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do you think it would be bennificial to have a second type of AI routine as listed blow

yes (OP's idea).
- 7 (70%)
yes but different idea (post).
- 3 (30%)
no.
- 0 (0%)
i dont care i can go either way.
- 0 (0%)

Total Members Voted: 10


Author Topic: a second type of AI routine for fighter craft.  (Read 3307 times)

arwan

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a second type of AI routine for fighter craft.
« on: April 11, 2012, 05:03:29 PM »

so was reading up on the definitions of aircraft fighter roles around the WWII era (since that is a strong reference for the game) and started thinking the way the AI handles fighters now is ok.. for some fighter types really good for others and rather poor for some.

my idea to cure some of the deficiencies would be a new AI routine rather than switch up weapons or ranges or projectile speeds etc.

right now we have the what I shall call (orbit) routine.. fighters/bombers/interceptors/support/assault (those are the fighter types in the game A.T.M.) all use this and I would say for the assault/support that would be a good routine.. settle into an orbit and devastate your opponent like a modern time Lockheed AC-130 (http://en.wikipedia.org/wiki/Lockheed_AC-130) in real world applications

but for the bombers/interceptors this "should" be a not so good idea and for some in the game it isn’t.. while others again in game does not make much difference (though game is not fully balanced yet so who knows) to me these types of fighters should have a different type of AI one of swoop in on target (probably not even pass over the ship its attacking) drop its payload(for bombers) or fire a few volleys of its main weapon and bug out. or the (zoom) AI to re arm or lose target lock of the ship its shooting. and then line up again to fire.( zoom in action )

now I left out fighters because there a bit of a mixed bag... some being multi role (thunder) and some being more interceptor (broadsword) I believe these should be able to use both types of AI depending on there target and or weapons. and I will list what I personally believe they should/could do.

thunder (true multi role fighter can do a little of everything) vs. ships orbit, vs. other fighters zoom
broadsword (Area defense interceptor) vs. ships zoom vs. fighters zoom
talon (point defense interceptor) vs. ships avoid or zoom vs. fighters zoom
gadius (multi role fighter) vs. ship orbit vs. fighters zoom
xyphos (air superiority fighter) vs. ships zoom vs. slower fighters than it orbit vs. faster fighters than it zoom
warthog (gunship AKA assault in game files) vs. ships orbit vs. fighters avoid if possible or zoom
wasp (point defense interceptor) vs. ships avoid or zoom vs. fighters zoom
dagger (light bomber) vs. ships zoom vs. fighters avoid if possible or zoom
trident (heavy bomber) vs. ships zoom vs. fighters avoid if possible or zoom
piranha (medium bomber) vs. ships zoom vs. fighters avoid if possible or zoom
longbow (support/gunship) vs. ships orbit vs. fighters orbit (could use different/more weapons to actually be valuable for support role) (should be the go to fighter that’s good for escort duties)
mining drone (civilian craft) vs. ships orbit vs. fighters zoom (being a civilian craft it probably should fill more of an escort role)

atleast thats my 2 cents.

now i think i see vultures circleing and i think im going to seek shelter. *runs for cover*
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

cp252

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Re: a second type of AI routine for fighter craft.
« Reply #1 on: April 11, 2012, 06:32:40 PM »

Your beam fighters should be orbiting though.
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Uomoz

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Re: a second type of AI routine for fighter craft.
« Reply #2 on: April 11, 2012, 07:47:56 PM »

Not sure if doable or if it's already in place but i didn't notice, but I like.
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BillyRueben

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Re: a second type of AI routine for fighter craft.
« Reply #3 on: April 11, 2012, 08:33:23 PM »

I like your idea. I was also hoping that in addition to that the devs could let fighters out of formation once they are in a combat situation.
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factotum

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Re: a second type of AI routine for fighter craft.
« Reply #4 on: April 12, 2012, 02:34:13 AM »

I like the ideas, but my worry is that they amount to buffing fighters, and fighters really don't need buffing--they're arguably overpowered as it is!
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cp252

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Re: a second type of AI routine for fighter craft.
« Reply #5 on: April 12, 2012, 04:35:00 AM »

Nah, just making them look less uniform and stupid. Besides, if broadswords don't freaking orbit my shielded ships they'll be less annoying and won't need a nerf as badly.
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