Cholmondely wrote: ↑Wed Aug 23, 2023 11:13 amI just stumbled across this:
Friend or Foe OXP
The blurb reads:
The Friend or Foe system will allow groups of ships to work as a team independently without being setup as escorts. There is no concept of a leader or escorts/wingmen in this system. Each ship has complete autonomy and can call on help from any other team member. Each ship keeps track of who has attacked them and will ignore stray shots, ie friendly fire. Also if an attacker disappears off the scanner and later comes back the team will remember them and restart the attack run.
Is it relevant?
Looks like it might half be, but it also looks like Tricky's solution is such a PITA that it would need an added line of code referencing that script to every single ship you wanted it to apply to. And I say it might "half" solve it because the hard truth is this: the AI's dogfighting routines are completely lacking in teeth against veterans.
After making this thread last year I was genuinely surprised that noone else registered a problem except for Switeck. I thought about it and put this down to two reasons: first is that most of you are fine with the "target practice" model of Oolite, where dogfights are essentially a matter-of-time shooting gallery -- and that's fine for those for whom it is fine. Wake up, fly into a pirate pack of 20, ten minutes later you're 20 kills richer, woo bad boy. The other reason is I think that a lot of you are piloting haulers, and my gripes are slightly more specific to fighters (CobraM3 and lighter). In hauler mode I need to get to military laser in the rear before I do so in the front or I'm dead as a sinner on sunday. So I sighed deeply and did what I always do: I went full autist mode and overhauled the entire balance of my Oolite game. I actuarialised all ship data of vanilla and OXP ships and I was looking for balance. My Ooniverse is much more dangerous now, but the level of reconfiguration was so major that there is little untouched vanilla left at all, and
it still lacks a dogfight that can pose even a mild danger. NOT EVEN MILD dogfight danger.
I acknowledge that the AI will evade your fire, and the smaller and faster and more maneuverable the ship, the harder that is. In fact, I find the AI's evasion maneuvers highly praiseworthy especially with some of the smaller ships (krait/ mamba/ gecko etc et al).
I acknowledge that I can up their shields and specs and make
fights kills go from one minute to 5-10 minutes per ship (blah). But there is no other way to say it: the AI simply has no code for locking onto you and shooting at you. They can dodge just fine, they can pot shot from a distance, they can shoot at you while you are oncoming (from a distance) or while you are fleeing -- and as for the former, even that is
"wrecked" handled by the fact that they will mostly pull away as soon as they are fired at: they balk in a game of chicken, and the ones with better energy + better lasers than you need to NOT do that. And
they will never, under any circumstances, be any danger to you while you are nearby and moving.
Since then I have made several useful observations as to what the AI specifically lacks and where it could be improved. For example, Ferdilances should theoretically be one of the more maneuverable of the dogfighters with their specs, but they register to everyone as one of the quicker and easier kills every time. Why? Their roll is too high! The AI rolls to evade, which presumes a rolling slow enough to result in a coil, and the faster the ship, the harder they are to shoot in that coil. But Ferdilances essentially just spin so fast that they continue in a straight line: the AI thinks it is dodging you but it's really just saying "please sir, have my life, I don't need it!" I have also observed that when the AI has LOS and aim, they still won't shoot. I watch them out of left-view and right-view in a dogfight, and I see them facing me (because I let them) and they don't shoot. They will shoot
one shot (the shot that opens up) while they are in a dodging loop or similar, but the problem is I think that the underlying dogfighting code tells the AI to not really shoot at you until it is behind you. Since a veteran is always weaving in a dogfight, this will literally never happen. The ones that sit back and watch the dogfight between the one ship that you are engaged with are functionally the only danger to a veteran.
I
think suspect therefore that deficiencies in AI dogfighting danger cannot be solved by OXP.