I feel a sympathetic twinge pain every time you have to solve a problem with a new button on the UI
Hah, appreciated.
I should add though, that even using the GTFO command to make ships evacuate at best speed, for ships without directional mobility systems there's still no reason for them not to present their most durable facing to the enemy while retreating. Is that kind of binary distinction feasible? Sorry if I'm being stubborn about this, but I think I might be on a bit of a different page in terms of perspective. In my mind, the new idea you're discussing is the ordinary, default definition of retreat. In a world where ships have omnidirectional movement, there's just no reason for them to at least not present their shields while making for the exist. It's the current behavior that is the aberration, starting as a contrivance to convey information to the player and living on as an exception for the handful of ships that do have a reason to face their direction of travel. Essentially, you're not adding a new button to make ships retreat carefully; you're fixing the ordinary retreat behavior and then adding a new button so the players can tell the guy in the Tarsus to forget all that jazz and just to floor it.
I get what you're saying, yeah. Perhaps naming-wise, it might make sense to also rename regular retreat as "Committed Retreat" or something like that.
What you're suggesting is, for a "committed retreat" in a ship without burn drive to still face towards the enemy as it pulls back. This seems binary at first glance, but, let's just think this through.
What about shields? Using front shields naturally would require facing backward, but a ship with omni shields doesn't have to. This could be an advantge when it comes to either changing course (since forward acceleration is better than backwards or sideways, sometimes considerably so) and when it comes to actually punching the button to get out of there. It could be a disadvantage in terms of taking engine damage when shields have to be lowered due to flux getting high.
It could also get iffy just figuring out when to turn around to engage travel drive. Could just say "as soon as in range" but there will definitely be cases where that's suicidal and waiting a few seconds would be fine, and vice versa. Or something as basic as, say, not using a front shield to keep the zero-flux boost going despite taking some damage.
Some of this probably sounds minor, but consider that for a lot of civilian ships - let's say, something like the Buffalo - the difference in how long it takes to take down based on where it's facing is probably even more trivial.
A ship told to do a "fighting retreat" also faces these questions, but there it feels like that's what the player signed up for. You're telling it to be safe while retreating (which, fair enough, makes sense to look at as the default mode of retreating, if both exist), but if it's a rough situation, it's fair to expect it might fail.
"Evacuate at best speed" is the player making the call that yes, in this situation, you just need to go for it 100%. Overriding that decision is asking for trouble - after all, if the ship does not have a forward-mobility system, why did the player not just tell it to make a fighting retreat? The AI deciding to ignore that is making the decision that the player didn't mean something that they explicitly said they meant.
Where it gets interesting is the default order for civilian ships in an escape scenario. I think those need to do a non-fighting retreat by default, because that's where I think the benefits of it generally outweigh the downsides.
Forgive me for arguing with the guy who makes the game about how he should think about his game.
No worries, plus you do have a point
That sounds really interesting,
I don't want to oversell it - just making incremental improvements to AI's decision-making, when to back off, which way to go vs many opponents, etc.
... currently even speed-maxed Tempests tend to eventually (or even quite early) die against much slower opponents. There is no mechanical reason for that - without obvious mistakes they could kite at least till CR malfunction levels.
It's hard to say without seeing what you're talking about. It could just be that they're trying to engage and it's a fight they can't win - but that they could if they had more support nearby. Sometimes, even flying in enough to take a few shots - or even to start taking shield damage - is enough to take hull damage too, if the damage is bursty enough.
If you want a Tempest to avoid fighting more, there are a few tools: a timid officer, the "avoid" command, or, if it's a lone enemy ship, "harass".