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My idea for this better AI system (I also made a brief post about this on the Google Moderation page, or whatever it's called) is to add a better AI block that allows the player to program in more advanced coordinated attack patterns, and/or make AI ships automatically dock and/or follow their mothership. Also, included within this block would be the ability to have a ship interface with its mothership so that the mothership can call it back to dock, or order it to attack a certain ship.
For this to work, a ship with this AI would have one specific docking module on its mothership set as its "home" - as soon as its goal is accomplished (i.e. it destroys the ship it was ordered to attack), it returns "home" and docks to this module.
Another feature of this is that, if the AI ship is attacking another ship, the ship it is attacking becomes the AI ship's "selected target" - so that AI-controlled turrets (set to "aim at=selected target") that are on the AI-controlled ship will fire upon the ship that the AI-controlled ship has been ordered to attack.
I know that last paragraph probably made no sense, so here it is put more simply:
Ship A = AI-controlled ship
Ship B = Target ship
Ship C = Mothership
Turret A = an AI turret on Ship A, set to "aim at = selected target"
1. Ship C tells Ship A to attack Ship B.
2. Ship A heads toward ship B.
3. When Turret A gets within range of Ship B, it fires at Ship B, not a stray pirate ship wandering around nearby.
One of the scripts for a specified attack pattern might look like this:
Attack Pattern Alpha
If messagerecievedfrommothership = Attack string("XShip") Alpha then SelectTarget = XShip
if DistanceToXShip ? 300m then FireAntimatterCannons = true
if DistanceToXShip ? 100m then FireSDBBMissile = true
//This attack pattern specifies a pattern of firing antimatter cannons from a long ways away to take down a ship's shields, then firing a missile from short range in order to cause some serious damage.
Now, I know that the scripting would likely take a TON of work to implement, so the better AI block could start out with features like being uplinked to a mothership, attacking a target specified by the mothership, and having the "Return Home" function. If this was implemented, it would allow for a player to deploy a squadron of fighters from Faction A's base to hold off Faction B's attack ship while Faction A takes their ship to go and attack Faction B's base. It would also allow for players to run patrol ships around their home sector, and prevent their ships from being destroyed while they were offline.
If AI ships were improved, it would add so much to the game - elements of strategy, the ability for one or two players to build up and control an entire fleet continuously. At this point, I've been getting a bit bored of flying around in one ship all the time
For this to work, a ship with this AI would have one specific docking module on its mothership set as its "home" - as soon as its goal is accomplished (i.e. it destroys the ship it was ordered to attack), it returns "home" and docks to this module.
Another feature of this is that, if the AI ship is attacking another ship, the ship it is attacking becomes the AI ship's "selected target" - so that AI-controlled turrets (set to "aim at=selected target") that are on the AI-controlled ship will fire upon the ship that the AI-controlled ship has been ordered to attack.
I know that last paragraph probably made no sense, so here it is put more simply:
Ship A = AI-controlled ship
Ship B = Target ship
Ship C = Mothership
Turret A = an AI turret on Ship A, set to "aim at = selected target"
1. Ship C tells Ship A to attack Ship B.
2. Ship A heads toward ship B.
3. When Turret A gets within range of Ship B, it fires at Ship B, not a stray pirate ship wandering around nearby.
One of the scripts for a specified attack pattern might look like this:
Attack Pattern Alpha
If messagerecievedfrommothership = Attack string("XShip") Alpha then SelectTarget = XShip
if DistanceToXShip ? 300m then FireAntimatterCannons = true
if DistanceToXShip ? 100m then FireSDBBMissile = true
//This attack pattern specifies a pattern of firing antimatter cannons from a long ways away to take down a ship's shields, then firing a missile from short range in order to cause some serious damage.
Now, I know that the scripting would likely take a TON of work to implement, so the better AI block could start out with features like being uplinked to a mothership, attacking a target specified by the mothership, and having the "Return Home" function. If this was implemented, it would allow for a player to deploy a squadron of fighters from Faction A's base to hold off Faction B's attack ship while Faction A takes their ship to go and attack Faction B's base. It would also allow for players to run patrol ships around their home sector, and prevent their ships from being destroyed while they were offline.
If AI ships were improved, it would add so much to the game - elements of strategy, the ability for one or two players to build up and control an entire fleet continuously. At this point, I've been getting a bit bored of flying around in one ship all the time