[AI/Balance requests] General AI stuff


#1

I think two AI behaviours will add greatly to the possibilities of counters and counter-counters.

The first is a modifier to escort behaviour, allowing a change in the ‘circle radius’, as well as ‘how far this ship will move away to engage/how badly this ship has to want to engage before it will move away’ - this will help keep escort ships tied to a given ship, so they don’t run forward and blow up first thing, but rather stick around, wait for an attack,a nd THEN run forward.

The second is a ‘run away’ distance - this is so ships that focus on a given long range engagement distance try and maintain a given distance at all times - 1000 to 800, say.


#2

I would love to see these orders aswell.
Having Escort Frigates engage close and then return to formation would be great, and maintaining a fixed distance from a battle would help long range Crusiers.


#3

Something I’d personally like to see is the ‘run away when below x% hp’ taking remaining shield strength into account. Basically I want to be able to tell a shielded ship to run away the second it gets hit and come back to fight when the shields are back up.


#4

Another AI request -

Please make it so that gunners in turrets prefer targets that are moving at a speed as close to, but less than their tracking speed. Thank you!


#5

Another AI request - We have ‘Vulture’, for ‘attack ships that are already damaged’, please give us ‘’ for ‘attack ships that are least damaged’


#6

how about ‘optimistic’ :smiley:


#7

Overconfident, bloodthirsty, berserk…


#8

XD XD XD

It’s not optimistic! It’s a carefully calibrated gamble! (I want to set up one ship with heavy armour piercing gear and let it crack all the armour for me)


#9

I second that. I’d set my shield breakers to pick new fights, then have armour breakers on Vulture.


#10

I’d very much like to see both of these behaviours, the current Keep Moving order give them the ship a bit of tunnel vision and escort can be a little passive. In this thread (http://positech.co.uk/forums/phpBB3/viewtopic.php?f=21&t=2815), Cliffski gives a few suggestions on how to achieve something similar at the moment.

I’ve managed to make a quite cautious fast cruiser, it’s not the most dangerous of things and will take a while to kill most ships but it’s fast enough to get in and out:

[code][config]
name = buffalo
guiname = Buffalo
hull = Federation Buffalo Cruiser hull
cost = 3464

[modules]
0 = cruiser shield fastrecharge,
1 = cruiser_repair_armor2,
2 = cruiser plasma,
3 = cruiser plasma,
4 = cruiser reinforced power II,
5 = cruiser_nanorepair,
6 = cruiser powered armor,
7 = cruiser powered armor,
8 = cruiser crew III,
9 = cruiser crew III,
10 = cruiser_engine V,
11 = cruiser_engine V,
12 = cruiser_engine V,
13 = cruiser_federation_beamlaser,
14 = cruiser_federation_beamlaser,
15 = cruiser power III,
16 = cruiser_engine V,
17 = cruiser_targetboosterII,
[/code]