"fightToTheLast":true, # order a full assault instead of retreating, in most cases
If it means AI actually retreats instead of trying a mutual-kill by stalling until both sides run out of CR, that would be nice. I have been in enough battles where AI cannot win but will backpedal as long as it can until it gets cornered and dies (or slips away and repeats the backpedaling to another corner).I have also often found that the AI seems to want to retreat but won't actually leave and just runs away to corners.
I would be a fan of the map edges autoretreating ships, both of player and AI. AI ships that bounce on the edges are a pain to kill because they cannot be properly flanked - and often times they are far enough past the edge that shorter ranged ships can't even get into firing range!Knockback weapons when?
Currently, enemy fleets will only ever retreat when the majority of their forces are wiped - essentially a rout.
I think it'd be not only more believable but also more forgiving at times, if NPC fleets were capable of recognising when a battle is in danger of being too costly for them.
I really hated that the AI was so "smart" that the second it knew it was outgunned it retreated full forces. This led to a repeatable abuse where the AI warped in to attack, went "Nope" after taking a few losses and assessing the battle and even after that took token losses retreating if the player constantly kept a slightly larger or better equipped fleet at the point of attack.Maybe it is bad in that game, but in Starsector, it would be great because I can then sic my armed civilians and joke ships to auto-resolve the following pursuit to destroy the enemy fleet after they retreat for fast free loot.
The AI is skittish enough as it is this patch and I think making it even more prone to running away or kiting is a bad thing.I'd rather the battle end than have to chase a Kite around the map until its CR hits 0.
Even enemy stalling without much offensive plan can be meaningful - it forces you to take risky plays to reduce PPT expenditure, thus giving enemies at least some advantage.Only if the enemy has more PPT than the player, otherwise, I stall until they run out first, unless they cannot harm my ships.
Even enemy stalling without much offensive plan can be meaningful - it forces you to take risky plays to reduce PPT expenditure, thus giving enemies at least some advantage.Only if the enemy has more PPT than the player, otherwise, I stall until they run out first, unless they cannot harm my ships.
Missed this but...I would be a fan of the map edges autoretreating ships, both of player and AI. AI ships that bounce on the edges are a pain to kill because they cannot be properly flanked - and often times they are far enough past the edge that shorter ranged ships can't even get into firing range!Knockback weapons when?