12/6/2023 0 Comments Ai war 2 build ship![]() The AI handles flux a bit different than you do. Ship stats: Speed refers to velocity, Maneuverability refers to turning speed, and Acceleration refers to, well, acceleration. The counterpart to speed is range, though the bigger the difference between ships' speed, the less that range matters. The faster ship dictates the pace of battle, by being able to engage and disengage at its whim. Speed and maneuverability of a ship is very important when choosing a more aggressive personality. In the case of more cautious personalities, the shorter range weapons might not see any use at all unless the enemy comes for you instead. Putting certain long ranged weapons in combination with short ranged ones can make a ship blow its flux reserves before it gets its other weapons in range and be very bad at assaulting, even though it might have an aggressive or even reckless personality. ![]() Range of your weapons is crucial and often plays a big part in the role of a ship. Ship TAGS, with particular note of carrier, carrier + combat, or civilian.Low armour on a facing (preference other facings).Internal back off threshold reached (will back off until safe to vent).Friendly ships with same primary target (flanking).Proximity to any threats (in order to safely vent).Flux cost of firing vs benefit (based per weapon group, not per weapon).Primary target shields raised (or down).Current primary target flux level (as percentage).Proximity to non-primary target enemy ships.Enemy missile potential threat (unfired, based on range).Turret vs hardpoint (a given weapon across these two weapon mount types).List of things that can influence any of the AI personality behaviours Both elements need to be carefully considered together. A Cautious officer can act aggressive and an Aggressive officer can act defensively with particular loadouts. It is important to use a holistic approach to both officer personalities & specific loadout as both elements interact with other strongly. Not looking at variants and personality as two separate things to assign. You would do well to build a variant looking through the eyes of the particular personality you have in mind. Most ships lean towards a preferred role, building variants to help it perform that role and giving it a personality to match will make its chances of successfully performing that role much higher. The AI is very dependent on the loadout its given. ![]() As an unofficial, work in progress effort it is based on incomplete information & conjecture so do take it with a grain of salt. This is a community attempt to document known or suspected AI behaviours for the purposes of enabling players to more intelligently design ships for AI use and thus have more useful AI wingman.
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