Still, in terms of accuracy, you would think that sometimes either some of your ships or some of the enemy ships would just cut and run. But maybe not until a crew morale meter gets implemented...
Well, in the campaign once the game thinks you've won the match, the rest of the enemy fleet retreats. Also, very low hull enemy ships will move to the edge of the map and retreat as well. So, I think what you are describing is there.
Oh yes, an other thread stating the obvious, that something HAS to be done with the ship ai and how command works. The current system is non intuitive, hard to grasp, and when one starts to master it one only realizes how inconsitent it is.
Of course there are always a few people on the forum constantly balming the new players, that it is their ability that lacks and not the system. From those people i ask, if the system is sooo great, then why every tenth or so tread is complain about ai behavior?
Pls Alex do something with it, i dont know just the thing that would help, but there have been several complains, and suggestions.
Alex is tweaking the AI between releases. Take for example:
https://twitter.com/amosolov/status/1415412901733621765So if you have simple to reproduce scenarios combined with concrete suggestions, they are going to generally be easiest to modify the code for. However, I'm pretty sure the ship AI is the single most complicated bit of logic in the game, and has the largest effect on the game's playability. Any one change affects all fights, not just a particular scenario, so it can be tough to find the right balance.
While the Engage command may not be forceful enough (or overriding the base survival instincts of the ship enough) based on forum posts, I've also seen posts complaining the Eliminate command gets ships killed too easily. So tweaking Engage closer to Eliminate may not be what everyone wants, new players included.
I wouldn't mind the fleet command tutorial going into a bit more depth on the differences between the various commands. Right now it's only tool tips explaining the differences. Having two fleet command situations in the tutorial , one demonstrating the effects of engage while the other shows eliminate, perhaps would be helpful for new players.
I had a battle recently, and expressly ordered a Falcon Cruiser to engage another ship.
Alas, the order, repeated multiple times, was ignored each time, with the ship choosing to engage another ship.
Is that normal behavior ?
Depending on the situation, yes. Many things can affect such a confrontation. Without further details (ship positions, ship relative speeds, weapon ranges, etc), it's hard to say. A Falcon can't necessarily disengage from a faster Tempest, for example. And a Tempest can pack enough firepower that it can't really be ignored either. Moving to engage the third ship might just leave the Falcon flanked, which the AI really hates having done to it, and loves doing to the enemy. But I don't know if that was the kind of situation or not.
I'll note the fleet command tutorial introduces the concept of using the avoid command on the ship you don't want to fight, and the "stronger" Eliminate command on the ship you do want to fight, which is more likely to give you the result you want in that scenario, I think. Although, unlike Engage, you typically need to keep an eye on ships with an eliminate order as they are much more aggressive and likely to get destroyed unless they have a large advantage over nearby enemy forces.