Okay guys, I think we have enough veteran players on here that are smart enough that we should be able to work out a system for solo play.
Doing ground attack missions solo is pretty easy, it's the dogfights and other air-to-air action that mucks things up.
I think the first step is to assign each Artificial Intelligence pilot a threat level:
Aggressive: will always try to engage the player
Passive: Will only engage the player if threatened
Evasive: Will try to avoid combat
These can further broken down into:
Aggressive - Attack: Will always try to attack the player in the least amount of cards possible.
Aggressive - Defense: Will always try to attack the player, but fly defensibly in those attacks (avoids head on passes and other "exchange damage moves).
Passive - Attack: Will be triggered to Aggressive - Attack mode if player comes within 2 rulers distance of him. Other wise will maintain distance from him.
Passive - Defense: Will be triggered to Aggressive - Defense mode if player comes within 2 rulers distance of him. Other wise will maintain distance from him.
Evasive - Attack: Will try to evade player until player comes within 1 ruler of him. At that point he will only attack the player to defend or "scare" the player off an attack.
Evasive - Defense: Will always try to escape from the player in the safest manor.
I would say that at the start of the game, the player would randomly determine what each AI pilot's threat level is. As the game progresses, the AI's threat level would be lowered as it took damage. We should be able to work out a percentage of total damage the changes the threat level. That would make it so that weaker planes would try to escape quicker and with less damage then stronger planes.
Please comment on the above behavioral aspects I've suggested. I'll post up my thoughts on maneuver selections a little later.
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