I'm not sure how to tell what the admiral AI is doing. At the beginning of the AI Battles mod or Fleet tester with the updated jar, there are some initial orders to claim nav/sensor bouys. That shows up on the map layer. Then the only other orders I see on the map layer are retreat orders. The local ship AI is clearly assigning itself to escort though (I've seen drovers follow other ships that are retreating to the edge of the map, then once they retreat, head back to the fight). And generally in the initial clash, most of the bombers go after the same ship, but then again, that might just have been the first ship seen, or they all had the same selection criteria at the beginning of the fight, so it tends to make them select a single target.
And all I can say is random AI is random. Well, and steady AI is really, really good at staying alive, with the side effect of not going for the kill in a lot of situations. Which to be fair, if you're actually playing the game, generally what you want out of your standard AI. The fact that these fights are going to CR, frigates and destroyers are hitting 0% with several different composition means things can't be too far out of balance.
Although it does makes me wonder if we're testing things the right way. As it is right now, fleet composition in terms PPT is arguably more important than base ship effectiveness. A few more cruisers and a few less destroyers and you'll have a significant advantage at the end. The other thing is, the game isn't intended to be balanced AI vs AI. Its intended to be player vs AI, and provide a fun and interesting challenge. A player thrown into the mix will make fights go much shorter, at which point PPT doesn't matter as much.
It also begs the question, of which player's balance? Someone just piloting their ship and ignoring the AI is going to have different performance from one that switches to the map layer and issues appropriate orders mid-battle. Keeping your carriers together and having them send a bomber wave at a target you know is going to be high flux in 10-20 seconds, is going to see different effectiveness. We also know at some point there's a transition where you have so many fighters on your side, the AI can't handle it optimally.
So anyways, I did a bunch of broadsword/peridition +2x thunder setups. Both Condor and Drover.
I'm including in the spoiler tags the setup files I'm using for the condor fights, just in case someone can spot a mistake. The Venture_Pulse is just a Venture_Balanced with a Pulse Laser instead of mining blaster. I did make a mistake on the first 2 Drover fights, and gave them 3x broadsword/peridition and 3x Thunders. Anyways, I include this because I've got fairly different results from SCC.
Condor fights:
8 matches, 4 wins for the Condors, 3 losses, 1 tie (literally every ship was at 0% CR and retreating off the field - although Conquest did retreat while Onslaught had been destroyed...)
Drover fights
6 Drovers (3 Broad/Perdition, 3 Thunder)
1 win, 1 loss
5 Drovers (3 Broad/Perdition, 2 Thunder)
5 wins, 3 loss.
Note: The 5 wins were all in a row, and the 3 losses were all in a row at the end - so it was looking like 5/5 at the beginning of testing and I was very confused about why drovers with thunders were so much better than broadsword/dagger).
I have been running some of these matches 2 at a time (two instances of starsector running) to speed up testing, but I don't think that should matter?
Anyways, thunders are better than I had traditionally given them credit for, at least in a AI vs AI setup. I'm not seeing statistically significant differences between 5 Drover fleets and 6 Condor fleets, at least with this limited testing. Again, it really is vagary of the AI. I mean, I've seen the Onslaught destroy the Omen during the first few moments of enemy contact, when they wanted to go in opposite directions and the omen crashed into the Onslaught with its shields down. Sometimes a destroyer will zoom ahead, flux up, and then the bombers come in. Some times, the bombers slit their attention on two different ships at the beginning of the fight, running up flux, but not securing a kill.
I'm tempted to switch over to a new scenerio, with superior enemy forces, and seeing how long the carrier fleet lasts. Probably something like a reckless SO Luddic fleet 180 DP versus 120 DP. And then see how long the fleet lasts and how much they kill. That I'm willing to bet is going to show case the Drover's advantages.
player0_fleet.csv
Spoiler
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive", "reckless".
#flagship: boolean to set the flagship of the fleet
#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.
1,conquest_Elite,steady,false
2,eagle_Assault,steady,false
3,venture_Pulse,steady,false
4,enforcer_Elite,steady,false
5,enforcer_Elite,steady,false
6,hammerhead_Balanced,steady,false
7,centurion_Assault,steady,false
8,centurion_Assault,steady,false
9,wolf_Assault,steady,false
10,wolf_Assault,steady,false
#11,drover_Broad_Perd_Harpoon,steady,false
#12,drover_Broad_Perd_Harpoon,steady,false
#13,drover_Broad_Perd_Harpoon,steady,false
#14,drover_Thunder_Harpoon,steady,false
#15,drover_Thunder_Harpoon,steady,false
11,condor_Broad_Perd_Harpoon,steady,false
12,condor_Broad_Perd_Harpoon,steady,false
13,condor_Broad_Perd_Harpoon,steady,false
14,condor_Thunder_Harpoon,steady,false
15,condor_Thunder_Harpoon,steady,false
16,condor_Thunder_Harpoon,steady,false
player1_fleet.csv
Spoiler
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive", "reckless".
#flagship: boolean to set the flagship of the fleet
#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.
1,onslaught_Standard,steady,false
2,eagle_Balanced,steady,false
3,falcon_Attack,steady,false
4,heron_Strike,steady,false
5,mora_Strike,steady,false
6,condor_Support,steady,false
7,drover_Starting,steady,false
8,medusa_Attack,steady,false
9,sunder_CS,steady,false
10,shrike_p_Attack,steady,false
11,shrike_p_Attack,steady,false
12,tempest_Attack,steady,false
13,omen_PD,steady,false
14,lasher_Assault,steady,false
15,wolf_Strike,steady,false
drover_Thunder_Harpoon.variant
Spoiler
{
"displayName": "Strike",
"fluxCapacitors": 3,
"fluxVents": 0,
"goalVariant": true,
"hullId": "condor",
"hullMods": ["expanded_deck_crew"],
"permaMods": [],
"variantId": "condor_Thunder_Harpoon",
"weaponGroups": [
{
"autofire": true,
"mode": "LINKED",
"weapons": {
"WS 001": "vulcan",
"WS 002": "vulcan"
}
},
{
"autofire": false,
"mode": "LINKED",
"weapons": {"WS 003": "harpoonpod"}
}
],
"wings": [
"thunder_wing",
"thunder_wing"
]
}
condor_Broad_Perd_Harpoon.variant
Spoiler
{
"displayName": "Strike",
"fluxCapacitors": 0,
"fluxVents": 0,
"goalVariant": true,
"hullId": "condor",
"hullMods": ["expanded_deck_crew"],
"permaMods": [],
"variantId": "condor_Broad_Perd_Harpoon",
"weaponGroups": [
{
"autofire": true,
"mode": "LINKED",
"weapons": {"WS 001": "vulcan"}
},
{
"autofire": false,
"mode": "LINKED",
"weapons": {"WS 003": "harpoonpod"}
}
],
"wings": [
"broadsword_wing",
"perdition_wing"
]
}