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Starsector => General Discussion => Topic started by: ThePollie on October 09, 2018, 10:32:05 AM

Title: Do-nothing AI.
Post by: ThePollie on October 09, 2018, 10:32:05 AM
Is it eventually planned to change the behavior of the AI to not simply drive backwards away from any and every engagement that isn't so hopelessly one-sided in their favour that they couldn't even lose it on purpose, or is it intentional for a game about space fighting to be programmed to avoid all space fighting?
Title: Re: Do-nothing AI.
Post by: Cik on October 09, 2018, 10:37:02 AM
also while we're bellyaching about AI behavior, they need to stop being so conservative with missiles.

FIRE THE MISSILES

also i'd really like a "salvo" order that you can assign to friendly ships against an enemy target to force missile release against a target

thx
Title: Re: Do-nothing AI.
Post by: Alex on October 09, 2018, 10:50:07 AM
If we're talking specifically about frigates, it can indeed be a bit aggravating at times; apologies :) It's a tricky balance because it can also be very effective, and additionally helps *your* frigates avoid dying in smaller fights. I did make some changes for 0.9a that should generally move things in the right direction as far as all this is concerned.

In the meantime I'd suggest making sure you have the right counters - carriers in particular work really well and make this a non-issue if you have them. Ships with mobility systems can also work well. So can longer-ranged weapons with enough damage potential.

That said, ships will generally try to back off when they're outmatched or high on flux and whatnot, that's certainly intentional. So this really depends on exactly which behaviors you're talking about, which I don't know because there's a range of behaviors here we could be talking about.
Title: Re: Do-nothing AI.
Post by: Cik on October 09, 2018, 12:11:57 PM
often times frigate behavior is largely optimal. if it's frigate v destroyer, the frigate most often chooses "stand off, and wait" behavior which distracts the guy he's engaging and keeps himself alive. the problem is that the AI judges it's strength based mostly on it's own strength- if it significantly outnumbers it's opponent and could easily kill it, it fails to press the attack in most cases. this is one of the reasons why smaller ships are less useful than they should/could be, as a single cruiser isn't usually very reticent to attack as it feels it has a chance, and it's greater standoff weaponry means that even if all it does is hold at max range of it's gun belts it still noticeably contributes to the battle.
Title: Re: Do-nothing AI.
Post by: Megas on October 09, 2018, 12:34:32 PM
"Do-nothing AI." is what I frequently call cowardly AI or Spathi.  Even the more aggressive AIs are too cowardly in general.  There are not too many easy counters for that.  The easiest one is to bring lots of fighters because they cannot run from that easily.  (At least half of my ships in my fleet are carriers, and most of the rest have Converted Hangar.)  Occasionally, I run down the clock and let them hit 0 CR first so they cannot move anymore.

It used to not be like this (aside from Timid officers in enemy fleets for one release).  Spathi AI came in full in the 0.8 era.

Quote
So can longer-ranged weapons with enough damage potential.
Does not always work if there are not enough attackers (or fighters) to distract them.  They simply hang out further away.
Title: Re: Do-nothing AI.
Post by: TJJ on October 09, 2018, 12:51:23 PM
For gameplay purposes, I wouldn't be opposed to the player's fleet AI behaving less aggressively than the enemy AI. (Or rather, the enemy AI should be more aggressive than player AI)

Ultimately AI behaviour should be there to serve the entertainment of the human player, which is often not the same as being efficient, optimal or balanced.
Title: Re: Do-nothing AI.
Post by: ThePollie on October 09, 2018, 01:04:29 PM
So far my experience has been my fleet refusing to engage unless they outnumber a 1% hull opponent 12:1. No enemy will me, period. Even if I'm hopelessly outgunned, it takes effort to convince them to actually engage me. Ordering all out assaults is hit and miss. Sometimes my fleet attacks, other times they drive in and out of range and never engage. This game has been a frustrating experience of cat&mouse with an opponent that simply doesn't want to play.
Title: Re: Do-nothing AI.
Post by: Megas on October 09, 2018, 01:10:13 PM
This game has been a frustrating experience of cat&mouse with an opponent that simply doesn't want to play.
This is how many fights since 0.8 feel like (and why I overuse fighters to mitigate the frustration when I can, or build for maximum peak performance and run down the clock when I cannot).
Title: Re: Do-nothing AI.
Post by: Dri on October 09, 2018, 01:17:00 PM
Bro, lets tone down the hyperbole a bit.

Are you like, even piloting your ship? As the player one of the most important things you can do in battle is force an engagement on a juicy target.

Also, what type of officers are you using? Please tell me you ain't using the timid types, go for the more aggressive ones.

Finally, make use of that Eliminate order and bring a carrier or two to chase down fast types.
Title: Re: Do-nothing AI.
Post by: Megas on October 09, 2018, 01:32:54 PM
In my case...

Yes, I pilot my ship.  Since it is one of the bigger ones, it has no chance to catch smaller ships, unless it is a carrier.  I tend to use Legion frequently late in the game because it is capable of forcing fights against a wide variety of targets and be a match against an enemy battleship.  Even in midgame, when I had a choice of buying either Eagle or Heron, I picked Heron because I had trouble forcing fights with Medusa.  In difficult fights, I pilot quad lance Paragon.  Slowest there is, but devastating to anything short of a battlestation if they wander into Paragon's shot range.

I use Steady officers (because my fleet commander is Steady by default if given to AI control).  In the few 0.8 games I played, I do not bother leveling them up because 1) I was too lazy to save scum their skills. 2) For my first game, I wanted to see how far an unskilled character could go.

Eliminate is risky.  It often plays into the cowardly enemy AI.  They simply retreat more and your ships get encircled and overwhelmed.  Once the battle is mostly decided, it is safer to Eliminate and mop up.  Of course, sometimes, even Eliminate is not always aggressive enough.

Reckless AI, assuming that is what Remnants use, is not immune to cowardice.  I have seen Remnant frigates fight like Spathi too much.  Feels like I am playing Spathi vs. X in Star Control more than Starsector.
Title: Re: Do-nothing AI.
Post by: lethargie on October 09, 2018, 01:36:11 PM
Honestly, this only happen at the beginning of the game when you have very small fleet. Generally as soon as I get a cruiser and some support fighters I don't have too many problems.

Remember that you do not need to kill all the enemy fleet to win the engagement. Aim for the slower, bigger ship. This will either drag the enemy frigate in the combat, or you will probably destroy a valuable target and the enemy will run away. Specialize some of your ship for frigate hunting duties and send them after you've cleaned hard target. A safety overide/unstable injector medusa will wipe most lone frigates.

Tachyon lance on a sunder/odyssey/paragon are really good at vaporizing frigate that try to fly around.

If anything, the AI is not passive enough. I would like to keep some small frigate to guard the backside of my slower ship, but they always end up trying to shoot at a paragon and disappearing.

Another horrible display of not enough passivity is when one of my small ship go the furthest away from the main engagement to duel with a bigger slower ship that will obviously kill it with time.

In some situation I feel I could have won if the AI at stuck with me and charged in, but these are few and far between and doesn't feel like unfair behavior (since everyone does it, and it makes sense that my ship are a bit afraid of being blown.) Officer AI helps with that

Title: Re: Do-nothing AI.
Post by: Linnis on October 09, 2018, 02:05:39 PM
Passivity is fine. Only time its blaring visible is when you are trying to chase something with no fighter support (sometimes fighter will just escort instead of attacking). The other is watching one of your destoryer chase frigate to the corner of the maps. Then after everything is mopped up, they are still there in the corner...e
Title: Re: Do-nothing AI.
Post by: Goumindong on October 09, 2018, 02:46:19 PM
Is it eventually planned to change the behavior of the AI to not simply drive backwards away from any and every engagement that isn't so hopelessly one-sided in their favour that they couldn't even lose it on purpose, or is it intentional for a game about space fighting to be programmed to avoid all space fighting?

The short answer is that its decent AI. If you're the one being focused you should pull back so that your allies can get shots in. This is primarily what frigates are doing when they're unable to survive your bombardment.

The solution is either fighters or player skills. Many player skills and kits make this strategy less annoying. But as soon as you play them you will see why the strategy is necessary. If you're running an SO ship and your target doesn't try to run away from you then you slaughter it with zero risk. Its only that it can potentially get support from its allies that your target has a chance.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 09, 2018, 05:38:11 PM
If anything, AI is not cowardly enough. Approaching a 4xTL Paragon's firing range 1v1 (or with insufficient amount of allies) is a pointless suicide for anything sub-capital, yet AI does so.

If you pilot slower + more powerful ship, why should AI suicide into you? Catching them is a problem for you to solve.
Title: Re: Do-nothing AI.
Post by: Megas on October 09, 2018, 08:14:37 PM
If you pilot slower + more powerful ship, why should AI suicide into you? Catching them is a problem for you to solve.
The problem is if the easiest or optimal solution is to wait until the other side ticks down to 0 CR first, it is a problem, because fights can drag on up to about an hour, and the player can take breaks while waiting.  It was a reason why enemy AI is no longer allowed to have Timid officers after one release.

Back when enemy had Timid officers, my capital sat on objectives and waited until they ran out of CR first.  If I deployed more ships, then the enemy would deploy more ships (possibly with super-charged skills) and either I waste more resources for being impatient at best or my wingmen would make a mistake and die.  While waiting, I left the computer and did other work, come back, and my ship is still safe, while the enemy was dancing and hovering as it did ten minutes ago.  Clearly a case of optimizing the fun out of the game, but acting stupid (by deploying more ships I do not need if I only wait another thirty minutes) just because I lost patience is not fun either.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 09, 2018, 08:44:05 PM
If you pilot slower + more powerful ship, why should AI suicide into you? Catching them is a problem for you to solve.
The problem is if the easiest or optimal solution is to wait until the other side ticks down to 0 CR first, it is a problem, because fights can drag on up to about an hour, and the player can take breaks while waiting.  It was a reason why enemy AI is no longer allowed to have Timid officers after one release.

Back when enemy had Timid officers, my capital sat on objectives and waited until they ran out of CR first.  If I deployed more ships, then the enemy would deploy more ships (possibly with super-charged skills) and either I waste more resources for being impatient at best or my wingmen would make a mistake and die.  While waiting, I left the computer and did other work, come back, and my ship is still safe, while the enemy was dancing and hovering as it did ten minutes ago.  Clearly a case of optimizing the fun out of the game, but acting stupid (by deploying more ships I do not need if I only wait another thirty minutes) just because I lost patience is not fun either.

Optimal in game time? This metric doesn't matter outside of Nexelerin, world is static in vanilla.

If outlasting via CR is your only option, you've kind of failed to properly catch them in the first place.
AI could easily counter that by sitting outside of CR tick radius (1 forward scout to keep tabs on you, rest outside. Can last literally hours by chaining scouts like that). So just waiting in a corner is not a proper solution at all (assuming smarter AI), nevermind optimal.

In fact, AI could turn that around on you, assuming it has large enough fleet. It just needs to keep enough ships to make you tick at the very edge of CR tick radius.

CR system seems a bit too easy to abuse in general. Player as less mobile side is saved only by the fact that AI doesn't try to do so to full extent. Maybe it should. Then you wouldn't have a stimulus to play a waiting game against superior (in fleet size) opponent.
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 09, 2018, 09:01:42 PM
I always just deploy enough ships to beat the entire enemy fleet (supplies are overrated anyway). But actually, I never have trouble pulling profits from bounties, and I just don't fight non-bounty combats until late game when I don't care about supplies anyway. Honestly Alex should make it so the AI deploys what it would need to beat your full fleet/the best ships in your fleet rather than what you deploy, or even just have the AI full deploy. That seems like it would eliminate the 'deploy one capital and wait' strat. I prefer having fun to saving some supplies so I don't bother with CR strats.

My strategy for dealing with frigates is to pilot fast ships so I can catch them. Early game, I pilot the starting wolf until I acquire a tempest usually, so both of those can chase down frigates fairly easily. I aim to pilot an Aurora late game so I can chase everything down and I equip missiles to nuke down cruisers/capitals, that seems to mostly solve the annoying frigate problem without reducing the power of my fleet and it lets me have influence over all aspects of the battle rather than just the cruiser+ scale. If the enemy has multiple capitals, I'll pilot my capital (paragon if possible), but I find that boring, so I avoid it when possible. Paragons in a fleet context are actually very good at killing frigates because if the frigates are not targeting you, they will wander into your range and get insta-killed by 4x tach lance. Basically these problems don't bother me because I choose to fly ships that can deal with them. The AI is best at flying slow tanky ships with long range anyway, so it seems best for me to fly the hard-to-use fast ships.

Another consideration: usually if I kill the core of the enemy fleet, the remaining frigates will just retreat, and then I can deploy 4-5 tempests in pursuit to murder them all. I feel like there are ways to deal with the problem, maybe they cost you supplies but you're solving a problem so that seems like a fair trade-off.
Title: Re: Do-nothing AI.
Post by: Cyan Leader on October 10, 2018, 01:55:37 AM
I still believe that AI behavior should be disconnected from officers. "Aggressive" or "defensive" should be a ship (or fleet) profile. Though I'd like to change this on the go during battles, I know that Alex doesn't want too much micromanagement so I'd settle for being able to adjust that in the refit screen.

This would have advantages for the enemy AI design too. Pirates/Pathers in general should be much more aggressive/reckless but since they get very few officers you don't actually get to experience that.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 10, 2018, 02:04:19 AM
I still believe that AI behavior should be disconnected from officers. "Aggressive" or "defensive" should be a ship (or fleet) profile. Though I'd like to change this on the go during battles, I know that Alex doesn't want too much micromanagement so I'd settle for being able to adjust that in the refit screen.

This would have advantages for the enemy AI design too. Pirates/Pathers in general should be much more aggressive/reckless but since they get very few officers you don't actually get to experience that.

100% support that.
Title: Re: Do-nothing AI.
Post by: Grievous69 on October 10, 2018, 03:33:58 AM
From the 0.9 patch notes:

Aggression - determines personality of officers; does not affect the player's own fleet
 - Also applies to combat personality/behavior of ships without officers, both for the player and for other factions
 - This aspect *does* affect the player's own fleet

So we'll be able to set our whole faction's agressiveness.

But to me, the most frustrating thing about this is not being able to properly test a build in simulations since the enemy just won't fight you. I mean what's the point of it then, when the only thing that I can shoot at are asteroids.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 10, 2018, 04:06:11 AM
From the 0.9 patch notes:

Aggression - determines personality of officers; does not affect the player's own fleet
 - Also applies to combat personality/behavior of ships without officers, both for the player and for other factions
 - This aspect *does* affect the player's own fleet

So we'll be able to set our whole faction's agressiveness.

But to me, the most frustrating thing about this is not being able to properly test a build in simulations since the enemy just won't fight you. I mean what's the point of it then, when the only thing that I can shoot at are asteroids.

Faction's aggressiveness as whole is too global. SO ships need to be aggressive, stand-off carriers or long-ranged snipers do not.

What's your problem with sim? Current AI gladly suicides anything into a Paragon 1v1 in sim, what else do you need?
AI only starts backing off as it loses flux-wise. This leads to stalemate only if your ship lacks both speed and firepower to inflict decisive damage during their retreat. In which case it's at least bad matchup (like soft flux vs good shields) or just ineffective variant.
Title: Re: Do-nothing AI.
Post by: Grievous69 on October 10, 2018, 05:10:41 AM
What's your problem with sim? Current AI gladly suicides anything into a Paragon 1v1 in sim, what else do you need?
AI only starts backing off as it loses flux-wise. This leads to stalemate only if your ship lacks both speed and firepower to inflict decisive damage during their retreat. In which case it's at least bad matchup (like soft flux vs good shields) or just ineffective variant.

Anything that has maneuvering jets. Doesn't matter if it's an Eagle, Falcon or Conquest, they'll just use their beams and missiles and never attack me with all guns unless I'm overloaded.
Title: Re: Do-nothing AI.
Post by: Megas on October 10, 2018, 06:06:32 AM
Optimal in game time? This metric doesn't matter outside of Nexelerin, world is static in vanilla.
No, optimal in safety (no stupid wingmen, enemy AI deploys less ships that can overwhelm my solo ship) and in supplies consumed (less ships deployed, ideally one).  Game time does not pass, so that is a non-factor.  If real time is not a factor, then waiting to win is boring but optimal, and boring gets shoved aside for optimal, even if I dislike it because... boring.

If outlasting via CR is your only option, you've kind of failed to properly catch them in the first place.
Incorrect, because if they hit 0 CR first, then they will lose engines eventually, then my ship can catch up and kill them.  This is how my battleship could kill those annoying small ships it had no chance of catching back in one of the 0.7.x versions with Timid officers (and high-powered skills and relevant objectives).

In fact, AI could turn that around on you, assuming it has large enough fleet. It just needs to keep enough ships to make you tick at the very edge of CR tick radius.
It is still a way to kill ships if my fleet has no way to catch cowards otherwise.  AI sort of does this already by accident with their "Do-nothing" behavior, thus it is a good idea for your fleet to have the endurance advantage (even if you have other means to force fights like fighter spam).  Fleet Logistics 3 is almost mandatory (#3 perk behind Electronic Warfare 1 and Loadout Design 3) because the AI can have it and you need it to keep up.

CR system seems a bit too easy to abuse in general. Player as less mobile side is saved only by the fact that AI doesn't try to do so to full extent. Maybe it should. Then you wouldn't have a stimulus to play a waiting game against superior (in fleet size) opponent.
That means the AI needs to charge in like they used to before 0.8, which was more fun.

The point is if the easiest strategy to win is to wait them out, then that might become a widespread strategy, and Starsector will gain a reputation of boring combat.  That was why Timid officers are forbidden to enemy AI, and why phase cloak gained time shift.

* * *

I always just deploy enough ships to beat the entire enemy fleet (supplies are overrated anyway).
If I want to save supplies, I tend to overdeploy to finish fights quickly and to minimize damage taken.  I lose more supplies by repairing more damaged ships and replacing lost ships because I was too stingy with deployment.  I do not always do this because enemy will have a numbers advantage if I reserve enough vacancies for captured ships.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 10, 2018, 06:10:01 AM
What's your problem with sim? Current AI gladly suicides anything into a Paragon 1v1 in sim, what else do you need?
AI only starts backing off as it loses flux-wise. This leads to stalemate only if your ship lacks both speed and firepower to inflict decisive damage during their retreat. In which case it's at least bad matchup (like soft flux vs good shields) or just ineffective variant.

Anything that has maneuvering jets. Doesn't matter if it's an Eagle, Falcon or Conquest, they'll just use their beams and missiles and never attack me with all guns unless I'm overloaded.

Emm... I can defeat a sim Eagle (or it's improved variant with same general theme - 2 Needlers, 1, 3 Gravitons, ITU) with an Autopulse Apogee. Which is both slower (including Eagle's system) and shorter ranged! If AI properly maintained range, it would have easily won. Or at least could stall as you claim (but it doesn't).
Even winning against a 2xHVD+1xMauler Eagle is possible for same Apogee, despite huge range advantage said Eagle has over Apogee.
In fact, as I just remembered, there is a bug preventing cruisers/capitals from retreating even when they should and are capable. http://fractalsoftworks.com/forum/index.php?topic=13387.0

CR system seems a bit too easy to abuse in general. Player as less mobile side is saved only by the fact that AI doesn't try to do so to full extent. Maybe it should. Then you wouldn't have a stimulus to play a waiting game against superior (in fleet size) opponent.
That means the AI needs to charge in like they used to before 0.8, which was more fun.

The point is if the easiest strategy to win is to wait them out, then that might become a widespread strategy, and Starsector will gain a reputation of boring combat.  That was why Timid officers are forbidden to enemy AI, and why phase cloak gained time shift.

I mean if AI was better at waiting game (and it has potential to, when it's fleet is sufficiently larger), waiting wouldn't be an option for the player. While waiting out a smaller fleet is kind of pointless - supplies are not that limited and minor risk for wingmen is acceptable.
Title: Re: Do-nothing AI.
Post by: Megas on October 10, 2018, 06:54:36 AM
I mean if AI was better at waiting game (and it has potential to, when it's fleet is sufficiently larger), waiting wouldn't be an option for the player. While waiting out a smaller fleet is kind of pointless - supplies are not that limited and minor risk for wingmen is acceptable.
I would not always say "not an option", but less effective.  It is already a non-option if the enemy fleet is big enough and yours small enough, like simulator vs. one battleship, but that does not really happen in the campaign except maybe in extremely congested enemy systems (like red system with lots of Ordos fleets).

Waiting out a smaller fleet is mainly done not out of choice, but by lack of ships that can catch them, since smaller fleets are the ones with smaller and faster ships.  That said, stuff like a few Drovers will sweep those away easily.

Put of the reason to outlast the enemy is the player fleet does not quite have the numbers to swarm the enemy, and your AI ships have trouble finishing off ships, like when you overload one ship, but it withdraws into the deathball and two more fresh ships take its place, and your ships cannot press forward without getting picked off.  It is also why Eliminate is a bad idea until the player gains enough an advantage that the rest of the battle is cleanup.

The one faction that could be really good at the waiting game is the Remnants, due to their higher-than-normal peak performance times.  All they need is Hardened Subsystems and a capital, and then programmed to stall as long as possible.  Remnants' peak performance times are the only thing really unbalanced with them in players' hands.  Otherwise, they are high-tech ships with worse mobility (slower than normal high-tech and no mobility systems except for Lumen with horrible shot range).
Title: Re: Do-nothing AI.
Post by: lethargie on October 10, 2018, 07:11:24 AM
You know, I realize I never have any battle devolve into CR waiting past the early game. Could you describe when/where it happens for you? Generally, if I'm fighting larger or equal fleet we have a fun intense battle and then straggler and fast frigates run away. In some rare occasion if both me and the enemy lost a lot of ship I have some fast frigate/destroyer/fighter to remove most remaining frigates.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 10, 2018, 07:13:30 AM
Remnants:
To even try waiting side needs to have either speed or range + firepower advantage. Remnants fail at both, so it's just matter of picking them one by one, should they try to turtle. But yes, hiding behind allies can prolong this quite significantly (as it should, this is the best an outmaneuvered group of ships can do).

You know, I realize I never have any battle devolve into CR waiting past the early game. Could you describe when/where it happens for you? Generally, if I'm fighting larger or equal fleet we have a fun intense battle and then straggler and fast frigates run away. In some rare occasion if both me and the enemy lost a lot of ship I have some fast frigate/destroyer/fighter to remove most remaining frigates.

For me personally it doesn't. I just pilot ships that can catch stuff easily and don't try to minimize my deployment unless enemy is obviously too weak. Mostly frigates and Medusa... Onslaught/Conquest, if we are talking capitals. Paragon is relatively safe to entrust to AI, other caps less so. So even if I have 2 or more caps, Paragon is not the one I pilot.
Title: Re: Do-nothing AI.
Post by: Megas on October 10, 2018, 09:12:15 AM
You know, I realize I never have any battle devolve into CR waiting past the early game. Could you describe when/where it happens for you? Generally, if I'm fighting larger or equal fleet we have a fun intense battle and then straggler and fast frigates run away. In some rare occasion if both me and the enemy lost a lot of ship I have some fast frigate/destroyer/fighter to remove most remaining frigates.
By midgame, at least half of my fleet carries a bunch of fighters to counter that nonsense.

However, if I do not have the means to force a fight, or finish off enemies due to deathball, or if I try to solo a fight to conserve resources, waiting until the enemy drops to zero CR first is always an effective option to use when all else fails.  Consider stalling for victory the nuclear option.

Remnants:
To even try waiting side needs to have either speed or range + firepower advantage. Remnants fail at both, so it's just matter of picking them one by one, should they try to turtle. But yes, hiding behind allies can prolong this quite significantly (as it should, this is the best an outmaneuvered group of ships can do).
Their speed is not great but not terrible (mostly due to lack of mobility systems aside from Lumen).  Their excellent shields means if your ship are bad flux traders (like most high-tech), then they can wait until they have flux advantage, then they charge in to flux-lock you.  If you need to withdraw, so do they and you are back to square one (or worse, since they probably have peak performance advantage).  If you get the advantage, but they have cover from allies, then they prolong as you say.  SO Lasher is only a good counter for their frigates if it is pristine.  With bad damage mods, Lasher (D) may not have the stats to win flux war despite firepower advantage, especially if player piloting is not flawless.  Eventually, I get ships with fighters, and they disappear soon enough.

Also, Brilliants are not optimized, with plasma cannon and other junk for weapons (except for HVD).  They would be scarier with Heavy Maulers and Gauss Cannon.  Brilliant is a fiend backpedaling while firing Maulers and Gauss, and spamming flares for anti-missile and blocking the rest with its tough shield.  It is one of the nastier cruisers a player can pilot, or at least better at soloing some fights, if it were possible to pilot Remnant ships in the first place.
Title: Re: Do-nothing AI.
Post by: ThePollie on October 11, 2018, 08:15:33 AM
I had to vanish for a bit.

I've tried Safety-Overrides and the like, but my Frigates never seem to catch anything. Either enemy ships still manage to out-pace them, or worse yet they refuse to engage them. They catch up, then withdraw, then catch up again, then withdraw. Even with 3:1 advantage, I can't convince them to actually accept engagement orders and to actually pursue targets properly.
Title: Re: Do-nothing AI.
Post by: lethargie on October 11, 2018, 08:23:17 AM
You want bigger ship to force battles. A medusa with safety override can be used by the player to hunt lashes and their like. Ion weapon can help a lot and a tempest is fairly good right now if you use them for some hunting. Finally, fighter are better than frigate at hunting other frigates.

You have to realize that you just cant force a battle with an enemy force composed exclusively of fast frigate. Just let them escape, they aren't worth your time.
Title: Re: Do-nothing AI.
Post by: Megas on October 11, 2018, 09:18:40 AM
Cowardly AI applies to your AI-controlled ships too!  This tends to result in ships on both sides trying to encircle each other but failing, and at worst, stall until CR decays to zero.  If player does not intervene directly somehow, it is easily possible for two fleets to stalemate due to mutual cowardice.  Eliminate sometimes suppresses it well enough, sometimes not.  But it is not safe to Eliminate if the enemy is not at a disadvantage, because enemy will just kite and cower more until its friends encircle your ships and mob them.
Title: Re: Do-nothing AI.
Post by: Psycho Society on October 11, 2018, 05:09:29 PM
It's not the ai's job to make killing them easy. If you're used to enemies on other games that act half brain damaged and stay in one place while you slowly chip them down, you should probably rethink some things
Title: Re: Do-nothing AI.
Post by: Megas on October 11, 2018, 06:21:41 PM
Rethinking things may not necessarily be good, if the solutions are few and unappealing.  It could lead to "This game sucks! I want my money back!" or less harsh posts like the OP.  After all, in that one version with Timid officers and high-powered skills, the optimal solution was wait until they run out of CR first.
Title: Re: Do-nothing AI.
Post by: lethargie on October 12, 2018, 05:35:25 AM
Of course, but outside of early game solution are many and appealing. It's a rewarding side effect that due to the AI player action have more effect.

Now, early game can definitely be miserable, but its not so much because of AI than because of the few choices available.

Finally, I do not say that the AI is perfect, or even impressive, but it does the job well and lead to very good medium to large engagement.
Title: Re: Do-nothing AI.
Post by: Vensalir on October 12, 2018, 12:00:26 PM
I must say that I, too, find the AI a bit annoying on frigates. As it has already been said, it behaves reasonably well in medium and large encounters, but in small ones it is way too passive in my opinion. Also, the AI's tendency to keep the distance in reverse until CR runs out is a bit aggravating, especially when there is only one enemy ship standing. It's clear victory is impossible, why doesn't it retreat ?

I think it should be a little more daring, and perhaps try more diverse tactics. For instance, a less-capable frigate could try for strafing passes instead of going for a head-on slugging match.

Title: Re: Do-nothing AI.
Post by: Cik on October 12, 2018, 01:52:57 PM
maybe the solution is to randomize non-officer adversaries temperaments as if they were officers?

that way not all of them would be so standoffish

though personally i never have trouble mopping up, and it seems like (for me) the moment i snap the enemy center of gravity his light support retreats regardless.
Title: Re: Do-nothing AI.
Post by: Embercloud on October 13, 2018, 12:51:40 AM
To be frank, having an aggressive, defensive or balanced toggle for ship behaviour on the refit screen is a great idea.
Title: Re: Do-nothing AI.
Post by: Morbo513 on October 13, 2018, 04:06:35 AM
Catching them is a problem for you to solve.
Agreed, as is either fleet generally playing hard-to-get. The only things I'd wish are for 1: NPC fleets to become more aggressive (or in terms of retreating, decisive) as their fleet-wide  CR diminishes (including reserved combat ships, but not retreated ships), and 2: for the player to be given more/better tools for dictating his own fleet's disposition in combat.

To be frank, having an aggressive, defensive or balanced toggle for ship behaviour on the refit screen is a great idea.
IMO something like that should be both there and accessible from the tactical map
Title: Re: Do-nothing AI.
Post by: Linnis on October 14, 2018, 04:03:26 PM
The AI aggressive-level tied to officers and non officer only has default makes sense lore wise. Perhaps allow officers to toggle between an range of AI aggression levels?  Either way seems like a improvement over the current officer locked to one trait.
Title: Re: Do-nothing AI.
Post by: ThePollie on October 23, 2018, 10:03:36 PM
Yeah, I've had enough of this game. I'm done losing fights that I have overwhelming advantage in because even ordering a full assault isn't enough to convince my side to participate. I'll find a better game elsewhere. At least Mount&Blade's suicidal AI engages when you tell them to charge, be damned the odds.
Title: Re: Do-nothing AI.
Post by: Goumindong on October 23, 2018, 11:00:01 PM
If you have an overwhelming advantage how do you lose?  When the AI has an overwhelming advantage it will tend to push it
Title: Re: Do-nothing AI.
Post by: Nick XR on October 24, 2018, 04:40:34 PM
@ThePollie if you have a particular battle that you think is a good demonstrator of what you're seeing, you could upload it somewhere we could takea look at it.
Title: Re: Do-nothing AI.
Post by: Xaiier on October 24, 2018, 05:02:02 PM
I posted this over in the other thread, but I figured it was worth reposting in here.

I think the AI problems reveal themselves the most when they have faster ships. Obviously some stalling from fast frigates and phase ships makes sense, but it gets very silly once larger ships start doing it.

Here's some experiments I did:

Spoiler
(https://i.imgur.com/4M4i3zi.png)
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(how do I make this image not huge?)

First I pitted three long range equipped Eagles, vs the Sim Aurora. Obviously not a fair fight. The Aurora enters their range, realizes it is outmatched, and starts to pull back. At this point the AI seems to get locked into a loop of indecisiveness - it never pulls back enough to vent and try again (it's definitely fast enough to, with the boost), nor does it try to outmaneuver them and take one out. It just sits there at the limits of their range, presumably thinking, "duhhhhhhhhhhhhhh" until it eventually is worn down and destroyed, having not fired a single shot.

This was a pretty optimal case for my fleet - my ships were fast enough and long ranged enough that they didn't have much trouble keeping pressure on it while it did this. If your fleet is slow and poor at keeping constant pressure on it though, this kind of thing can last indefinitely, and you can't just throw faster frigates at the problem, because it will chew those up no problem.

Also, for some inexplicable reason, the middle Eagle backed out of range right as the Aurora was about to go down. This is another issue I notice a lot - instead of pressing an advantage or keeping the pressure up, they will periodically back off for no reason, allowing the enemy ships time to recover and greatly lengthening the fight. Perhaps it is related.

So I tried the test again, with two Eagles vs the Sim Aurora. This time it did a bit better, attempting to focus one of them before having to retreat back to vent. It still eventually losing without damaging either of them at all, because again it got stuck indecisively sat around at the edge of their range pondering what to do. Again, the Eagle that wasn't being focused randomly backed off out of range for no reason.

I ran it one more time with just one Eagle. The Aurora did better here, because once it was able to flux lock the Eagle, it stopped taking as much fire itself (an important consideration). It did still spend a concerning amount of time hovering at the extents of the Eagle's range instead of just backing off to vent, and it could have ended the fight a lot sooner if it had kept the pressure up on the Eagle.

So basically, in certain situations the AI breaks down completely. It's indecisive, not aggressive enough when it needs to be, and overly cautious even when it has the advantage. It's a pain to chase these enemies around the map, and then when you finally corner them, your buddies refuse to engage.
Title: Re: Do-nothing AI.
Post by: Cik on October 24, 2018, 05:26:09 PM
I think the AI has problems calculating it's chance of success as a group rather than individuals.

many times, several frigates will hold a S/O range against a lone adversary, even thought they could easily murder it 3v1. those eagles make me think that it's not considering it's actual group advantage.. each eagle says "i may lose this fight, i should hold range.." without realizing that if they just went in, they could easily win the flux war with their combined weapons.

likewise, the aurora doesn't realize that with it's superior speed and initiative, it can turn this 3v1 into a 1v1 in which case it can win. frigates especially seem to fall victim as individually they are quite weak and fragile. at least if you have a cruiser, if it sits around undecidedly it can usually deliver fire on something to some effect, even if all it's going to do is standoff and shoot it contributes noticeably to the battle.
Title: Re: Do-nothing AI.
Post by: Alex on October 24, 2018, 05:38:20 PM
The only things I'd wish are for 1: NPC fleets to become more aggressive (or in terms of retreating, decisive) as their fleet-wide  CR diminishes (including reserved combat ships, but not retreated ships),

This is a thing in 0.9, btw, or more specifically: ships that are running low on CR/peak time get progressively more aggressive.


Re: SO Lashers - not sure what the issue might be, but taking a quick look currently, an SO Lasher swarm (with Steady AI, to boot) has no issues taking down an Eagle/Paragon/whatever, so whatever it was probably got resolved. Or it may be a non-vanilla issue, possibly.


Also, took a look at the use of Maneuvering/Plasma jets for backing off while venting - the AI for that system is quite old, and it was possible to make an easy adjustment based on the new data that's now available to the AI ("historical" data re: how the last few seconds have been going), and that should be much improved as well. In a vs-three-Eagles fight, it now reliably backs off to vent/dissipate flux and then re-engages. Thanks for the example, btw - those are so useful in reproducing and addressing undesirable AI behaviors!
Title: Re: Do-nothing AI.
Post by: TaLaR on October 24, 2018, 09:53:40 PM
This is a thing in 0.9, btw, or more specifically: ships that are running low on CR/peak time get progressively more aggressive.

While this is good, there is also a problem with what AI understands as aggressive play.
It's not just about reducing preferred distance and allowing slightly more flux before starting retreat.

Committed attack 1 on 1 with SO melee Lasher vs superior opponent (DE/CR) means sticking to the end, even losing 99% hull to win is better than retreating, because approach is expensive (in flux/hp) and you won't get a second chance.
Also, SO+UI also makes such Lasher fast enough to reach engines of ships like Hammerhead, and doing so is necessary to win against optimized Hammerhead variant (both skill-less). So it's about using speed/acceleration advantage to the max as well.

But all above is only good if done based on correct prediction. Charging SO Lasher at Hammerhead is doable, if hard. Trying to approach Aurora is always suicide, there is no winning tactics 1v1.

By the way, when attacking a longer ranged ship, one nice trick is to push a large asteroid in front of yourself as disposable shield. How about teaching AI to use/counter it?
Title: Re: Do-nothing AI.
Post by: Alex on October 24, 2018, 10:26:07 PM
Programming the AI to do high risk/reward maneuvers doesn't seem like a good idea. That's just setting it up for failure. It'll never get a good success rate - even a good player will make mistakes making those types of decisions - and the AI won't get the benefit of the doubt the player gives themselves when they screw up. For bonus points, the consequence of screwing up here is the ship getting vaporized, so: about as severe as it gets.

It'd also make the mistakes consistently in a given failure-scenario, i.e. it'd be guaranteed to suicide the SO Lasher or whatever on a particular type of opponent it can't beat. More conservative play is generally going to be better because it'll produce less situations where it consistently makes ship-losing mistakes. Of course that will still happen but there'll be less of it and the outcomes will usually be less severe.

Likewise, trying to make the AI do something too clever (i.e. the asteroid trick) is not a good idea, for similar reasons.
Title: Re: Do-nothing AI.
Post by: Goumindong on October 25, 2018, 12:19:20 AM
Well the problem isn’t that the AI would lose ships. The expectation is that the AI is going to lose so worrything that the AIs ships blow up isn’t a great option.

The problem is that if the AI is consistently making mistakes it’s too easy to fight and so the only way to enforce a challenge is to increase numbers and the size of opponents. Then, when you do breach the cusp of what you can handle the AI will crush you fast.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 25, 2018, 12:31:30 AM
Programming the AI to do high risk/reward maneuvers doesn't seem like a good idea. That's just setting it up for failure. It'll never get a good success rate - even a good player will make mistakes making those types of decisions - and the AI won't get the benefit of the doubt the player gives themselves when they screw up. For bonus points, the consequence of screwing up here is the ship getting vaporized, so: about as severe as it gets.

It'd also make the mistakes consistently in a given failure-scenario, i.e. it'd be guaranteed to suicide the SO Lasher or whatever on a particular type of opponent it can't beat. More conservative play is generally going to be better because it'll produce less situations where it consistently makes ship-losing mistakes. Of course that will still happen but there'll be less of it and the outcomes will usually be less severe.

Likewise, trying to make the AI do something too clever (i.e. the asteroid trick) is not a good idea, for similar reasons.

I fully agree with applying this logic to generic ships with mid-long term staying power.

But SO variants are not this. They are high risk - high reward by definition (with melee Lasher being particularly extreme example). Conservative play for them usually leads to loss by CR.
Plus, Lashers hulls are cheap, their best weapons are open market. In late-game I might want to intentionally use them as disposable pawns. But I can't - AI will just run out of CR, so I don't use them other than player-piloted.

The problem is that if the AI is consistently making mistakes it’s too easy to fight

Yeah, I think this part is unavoidable. Any sub-optimal behavior is a mistake in broad sense. Current AI already commits plenty.

Still, playing slow game with SO ships is a mistake that doesn't even need opponent to actively exploit it. SO ship just loses as time passes.
While exploiting range-management mistakes vs faster and longer ranged ship takes some effort (example: Autopulse Apogee vs Eagle/Hammerhead).
Title: Re: Do-nothing AI.
Post by: Goumindong on October 25, 2018, 01:15:21 AM
Certainly SO ships should be a lot more aggressive than they currently are. But that can probably be fixed by modifying how powerful the ships think they are rather than the AI in general.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 25, 2018, 01:41:58 AM
Certainly SO ships should be a lot more aggressive than they currently are. But that can probably be fixed by modifying how powerful the ships think they are rather than the AI in general.

Precise judgement whether opponent is stronger/weaker is not an easy task, and one of things where player has huge advantage over AI.
There is definitely a lot of potential for improvement, but I don't expect AI to get it anywhere near perfect.

Still, as it seems to me, current AI doesn't even try to estimate expected outcome - it just tries to approach and see what happens (even if next instant it goes boom to 4 TLs from Paragon).
Title: Re: Do-nothing AI.
Post by: Megas on October 25, 2018, 06:26:28 AM
There is one other use of Safety Override:  on haulers for maximum speed to flee in a pursuit, where reduced CR is irrelevant because they will escape quickly if not stopped (and they will not stop or break off to fight).  Aside from SO Lasher, I use Safety Override on all of my small freighters that can take it (i.e., Hound and Cerberus).  Of course, such ships are so OP-starved that I do not put any weapons on it, even PD.  (Although if they had lots of OP, I might arm Cerebus for PD.)

If not for that use case, I would not mind having normal personality overriden to be Reckless for Safety Override.
Title: Re: Do-nothing AI.
Post by: Schwartz on October 25, 2018, 07:24:35 AM
Or giving ships with no officers the option to set behaviour ranging from timid to reckless. The upside of an officer is all the skills, downside is that they decide how brave they're gonna be.
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 25, 2018, 12:04:51 PM
Honestly, you probably shouldn't give the AI SO. It's just going to either result in highly suboptimal play, or semi-frequent suicide. I'm not sure it's really possible to avoid the issue for ships that require such high risk commitment to get any value. Even the player has trouble accurately assessing that.

Well the problem isn’t that the AI would lose ships. The expectation is that the AI is going to lose so worrything that the AIs ships blow up isn’t a great option.

We are also talking about friendly ships under AI control. I'm not ok with my fleet dying because the AI makes silly mistakes. If I lose ships, it should be because I made a tactical or strategic error, not because of randomness associated with the AI.

I think a big issue is that you're fighting both with and against the AI, so any change that improves the behavior of your own fleet also makes the enemy more difficult. You want your friendly ships to play safe so you don't lose them, but then it may be frustrating to play against the enemy when they are playing very safe.
Title: Re: Do-nothing AI.
Post by: Thaago on October 25, 2018, 12:38:29 PM
Rather than an individual AI change, this could also be approached from the "commander" level AI. The enemy could start using a lot more eliminate commands on vulnerable player ships. Basically any time the AI has 2:1 or greater (of equal weight ships) in a local situation it should be slapping down an eliminate order.

Letting the player know about this in some way (something that for example the Combat Chatter mod could handle) and letting the player then counter by bringing in reinforcements and picking off the AI ships that are now reckless sounds like good interactive gameplay to me!

The AI commander should eventually remove the eliminate order when the target ship is protected as otherwise will lead to silliness (all their ships charging into the reformed player deathball) but allowing for some time to counter would imo be good.
Title: Re: Do-nothing AI.
Post by: Megas on October 25, 2018, 01:09:13 PM
If enemy AI has limited CP like player, they may not have CP to spare.  They burn their initial CP to capture points, and they may need to save some to retreat their ships that you will inevitably smash.
Title: Re: Do-nothing AI.
Post by: Goumindong on October 25, 2018, 01:15:10 PM
We are also talking about friendly ships under AI control. I'm not ok with my fleet dying because the AI makes silly mistakes. If I lose ships, it should be because I made a tactical or strategic error, not because of randomness associated with the AI.

Similarly to how we aren’t concerened when the enemy losss ships. Friendly AI and enemy AI do not have to be the same
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 25, 2018, 04:01:33 PM
I don't like if the enemy does stupid things either even if it benefits me. The AI should behave logically, but imperfectly so that the player has a chance. The enemy behaving illogically is unsatisfying. Also I think the core of the AI is mostly the same for all ships, but I could be wrong.
Title: Re: Do-nothing AI.
Post by: Xaiier on October 25, 2018, 04:03:10 PM
Honestly, I would be fine if friendly ships died as a result of aggressive actions that actually meant something. We're fighting battles here, it's not realistic to expect every engagement to result in a full sweep with 0 casualties. What's frustrating is when the AI dies because they are acting stupid and treating my orders as "suggestions". When I say "eliminate", they should do so. When I say "retreat" or "avoid", they better listen, and not dawdle around. 99% of the time when ships die it's because they are just acting dumb, and this kind of "durr" behavior usually cascades into total annihilation because at a critical moment one of them wimped out instead of taking one for the team. It's very frustrating to see something like this happen and watch as your entire fleet is slowly eviscerated, because there's nothing you can do to stop it, because they won't listen.

tl;dr the default behavior is ok-ish, but I would like to be able to influence their behavior in a stronger way. That way I'm the one who makes the decision that can get a ship killed, which keeps the AI from being responsible for that kind of thing, and also allows me to exploit situations I see that the AI cannot feasibly be smart enough to take advantage of.
Title: Re: Do-nothing AI.
Post by: ThePollie on October 26, 2018, 09:24:28 AM
If you have an overwhelming advantage how do you lose?  When the AI has an overwhelming advantage it will tend to push it

Because I have six destroyers and twelve frigates trying to jump an overextending cruiser. But rather than push that advantage, I get mobbed by the entire enemy fleet before noticing my fleet decided to quickly 180 and fly to the furthest corner. Because *** gameplay, I guess.
Title: Re: Do-nothing AI.
Post by: Voyager I on October 26, 2018, 10:12:17 AM
If you have an overwhelming advantage how do you lose?  When the AI has an overwhelming advantage it will tend to push it

Because I have six destroyers and twelve frigates trying to jump an overextending cruiser. But rather than push that advantage, I get mobbed by the entire enemy fleet before noticing my fleet decided to quickly 180 and fly to the furthest corner. Because *** gameplay, I guess.

We could provide better feedback if you posted examples of things that really happened instead of raging.
Title: Re: Do-nothing AI.
Post by: Goumindong on October 26, 2018, 11:27:44 PM
If you have an overwhelming advantage how do you lose?  When the AI has an overwhelming advantage it will tend to push it

Because I have six destroyers and twelve frigates trying to jump an overextending cruiser. But rather than push that advantage, I get mobbed by the entire enemy fleet before noticing my fleet decided to quickly 180 and fly to the furthest corner. Because *** gameplay, I guess.

I have never had anything remotely happen like that. But then again, i also don't know how you can get mobbed by an enemy fleet when they have an over-extended cruiser. If their cruiser is over-extended then its not in a position for you to be mobbed by a fleet. If their cruiser is in a position to mob ships that are coming to shoot it then its not over-extended.
Title: Re: Do-nothing AI.
Post by: Histidine on October 27, 2018, 12:47:01 AM
There's a known bug (fixed in 0.9) where a ship's AI can get stuck and it just drifts away endlessly, but I've never seen it happen to three player ships at once, much less ten or more.

Maybe a video would help us see what exactly is going wrong and with what kind of ships.
Title: Re: Do-nothing AI.
Post by: Schwartz on October 27, 2018, 04:06:43 AM
I also see dumb stuff happen occasionally on a smaller scale. Often it's something like a phase frigate backing off just when it shouldn't, or a ship not firing when an enemy's shields are down or flux is high. I've seen single ships, but never a whole fleet playing timid.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 27, 2018, 04:35:37 AM
I also see dumb stuff happen occasionally on a smaller scale. Often it's something like a phase frigate backing off just when it shouldn't, or a ship not firing when an enemy's shields are down or flux is high. I've seen single ships, but never a whole fleet playing timid.

Phase frigates are special case. Compared to what they really can do (one-shot most opponents by bypassing omni-shields, while exploiting invulnerability frames to avoid death explosion), AI piloting of them is one big failure as whole. But maybe they should not be so overpowered in the first place (even if it's fun to exploit).
At the same time, it's still infinitely better than AI handling of Hyperion.
Title: Re: Do-nothing AI.
Post by: Schwartz on October 27, 2018, 05:43:06 AM
It's also better than it used to be. The only thing I would do is reduce the time compression down to 2x, which is still a lot.
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 27, 2018, 10:02:36 AM
Does anyone actually want the AI to properly use phase ships/hyperion? That sounds awful, getting one shot with no counter-play. The whole concept is not fun to play against, I'm totally ok with the AI being bad at using them. The alternative is much worse.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 27, 2018, 02:42:27 PM
Does anyone actually want the AI to properly use phase ships/hyperion? That sounds awful, getting one shot with no counter-play. The whole concept is not fun to play against, I'm totally ok with the AI being bad at using them. The alternative is much worse.

Hyperion does have counterplay, player just never really needs to practice it.
First of all in Paragon vs Hyperion scenario, Paragon could just refuse to drop shield. Hyperion can't really build up hard flux on it, wait it out or anything else. A 360 shield that powerful stops it completely.
Even simple non-360 omni shield could stop it. You just need to keep shield down and reaction-raise it as Hyperion jumps (it sounds more difficult than actually is).
With just forward shield - sure, alone you can't do anything. But multiple ships could form up back-to-back, which would at the very least complicate Hyperion's job (and actually stop it, if they are close enough - can't jump into other ship's collision radius).
To win you don't really need to kill it. Just preventing it from killing you is already a win by CR.
So, yeah, I'd like AI Hyperions to be competent. It costs like a cruiser, it should be at least a comparable threat.

As a side note: Hyperion vs Hyperion fights are like wild west duels. Jump behind enemy, as they try to jump behind you. But AI is very predictable and has large delay on sequential jumps, so this gets old fast.

Stopping current Afflictor with QD is actually more difficult - because QD shuts down most of your options. But Afflictor will lose QD in next release anyway.
At which point smarter shield management + accelerated shield might be just enough (can't really test it against current AI...).
Well, invulnerability frame kill may be a bit too good too, so maybe nerf that to oblivion as well.
Title: Re: Do-nothing AI.
Post by: Megas on October 27, 2018, 04:14:52 PM
2x phase might be okay for frigates (although I would not want that), but it would make bigger ships useless.  Harbinger needs Auxiliary Thrusters and Unstable Injector to bypass omni shields.

AI is stupid with shields against Hyperion, and even if it managed to raise shields, it is easy to force it by withdrawing far away to think it is safe.  (This happens to be the same way Odyssey with Lances and Salamanders can cheese a win against Paragon).

Phase ships are only overpowered with invulnerability frames.  Without them, they are weak, or least overpriced for their performance.  AI does not exploit I-frames, and I suspect many players are not aware of them either and cannot exploit what they do not know.  (I was not for a long time.  As soon as TaLaR made me aware of I-frames, I have been abusing them like psychic or wake-up Dragon Punches in an early Street Fighter 2 game.)

Afflictor with Quantum Disruptor is very scary.  If it gets the first draw, it shuts down the opponent, and the follow-up double AM Blaster will two-hit kill any frigate fast enough to hang with it.  Anything fast enough to counter Afflictor can be likewise be countered by said Afflictor if it acts first.

Quote
So, yeah, I'd like AI Hyperions to be competent. It costs like a cruiser, it should be at least a comparable threat.
Hyperion costs as much as Falcon.  I have no problem giving AI Falcons, at least they use them well enough.  I do not give AI Hyperions because it is too busy avoiding combat like Arilou.
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 27, 2018, 05:18:38 PM
Paragon could just refuse to drop shield. Hyperion can't really build up hard flux on it, wait it out or anything else. A 360 shield that powerful stops it completely.
Even simple non-360 omni shield could stop it. You just need to keep shield down and reaction-raise it as Hyperion jumps (it sounds more difficult than actually is).
With just forward shield - sure, alone you can't do anything. But multiple ships could form up back-to-back, which would at the very least complicate Hyperion's job (and actually stop it, if they are close enough - can't jump into other ship's collision radius).
To win you don't really need to kill it. Just preventing it from killing you is already a win by CR.
So, yeah, I'd like AI Hyperions to be competent. It costs like a cruiser, it should be at least a comparable threat.

In a 1v1, sure, there is some counter play, but many of these suggestions are totally infeasible in a fleet context, unless you don't engage the rest of the enemy fleet (which isn't always an option).

-Ships will have to drop shields eventually. Maybe paragon can be mostly safe (it would still have to avoid enemy capitals), but every other ship cannot keep shields up indefinitely while also engaging other ships. You would have to play very passively to avoid taking hard flux from the rest of the enemies, i.e. never engage.
-In order to react with omni shields, you have to be aware of where the hyperion is and be ready to react, but the hyperion can cross the map in seconds, so that would require constantly pausing and checking the map to see where the hyperion is, or never engaging any ship besides the hyperion.
-Being forced to stay in very close proximity to your fleet is just boring, and if your ships are 'back to back', half of them are facing the wrong way and not contributing to the fight.

You also can't guarantee your fleet will do these things, so you will likely lose ships without being able to prevent it, unless you pilot your own hyperion and duel it.

All these suggestions basically boil down to 'don't do anything, hide in your fleet and wait for it to run out of CR', or have your own hyperion. How is that fun or interesting gameplay? And how can you justify one frigate forcing you to play like that? Enemy cruisers don't force you to totally change the way you approach the game. I vastly prefer the ship being functionally player only. You can get the value of a cruiser from it if you want, you just have to fly it yourself.
Title: Re: Do-nothing AI.
Post by: Voyager I on October 27, 2018, 05:41:02 PM
Yeah my argument against Hyperions and the turbo-Phase ships has always been that the counterplay, where it exists, is typically "huddle your whole fleet in a ball so there's nowhere it can get behind anybody and cower together like this until its CR runs out and it withdraws".

The AI actually being able to use phase ships to their full potential would be the *** worst.
Title: Re: Do-nothing AI.
Post by: Thaago on October 27, 2018, 07:54:36 PM
Phase ships are fairly easy to counter but requires having a large fighter force. If you have a half dozen spark wings slapping a fighter strike down on enemy phase ships works great.

Other than that though, the only counter play is turtling + waiting, which is boring as all hell.
Title: Re: Do-nothing AI.
Post by: Goumindong on October 27, 2018, 09:09:00 PM
Phase ships are also hard countered by beams.
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 27, 2018, 09:57:57 PM
My experience with high mobility ships is that they are easy to scare away (with fighters or beams), but if you aren't paying attention or are isolated, they will punish you. I think that is ok general balance for player vs AI, but in AI vs AI, the defending ship doesn't make the mistakes that allow for punishment (they are always paying attention), so the mobility ship doesn't get any value. I don't think that really changes until the AI becomes too frustrating to deal with as the player.

I also realized that some of the strange behavior where the AI backs off when it seems to have an advantage may be tied to flux management issues. If the AI expends a lot of flux to overload an enemy, it will also be high on flux and may want to vent instead of taking advantage of the opening it just created. I generally prioritize flux efficiency when I outfit ships for the AI, and I rarely if ever see these issues. My approach to dealing with things the AI is bad at is to not let it use them. I never let the AI pilot any high tech ship unless it is a beam load out because I know that it can't use those ships effectively, and is likely to die or take significant damage where it would not with another ship or load out.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 27, 2018, 10:21:48 PM
All these suggestions basically boil down to 'don't do anything, hide in your fleet and wait for it to run out of CR', or have your own hyperion. How is that fun or interesting gameplay? And how can you justify one frigate forcing you to play like that? Enemy cruisers don't force you to totally change the way you approach the game. I vastly prefer the ship being functionally player only. You can get the value of a cruiser from it if you want, you just have to fly it yourself.

True, you wouldn't be able to catch a competent Hyperion without one of your own. Or maybe Afflictor (in it's current QD form, and maybe character skill for extra time acceleration thrown in for good measure).

Though the real reason for this is - there is only a split second of vulnerability between sequential jumps. It's too short for beams to register a hit, but projectiles can occasionally hit (tested by continuously jumping within dense fire stream from enemy Paragon). I'm not sure this was actually intended by Alex. But it makes Hyperion only really vulnerable when venting, and it gets to choose where it vents to cover that.

I think putting player on the back foot occasionally and making them work to counter specific threat would be not that bad.
Title: Re: Do-nothing AI.
Post by: Voyager I on October 28, 2018, 02:46:57 PM
My experience with high mobility ships is that they are easy to scare away (with fighters or beams), but if you aren't paying attention or are isolated, they will punish you. I think that is ok general balance for player vs AI, but in AI vs AI, the defending ship doesn't make the mistakes that allow for punishment (they are always paying attention), so the mobility ship doesn't get any value. I don't think that really changes until the AI becomes too frustrating to deal with as the player.

Really?  I've kinda found it to be the opposite - the AI has a hard time correctly evaluating the threat levels of ships that break the conventional rules of combat and often lets ships get caught out by predictable interactions because it doesn't know how to think that way.  Phase ships are some of the biggest offenders (the AI doesn't understand that it can go from 'out of effective range' to 'behind me' faster than it can turn around), but you can even see it with stuff like combat-bonused player ships that have much higher burst damage than is typical.
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 28, 2018, 03:23:51 PM
Really?  I've kinda found it to be the opposite - the AI has a hard time correctly evaluating the threat levels of ships that break the conventional rules of combat and often lets ships get caught out by predictable interactions because it doesn't know how to think that way.  Phase ships are some of the biggest offenders (the AI doesn't understand that it can go from 'out of effective range' to 'behind me' faster than it can turn around), but you can even see it with stuff like combat-bonused player ships that have much higher burst damage than is typical.

I don't think the AI makes the shield micro mistakes that a player would make. It will always block high burst damage like missiles and AM blasters so phase ships can't sneak damage in the same way they might against a player who can't pay attention to everything at once. Ships with fixed forward shields might by more susceptible, but that is just the nature of the ship.

What is was getting at was that phase AI ships never actually ends up right behind you because they are too afraid/easily scared away (and the defensive AI will always notice it and scare it away), but if it were actually good enough to abuse its mobility, then it would be oppressive. I agree that the AI is susceptible to mobility, but the enemy AI is not able to take advantage of that, while on the other hand, the defensive AI is always paying attention, so it doesn't accidentally take a reaper in the engines like the player might.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 28, 2018, 09:34:05 PM
I don't think the AI makes the shield micro mistakes that a player would make. It will always block high burst damage like missiles and AM blasters so phase ships can't sneak damage in the same way they might against a player who can't pay attention to everything at once. Ships with fixed forward shields might by more susceptible, but that is just the nature of the ship.

Absolutely nope, player piloted phase frigates can easily bypass omni-shields with AM blasters (just fire off-center ahead of enemy shield rotation). You can even bypass omni shields with Reapers (without relying on QD), though this gets more tricky (doable vs capitals, very hard vs cruisers. Not doable vs DE/frigate - smaller ship's shields just raise/rotate faster relative to their size).

Key here is to fire close enough to currently deployed shield position to make AI believe that it can handle the problem by rotating shield, while actually either catching the projectile is impossible at this point(AM blaster) or can only be done by re-raising (Reapers),

Another fun, though less practical way to bypass omni-shields is to fire annihilators while orbiting the enemy ship in time accelerated Scarab. If you get everything right, your attacks arrive near simultaneously from multiple directions.
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 28, 2018, 10:58:32 PM
I was referring to weapon fire from other AI ships not the player. Like I said multiple times, the player can abuse mobility mechanics, but the AI will not, so AI phase ships won't land shots in those situations. I believe the AI is better at shield micro than the player simply because the player has to simultaneously manage movement, weapons and shields. If the AI were good enough at piloting phase ships to bypass AI shields, it would be even more effective against the player.

The whole point I've been trying to get across is that in order to make the AI effective at piloting phase ships/hyperion, you would have to make it abuse all the things you mentioned, but that would be incredibly frustrating for the player to deal with. That is why I don't want phase ships to be more effective. There is probably some middle ground for improvement over current AI, but phase ships should not ever abuse the things the player can.
Title: Re: Do-nothing AI.
Post by: TaLaR on October 28, 2018, 11:20:54 PM
I was referring to weapon fire from other AI ships not the player. Like I said multiple times, the player can abuse mobility mechanics, but the AI will not, so AI phase ships won't land shots in those situations. I believe the AI is better at shield micro than the player simply because the player has to simultaneously manage movement, weapons and shields. If the AI were good enough at piloting phase ships to bypass AI shields, it would be even more effective against the player.

The whole point I've been trying to get across is that in order to make the AI effective at piloting phase ships/hyperion, you would have to make it abuse all the things you mentioned, but that would be incredibly frustrating for the player to deal with. That is why I don't want phase ships to be more effective. There is probably some middle ground for improvement over current AI, but phase ships should not ever abuse the things the player can.

AI is better in sense that it has undivided attention (and player simply can't control weapons + shield + movement at the same time input-wise). But it also makes predictably exploitable mistakes, where player could discern important points and concentrate on them.

It's ok for player vs AI Hyperion/phase scenario to be a struggle for survival (since you win by CR), with most extreme uncounterable options nerfed (like QD on Afflictor, invulnerability frame finishers, or invulnerability due to sequential Hyperion teleports).
AI Hyperion/phase should be counterable, but it doesn't have to be easy.
Title: Re: Do-nothing AI.
Post by: intrinsic_parity on October 29, 2018, 12:12:25 AM
The player is limited by human reaction times and precision while the AI is not. Even if the player is able to react fast enough to counter the AI (which not everyone will be able to), the amount of effort/skill required to beat that sort of ship (AI playing optimally) is totally disproportional to the size and value of the actual ship. The player would have to devote their full attention and resources to defeating one frigate worth 8 op. A frigate should not require more skill/effort to defeat than a capital ship. Also, the optimal strategy would be to deploy 20 phase frigates of your own. If the AI could actually use them, they would be much more cost effective than any other ship in the game. 
Title: Re: Do-nothing AI.
Post by: TaLaR on October 29, 2018, 12:54:33 AM
The player is limited by human reaction times and precision while the AI is not. Even if the player is able to react fast enough to counter the AI (which not everyone will be able to), the amount of effort/skill required to beat that sort of ship (AI playing optimally) is totally disproportional to the size and value of the actual ship. The player would have to devote their full attention and resources to defeating one frigate worth 8 op. A frigate should not require more skill/effort to defeat than a capital ship. Also, the optimal strategy would be to deploy 20 phase frigates of your own. If the AI could actually use them, they would be much more cost effective than any other ship in the game. 

AI could potentially be faster than player, sure. But the way it's currently implemented, it seems actually slower. Probably both for performance reasons and to avoid situation you describe.

Afflictor should probably be closer to Hyperion in cost, maintenance and rarity. And massed Afflictors is what already happens in pursue for maximum efficiency, with nitpick being 'chain-deployed'.
Title: Re: Do-nothing AI.
Post by: Voyager I on October 29, 2018, 09:42:33 PM
The player is limited by human reaction times and precision while the AI is not. Even if the player is able to react fast enough to counter the AI (which not everyone will be able to), the amount of effort/skill required to beat that sort of ship (AI playing optimally) is totally disproportional to the size and value of the actual ship. The player would have to devote their full attention and resources to defeating one frigate worth 8 op. A frigate should not require more skill/effort to defeat than a capital ship. Also, the optimal strategy would be to deploy 20 phase frigates of your own. If the AI could actually use them, they would be much more cost effective than any other ship in the game. 

AI could potentially be faster than player, sure. But the way it's currently implemented, it seems actually slower. Probably both for performance reasons and to avoid situation you describe.

IIRC the AI has built-in delays to its reaction times with stuff like shield micro to make it appear less robotic and give the player opportunities to outplay it.

Might be nifty to see handicaps like that taken off on some kind of REDACTED boss ship though.