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IDProjectCategoryLast Update
0011469AI War 1 / ClassicSuggestion - AI Behavior And TacticsMay 11, 2013 11:20 am
ReporterHearteater Assigned To 
Status newResolutionopen 
Summary0011469: Cloaked Infiltration Fleet
DescriptionThere has been an issue with Cloaked ships doing nothing in a few instances. Basically, they completely ignore their cloaking except to hide indefinitely in player systems, where they might as well just self-destruct for all the damage they'll inflict.

Instead, what if cloaked units on player systems added themselves to a "threat fleet"-like group, called the Infiltration Fleet (IF). All units in this group would gather themselves into a single system and whenever and where ever they could inflict damage, they would. And then retreat back into cloak, but always remaining on player-owned worlds.

Some things they would need to do:
1) They need to know when any wormhole is covered by Tachyon Beams, so they know if they can safely change systems. Pathing would need to take these "blocked" wormholes into account.

2) To prevent "just barely not covered" cheese by the player, the number of Tachyon producing units in a system should "discourage" the members of the IF from entering that system. When two paths exist to their destination, take the path which passes them through the lowest tachyon count.

3) When the IF is blocked, it should raid Tachyon units if possible. It needs to select an expendable selection of ships to suicide kill the Tachyon units while the rest of the IF waits to move through the opening. Target selection should any anything within X units of blocked wormholes. Selecting ships should account for Tachyon units under Force Fields (pick FF immune if possible) and weight should be given for sacrificing lower value ships.

4) IF targets should be things like irreplaceables, Command Stations, Energy production and unit production.

5) The IF should coordinate with TF/Exo/other attacks by targeting the defenses (especially long range turrets) when such an attack begins. Ideally they could relocate to the system that has been targeted before the attack hits, and attack the defenses after the attack begins.

6) Normal Cloaked AI ships in player space should opt to enter the IF instead of retreating. They flee to system edge until their cloak engages and then move to join up with the IF.

7) Whenever the AI decides to flee a system, the IF should retreat as well, fleeing to system edge until cloak engages, and then moving out of the system to some IF regrouping point (typically a system with really low Tachyon count). No IF ships should attack and break cloak in the system the retreat was ordered in unless the AI attacks it again for some reason (wave hits for example).
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Issue History

Date Modified Username Field Change
May 11, 2013 11:13 am Hearteater New Issue
May 11, 2013 11:19 am Hearteater Description Updated
May 11, 2013 11:20 am Hearteater Description Updated