Fractal Softworks Forum
Starsector => Bug Reports & Support => Topic started by: Wyvern on March 17, 2014, 09:09:14 PM
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It seems to base how much it should deploy on how many combat capable vessels you have - which can lead to ridiculous things, like a large pirate fleet deploying a single hound to try and take out several mothballed dominators.
(Related: When the AI deploys a piranha bomber wing, I've seen them manage to completely miss on their bombing run against a retreating ship that can't even maneuver! It's possible they were trying to bomb and capture a nav buoy at the same time, though.)
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Related to this - and to AI weaknesses in general - it's still easy to (ab-?)use a scenario where you are pursued to your advantage. If you are outnumbered, you can enter a pursuit scenario and turn around at the beginning, only confronting the forces deployed from the bottom of the map. That can be very effective against carrier fleets, where all the fighters are busy capturing objectives and whatnot, while you demolish their carrier without resistance.
I'd not say this is bad in general, you could say it's cunning on the part of the player (-character). It would be more convincing if the AI would not be completely oblivious to this threat, though. For example deploy reinforcements when the player turns to fight on the lower border, or just deploy escorts from the bottom to start with. Or even if the AI would be aware of this possibility if it is pursued itself, and use it sometimes.
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Hmm. It should consider mothballed ships as having 1/4th strength for pursuit (which is ultimately based on deployment point cost). Maybe the pirate fleet had generally low CR and just didn't want to put all that much effort into it? It's hesitant to deploy low-CR ships.
@Gothars: Tweaked the values a bit; should deploy reinforcements down the middle a bit more often. Will see how that feels.