so... are we getting an IA improvement of cap ships... I'm guessing that it's a no because it can change retail campaign but still it would be a nice thing to conciderate.
I'm leaving it on the wishlist... after all, it's a wishlist. But keep in mind, this is a wishlist, not Sushi's Definitive TODO list.
The point is to collect AI improvement ideas so that I (or anyone else) have some inspiration for what to toy with.
I'm definitely not planning on doing any capship AI anytime soon, partly for the reasons discussed above and partly because it's just not as interesting to me as some of the other issues. If you're curious, what I'm focusing on right now:
1. I'm trying to see if I can make the AI use slide functionality more aggressively (such as during evasion maneuvers, turret strafing, head-to-head jousting, and bombing runs).
2. I'm trying to figure out a good way to solve the "AI ships protecting something let themselves get slaughtered" problem.
I have a pretty good idea of at least one reason why #2 happens: AI ships that get shot when more than 500m from their guarded ship don't do anything to evade or pursue their attacker. So, if they're trying to catch back up with the ship they're guarding, they'll fly in a straight line while getting shot from behind. I'm sure you've seen it.
There are probably other cases that fall under the "dumb AI is suicidal" category, but this is one of the big ones. The question now is, what's the best way to solve the problem? Should the AI ships turn to fight their attacker, at least temporarily? Should they evade for a bit without firing back? Should that 500m threshold be extended?
Any thoughts?
I'll probably end up trying them all, but I think I like the "evade" option best.