance which ships drones will attack first: Closest to farthest, farthest to closest, any range. Automatic defence toggle: - Determines whether or not drones will enter into combat with an aggressing ship without being issued the command.
That's all I thought of... I know I'd like these controls anyhoo. 
_
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Taketa De
Gallente Seneca Federation Sylph Alliance
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Posted - 2007.05.07 01:05:00 -
[60]
Yeah, that is a nice system too, clear in what it wants to do. Right now I'd just be thrilled with ANY improvement to drone control tho, no matter who's system.
Drones need more LOVE  --- The Advanced Drone Control Panel. |

Aneroi
Amarr VIRTUAL LIFE VANGUARD Freelancer Alliance
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Posted - 2007.05.07 13:07:00 -
[61]
/signed
Let me have more advanced drone Interface!
http://aneroi.tk |

Suzy Creamcheesz
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Posted - 2007.05.08 13:13:00 -
[62]
too many options would be needlessly complicated, but a few more options are definitely needed. Most important of these suggestions are:
- the "abandon control" button - attack then return (we all love it when drones agro that extra spawn in your mission) - attack closest (this is good for balancing e-war, which is pretty overpowered atm)
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Pheldon Grahm
Gallente FourHorsemen
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Posted - 2007.05.08 14:40:00 -
[63]
In addition to what has already been posted here, I'd like to add my ideas.
I understand some of these ideas have been presented in one form or another, however I originally posted this on the wrong forum.
(See the original post here:Original Drone Posting)
I'd like to see these abilities implemented as part of existing skills, but a skills-based system could look something like this...
These skills would operate on the basis of the existing ability to group drones in the dronebay area of the overview.
Drone Formation - Suggested Prerequisites: Pri: Drones V Sec: Combat Drone Operation II. This skill would enable the user to specify whether they are Independant (acting as single units where they would orbit on their own path, attacking their own targets and operating pretty much as they do now). Conversely, it would enable the user to select a formation such as Loose Formation (where they would act in a coordinated fashion, selecting and then attacking a single target but remaining at a reasonable disctance from each other when orbiting the mother-ship), or Tight Formation which would be similar in purpose, however the drones would group together at a closer distance. Also, they could have the option of Form Up At {Distance km, Unlimited} to form up on the user's ship, where they would orbit the mother-ship at the desired distance and would never exceed that radius, attacking only targets that come within range.
Drone Strategy - Suggested Prerequisites: Pri: Drones V Sec: Combat Drone Operation III. This skill would enable the user to coordinate their drones based on the strategic use to which the user would like them put. Options could include such things as: Attack Biggest and Attack Smallest (which would cause the drones to prioritise on biggest to smallest for the former, and smallest to biggest for the latter), Attack Closest and Attack Furthest (which, of course, would cause the drones to prioritise on the closest to furtherest targets in the former, most distance to closest in the latter instance), and Free Attack (where the drones would attack on the basis whereby they do so now).
Drone Damage Control - Suggested Prerequisites: Pri: Drones IV Sec: Combat Drone Operation II. This skill would cause the drones to retreat from battle under certain set conditions. Options would include: No Retreat and Retreat at {0% Shields, 75% Armour, 50% Armour, 25% Armour, 0% Armour, 75% Structure, 50% Structure, 25% Structure} (causing the drones to return to the ship and enter the drone bay at the specified damage level).
Drone AI - Suggested Prerequisites: Pri: Drones V Sec: Combat Drone Operation V. This would cause the drones to act in specific ways according to the situation. Options could include: Attack at Distance {Distance km, Unlimited} (which would cause the drones to wait until the appropriate target was within the set attack distance), and Retaliation (which would cause a drone to disengage from it's current target and return fire upon an aggressor, returning to previous orders after the target has been dispatched).
Orders given after selecting behaviours via these skills would take priority, the drones returning to thse behaviours afterwards. I.e. After selecting these options, an Engage Target order would still have effect, the drones returning to the new skill behaviours after carrying out the attack.
The strategy selections that become available to tbe player, suggested for each skill here, would not be the only possibilities, and I'm sure CCP and other players would be (and obviously have been) able to think of more options and improvements to include, should these suggested skills be implemented.
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