Walt If you're confused about the behavior of certain ships, post the ships here and I can probably explain
woot! thanks for the reply. 🙂
ok, here's the ship i made for testing :
i removed all the other guns to make it easier to test.
then i checked that the furthest side missiles from the front has nearly the same attack range as the 4 large cannons in the middle. so i assume that it will try to reach a range that will "maximize" the number of weapons that will hit the enemy. (ie : it will try to reach large cannon firing range)
however, such is not the case. as it tries to move towards the enemy, the enemy kites backward. so the large cannons rarely get into range. (mostly just shoots in passing, like when it kite orbits and the diagonal motion it takes places it nearer than usual)
this ship is fast and can actually outrun the ship it is trying to chase, and if i manually change the distance and place it closer to the enemy to unleash a full barrage of cannon fire, it is fully capable of doing so.
but that is not what the AI does when it tries to reach the "optimal" range of the cannons, since the enemy is kiting backwards so even if my ship AI fires my cannons, it rarely reaches the opponent at the "optimal" range it places itself in.
meanwhile, the opponent has the range advantage while kiting. so i wanted to reconfigure this ship to reverse the situation. i wanted my ship to "kite" instead of chasing the opponent.
what should i change here?
btw, where can i see these, and what does it mean? does a gun with higher AIFirepowerRating mean that the AI will prioritize getting that gun into range?
is the bounding circle the circle we see when players select a ship?