1
Suggestions / Re: Have USE_LESS_VS_HULL weapon AI tag
« on: September 19, 2024, 01:23:14 PM »There should be the Main range which is considered by AI as optimal.This sounds terrible for most players, because they will forget to change it to fit the new loadout or set it wrong. The officer temperament system is simpler to understand and hence far more approachable. (If your game has long tutorials on how to equip units, then you already are at the complexity limit)
Then secondary and the rest.
All the 3 priority ranges are set in Hangar on the weapon group screen.
As long as one ship in combat is human controlled (at maximum) then it means most of ships use wrong tactic, which is unpleasant to watch.
Currently each weapon wage war independently, if get opportunity then blast them. There is no decision about resources and priorities. As result we see usage of limited ammo weapons shooting at target with zero chance to make damage or even hit.Besides missles, battleships IRL will gladly use ammo to level hills. Also imagine the rage if your ship gets destroyed with all its missles on it.
Same as usage of point defence blasting rockets while they could be swallowed by shield, when PD should rather attack the opponent ship to finish it.Your PD is supposed to finish off a ship? What if a Reaper sneaks throu because all your guns are busy.
AI weapon officer is a module which oversee all the weapons like player would do.Overkill is fun and very much something human would do, so yes, the AI should fire a Semibreve at the incoming frigate.
Consider chance of hit, chance of damage, current flux levels, optimal range for weapons available. This officer also should handle overkill situations, as long as he see all weapons and their real impact on current target after bonuses applied.
USE_LESS_VS_HULL also would mean fewer weapons firing, which makes for less of a visual spectacle and hence a less fun game. In the end the aim isnt optimal ship ai, but maximizing the fun a battle brings.