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I want to explain a few of my ideas.

  • A.I. will target parts that can chain explosion.
    [Hard]


    • If the control room or reactor is too close to the outer walls, A.I. will shoot all their guns there.
      (Varies depending on ship firepower and number of guns.)
    • A.I. will always try to get behind you.
    • A.I. will know where you are aiming after your first shot and will turn in the opposite direction of his defenseless side.
  • If your ship is long, it will try to split you in two and hit the side where you have no thusters. [Hard]

  • A.I. will angle 45 degrees to protect itself if its control room and reactor are exposed or close to external walls. [Hard]

My old suggestion updated:

-A.I. If theres more than 1 ship, needs to stand in the middle of two enemy ships and keep it distance from the two ships, or keeping ship B behind ship A by getting ahead of ship A and staying as far away as possible. that ship A will intercept ship B.


Needs: try to hide behind the enemy ship.

    I don't see how this is better; this suggestion isn't useful for implementation; needs to be much more in-depth.

    1. The AI does target according to priority like reactors but priorities easy to reach ones; everything else too much processing required
    2. It used to target centers to split but that usually doesn't score relevant damage so was removed; also allowing being pincered is a bad idea.
    3. AI does turn ship around but usually bad turning rate (built designs) causes it to take a lot of damage to vulnerable parts
    4. So you want it to be pincered? If anything it should remain at max distance to all enemy ships.

    Lafiel

    1st thing is: As you can see the ships atacking at random places and doesn't try to cut wings.
    The ship is firing heavily because it did not cut the lines between wings and the reactor.

    2nd thing is: as you can see the Ally ship is getting closer and Enemy2 ship going behind the ship
    Ally ship allowed it and doesn't try to hide behind the Enemy1 ship. The Ally ship must hide behind the enemy ship so that the other enemy ship cannot attack the Ally ship.

    3nd thing is: it broke from the sides but it doesn't make a 45 degree angle to protect it.

    4nd thing is: You can trick the enemy with using fake reactors.

      Lafiel

      Yes, sometimes you want your ship to be pincered. It's the only way something like the Twincruiser will bring all its guns to bear.

      The most important thing for AI development is to abandon the notion that we can have a one size fits all AI that is in any way satisfactory.

      Some ships want to put the front towards the enemy and care nothing for their target's orientation. Some ships have very wide or distributed fire arcs and don't care what facing they point at the enemy as long as they're at the right distance and not staying in line with its potential spinal railguns. Some ships are fast and reliant on shields or weapons that reload slowly enough they don't want to hang out and be shot at while they're reloading and want to pick a range, draw a tangent to a circle around the target at that range, and do flybys.

      Targeting should probably usually be random. Any fixed scheme can be exploited. You can dangle reactors that look exposed buy are heavily shielded to bait the AI into terrible targeting decisions. You can make a ship that rapidly spins or fans back and forth so that the predictions for any component not at the center of mass get thrown way off. You can make a ship with massive central defenses and exposed wings. Sometimes the least buried reactor is buried enough that the fastest way to reduce the danger an opponent poses is to pick off its weapons. Identifying which is the case is too hard to be practical, but you can always have the ship randomize its target prioritization rubric when spawned or at sufficiently long intervals that if the previous rubric was working the battle should be won by now.

      Targeting priority randomization should be able to be overridden by a "shoot where the railguns or fixed axis ion beams are pointing" option and electrobolts and EMP missiles should probably ideally independently target unoccluded powered components when not overridden by a designer dictate to shoot where the railguns of fixed ion beams are pointing.

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