Something that literally just hit me as something that could actually work well in Starmade.
In I believe it was Final Fantasy 12, a lot of the game's combat engine revolved around Gambits.
Gambits were basically fragments of AI that the player could piece together in order to basically let the game play itself.
In FF, that kind of ticked me off until I realized how to make crafting the perfect AI Gambits was a really fun mini game in it's own right.
The way it worked was that you had two sides to a gambit, one with a setup status like "player health <= 50%", the other side being the action to take, like "Cast healing spell 1".
You had a list of these you'd set up, where the ones at the top of the list took priority over the ones lower down.
The trick was setting up everything in the right order so that most of the time your gambit AI could handle itself with you only intervening when something went seriously sideways.
That could translate into Starmade blocks fairly easily, I think.
Instead of having the devs try and build a super robust AI for us, we could build our own like it was logic.
So we could have a target block connected to a missile recognition block. Then link that to a recognition block for ships, and a shield recognition block for over 50%, then another set to target turrets when shields were under 50%, and finally just a target ship and fire set.
That way we could build our own target priority list, which we could then link into the Bobby AI as the driver for it.
Have things to recognize ship sizes, distances, etc so you could set it to target the nearest ship, or the ship with the weakest shields, etc.
Basically make AI creation in Starmade a full blown build system instead of just a drop down and a checkbox.
In I believe it was Final Fantasy 12, a lot of the game's combat engine revolved around Gambits.
Gambits were basically fragments of AI that the player could piece together in order to basically let the game play itself.
In FF, that kind of ticked me off until I realized how to make crafting the perfect AI Gambits was a really fun mini game in it's own right.
The way it worked was that you had two sides to a gambit, one with a setup status like "player health <= 50%", the other side being the action to take, like "Cast healing spell 1".
You had a list of these you'd set up, where the ones at the top of the list took priority over the ones lower down.
The trick was setting up everything in the right order so that most of the time your gambit AI could handle itself with you only intervening when something went seriously sideways.
That could translate into Starmade blocks fairly easily, I think.
Instead of having the devs try and build a super robust AI for us, we could build our own like it was logic.
So we could have a target block connected to a missile recognition block. Then link that to a recognition block for ships, and a shield recognition block for over 50%, then another set to target turrets when shields were under 50%, and finally just a target ship and fire set.
That way we could build our own target priority list, which we could then link into the Bobby AI as the driver for it.
Have things to recognize ship sizes, distances, etc so you could set it to target the nearest ship, or the ship with the weakest shields, etc.
Basically make AI creation in Starmade a full blown build system instead of just a drop down and a checkbox.