Additional AI Functions Ideas?

    StormWing0

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    This is mostly about changes to the AI module and how it controls entities or how it can be helped to do so. So some of this could be applied to the NPC Crew AI as well.


    AI Aim Assist Shapes: These are like the build helper but for helping the AI aim the weapons it has use of. In advanced build mode you hit C on a weapons computer you want to assign one or more of these shapes to than scroll down the list of adv build mode tools and find the AI Aim Assist Shape section like you would any other. These shapes can be mirrored as well. These shapes are used by the AI to aim basically since instead of trying to aim with the core itself or the outputs it draws the aiming lines and shapes from these shapes instead to determine what it can hit with the weapon. These shapes are only destroyed if the computer they are assigned to is destroyed and since they save to Blueprint with everything else you don't need to reapply them each time. If multiple shapes are in use for a given computer the AI will try it's best to line up the targeting areas depending on if it is using a focus fire or unfocused firing mode type. Since these can be anywhere on an entity the builder can determine how good a shot the AI is with these by just picking a spot for them to aim from. :)



    Station AI Module Mode: This isn't a new block but a different mode for the AI for use on stations, planets, asteroids. This lets someone tell the AI to help automate some of the station functions ranging from building stuff in the factories to operating the shipyards, controlling who can dock and for how long, etc. Even controlling turrets and chamber functions. When this mode is used on a ship the ship will attempt to maintain it's location by any means it needs to. :)



    Anyone else got some ideas to add to this list? :)
     
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    Dr. Whammy

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    Sounds good,

    Although, I am especially supportive of this particular idea.

    When this mode is used on a ship the ship will attempt to maintain it's location by any means it needs to.
    Reason:

    Nomadic play-style was dealt a serious blow by the new power 2.0 system. The dampening system is too weak to keep objects in place in the event of a collision so the slightest nudge by another entity can send an undocked craft spiraling away for several sectors. ...and that's IF you put dampening on in the first place. Otherwise, kiss it bye bye.

    Also, "Anchor stations" no longer allow docked entities to use their reactors and turrets so you are forced to choose between a station that can never move in the event of an emergency or a mobile base that is likely to drift some place you don't want it to go.

    You might say I have a personal stake in the matter since nearly all of my non-planet bases have been some kind of mobile fortress.
     

    Dr. Whammy

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    For ships:
    - Engagement range; set the distance in meters.
    - Attack pattern; unit will attempt to charge, strafe, snipe, orbit, evade, flank or ram its target.
    - Target leading; Turn on for cannons and unguided missiles. Turn off for beams, swarms and guided missiles
    - Target sub-systems; aim for weapons, turrets, shields, thrusters, or reactor components. Turn off to fire at the target's center of mass.
    - Target priority; Attack strongest, weakest, closest. Change the existing "selected" option to allow fleet AI to focus on your current target, switching targets to which ever one you choose.

    For stations/Planets/asteroids:
    How about "batch" production command for ship yards?

    You could place a build order for a fighter squadron and have the shipyard build them one after another with a cool-down period set by the user. We could then use shootout rails connected to the core anchor to push the newly built craft away from the shipyard to make room for the next on in the queue.
     
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    AI support role (astrotech, and shield transfer if it's ever re-implemented, jump inhibiting, scanning to decloak, etc)

    Patrol mode; as a fleet AI behavior. Give the fleet a patrol radius and it will constantly patrol sectors within that radius; engaging hostile entities on sight.
     
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    weapons engagement parameters for enemies and neutrals separately:
    - fire on sight
    - fire when below 'x' distance
    - single warning shot 'across bow' when below 'y' distance (perhaps be able to choose weapon/turret to perform this action) then engage below 'x' distance/if fired upon
    - target lock but wait for first shot
    - no fire

    these would work independently from attack pattern/formation, so would be able to make a very flexible battle plan.

    i also think this, combined with attack pattern/formation, should be modifiable by remote, meaning you and a couple of friends could be remotely controlling 30+ ships in a battle, reacting to threats and changing battle plans in real time. if there was an interface where you could link ships into multiple groups simultaneously (like an expansion of fleets) then you could have a screen overlay that allows you to send commands to individual ships, teams, or the whole fleet in one go (e.g. retreat, open fire, focus on 'x' target, etc.) ...said screen could also have a small window where you can see the bridge view of a selected ship, plus beneath it, have a wireframe model of the ship and its orientation (like that of elite: dangerous when targeting a ship) so you can see how damaged it may be.
    _____________

    turret limiting:
    - degrees left of centre
    - degrees right of centre
    - degrees up from centre
    - degrees down from centre

    this would mean no more turret collisions/self shooting if each turret could be set to a confined pyramid of fire.
    _____________

    to slightly expand MacThule's comment about patrols... you could have the aforementioned 'patrol zone' for randomized patrolling (but maybe have a limit of its radius) but also have the option for a pre-defined patrol route by loading in a text file with each step on a new line, and the route will either repeat at the end, or the ships will dock/wait at a certain location by using '-1' as a time parameter in the text:

    3, 2, 1
    3, 2, 2
    2, 2, 2 P 60 // this could be 'travel to 2, 2, 2, pause near the centre for 60 seconds'
    1, 2, 4
    0, 2, 5 D "Starbase 1" -1 // this could be 'travel to 0, 2, 5, dock at "Starbase 1" indefinitely and set patrol status to completed'

    i would say that if it was '0, 2, 5 P "Starbase 1" -1' then it would mean to pause at a point between 5 and 20 ship lengths (which ever dimension of the ship is greatest) from the closest block of the target ("Starbase 1"), with the ship making a 'bee-line' to the target as soon as it enters the sector.

    this text file could also be created within the game using a 'create new' option, but the patrol finder could basically be a lookup of local/server files like the current blueprints window.

    i think if you create a new patrol route, it should be made using a text window like the current chat window, but the main view is the galaxy map, so that it can show the route as its being drawn, with icons to show pausing and docking.

    it could possibly also include functions for warping, but i must admit i havent actually spent any time with the jump drive in game yet, as ive just been enjoying building ships and testing their weapons systems, not venturing far away from spawn (yet).
     
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