I mentioned it in the thread Traders and offenders, but since the AI behaviour doesn't have anything to do with my original question, I think I belongs here, and I'll repeat some of my observations:
Yesterday I was following a clean Python with one of my paint jobs (so it had to be a trader!) and four escorts to the planet to take some pictures. The convoy was on the standard course, not directly to the station, but roughly in the direction of the planet. Everything was normal and they kept flying in a straight line until they suddenly changed course, probably because there were pirates in the vicinity. After I had destroyed these, I found the Python again, but it didn't resume the old course. Instead it flew around randomly, essentially not changing its position (similar to ships waiting for prey around the witchpoints). With the escorts following neatly, the turns looked like some artistic formation flying, but it was certainly not what a trader should do!
Another case, this time a clean trader Python without escorts. I met it while it was travelling through pirate-infested space but not being attacked directly. I followed it, and it went on and on, the destination being somewhere in outer space (neither planet, nor sun, nor witchpoint, nor rock hermit). After some time I noticed that it hadn't a destination at all: It didn't fly in a straight line, instead it made a very slight change of course exactly every 40 seconds by pulling up perhaps 1 or 2 degrees. - After a while I forced it to change it's course by coming very near, but the described behaviour continued after it had settled on a new course. After this change I noticed that it was making little roll movements as well. After some hours, the described behaviour would put the ship in a very big spiral.
I can be sure that they are traders because of a ship-naming OXP, and I don't have any OXPs installed that should affect trader behaviour even remotely.
I've followed many other ships in the past days, but I'm still not sure what is happening. Some observations:
- The probability that a freighter resumes it's course to the station seems to be bigger when the disturbing ships are destroyed (by me) while the freighter is still in scanner range.
- Traders seem to consider clean assassins and possibly even headhunters as a threat. Since these often lurk around the witchpoint, freighters arriving at this location are stuck there quite often, especially because their evading course (as described in the blue text) eventually brings them back near the witchpoint.
- There seems to be a difference between ships considered as a vague threat (assassins, "harmless" offenders?) and ships considered to be attacking pirates. In the latter case, the freighters fly a "wobbly" course, probably to make aiming more difficult from a distance.
- What the freighter will do (as described in the blue and green texts) seems to be random, but I have the impression that the lurking (blue) case is more probable in the vicinity of a witchpoint.
- Having an escort or not doesn't seem to affect behaviour.
- The trader is spawned somewhere between witchpoint and station during system population.
- The trader is spawned around a station (or is launching from it), jumps to another system, and the player follows him through the wormhole.
- The trader is spawned around the witchpoint shortly before or after the player arrives on his own.
For normal gameplay this bug doesn't matter much, and that's probably why nobody noticed. Most players will either avoid the freighters because of the mass locking, or attack them if they are playing the role of a pirate. But the bug should reduce the number of freighters arriving at a station, waiting for clearance, and docking. Apart from safe or thinly populated systems, only freighters spawned near to the planet will ever make it to the station, the rest flies off into outer space or forever around some invisible point.