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Author Topic: On AI aggressiveness, and chasing ships  (Read 2385 times)

Tempest

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On AI aggressiveness, and chasing ships
« on: February 09, 2019, 08:01:15 PM »

I'm quite baffled by AI behaviour, and its complete unwilingness to engage the enemy. In the early game, chasing retreating pirates is a massive pain in the butt. Of all things in the many, many, many restarts, this has to be the worst issue.

See this, for example:

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That Lasher on the right, has done precisely zero in this whole fight. It has an aggressive officer, the full assault command has been given, and yet it's just sitting there doing nothing. The Wolf right there has a steady officer, and is actually doing its job. It's a stupid Cerberus with no hull, why can't they just kill it already?

I then took command of the Lasher, and killed the Cerberus in a few seconds. The officer did nothing in all the time it took me to get there.

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In one memorable instance, I was chasing a Mule [P][D], that somehow kept up 200+ speed for several engagements. Like, how?

How does this all actually work, and where do I get those leeroying officers I've heard so much about?
« Last Edit: February 09, 2019, 08:03:58 PM by Tempest »
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Euphytose

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Re: On AI aggressiveness, and chasing ships
« Reply #1 on: February 10, 2019, 12:59:50 AM »

Unless you use reckless officer, this happens a lot.

Even when you order a ship to "eliminate", they will stay away even when they have a clear advantage. Or sometimes there are 3-4 allied ships against a bigger one, and none of them engages.
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SapphireSage

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Re: On AI aggressiveness, and chasing ships
« Reply #2 on: February 11, 2019, 09:25:56 AM »

In this instance reckless may not even help as the only difference between reckless and aggressive is that reckless is an always-on eliminate/full assault order, which ignores a target's nearby allies and only considers the target's strength for deciding whether to engage. This means that in that situation with one opponent and an aggressive officer, neither a reckless officer nor eliminate/full assault is likely to change its behavior from what it would do anyway.

Aggressive just means that after weighing up its strength to the relative strength of the target and its nearby allies and it decides it safe to engage, it'll attempt to get in range of all non-missile weapons it has including PD.

It also makes civilian ships behave aggressively and engages enemies with fighters more often rather than escorting with them.
« Last Edit: February 11, 2019, 09:32:12 AM by SapphireSage »
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Euphytose

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Re: On AI aggressiveness, and chasing ships
« Reply #3 on: February 11, 2019, 09:53:16 AM »

The PD behaviour should be changed in my opinion, at least with aggressive. All non PD weapons is fine, but you very rarely use your PD as an attack weapon unless it's medium size or more. But keep it for aggressive.
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Megas

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Re: On AI aggressiveness, and chasing ships
« Reply #4 on: February 11, 2019, 10:00:16 AM »

I had Steady Herons armed with only dual flak try to approach enemies and blast them with flak, at least during 0.8.x.
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Plantissue

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Re: On AI aggressiveness, and chasing ships
« Reply #5 on: February 12, 2019, 12:41:12 PM »

My guess is that the Cerberus is outspeeding the Lasher for the duration you was watching.
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Wyvern

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Re: On AI aggressiveness, and chasing ships
« Reply #6 on: February 12, 2019, 01:04:04 PM »

My guess is that the Cerberus is outspeeding the Lasher for the duration you was watching.
Yeah, look at the engine flares - that's a Cerberus with SO.
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Wyvern is 100% correct about the math.