So, I was thinking today... the purpose of the AI commanding an individual ship is to automatically do what the ship does best. Let's use a Garda Flak Frigate as an example. We are fighting a battle in which we have a star base and our opponent is sieging our planet, and we're sending ships in from a nearby planet to help turn the tide. If we send our Garda Flak Frigate in, it will auto-target some strike craft. But perhaps we don't want that; maybe we want our flak to shoot over to our star base and defend it because we anticipate a large strike craft presence in the future and we want to be ready. Currently, there is no way for this but to select each Flak Frigate that we want to use for defending our base, manually place it where it's needed, and then set its engagement range to not attack. What I propose, is to create an option to manually set the AI's responses to various situations.
So, keeping with our past example, let's say we use our new tool to change a selected number of our frigates to, upon entering a contested gravity well, fly to the defense of a friendly star base. This will continue to apply until we change it again. Therefor, we lose no time in awkward flight paths when we enter the well and increase our efficiency.
This applies for all sorts of ships across all sorts of fields. For instance:
I agree with a lot of those things. Some are HUD related. BUT DUDE! YOU TOTALLY WIN THE ACHIEVMENT FOR LONGEST POST EVER! Still though, awesome.
I too agree with a lot of the things, plus the ability to mod the AI
no I have seen a lot longer, and I do mean a lot longer (and I am not talking about writing stories either)
lol. I know, it just seems long. But a modable AI is a really really good idea.
Oh also, there should be a "median" setting for the computer players, now the options are economist, researcher, agresive, or fortifier. Why not a combined one?
Awesome post!!!
Yes, I hope the game makers can focus on improving the AI (enemy and friendly)!
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