AI Carrier makes engagement attempts at clearly suboptimal conditions, primarily ship health and makes no attempts to repair, currently going through a solo playthrough where I wanted to long out the time from capturing a map majority to being able to finish the carrier off to provide more of a challenge.
This involved attempting to defend islands IÂ’ve captured under assault from the AI, after deterring the AI by destroying all drone craft, it still makes a heading towards my carrier with a clear outnumber of drones while attempting constant salvos of Cruise Missiles and Artillery Gun to win, I obviously win most of these battles till where even clearly at a disadvantage to health with the AI only having 10% it still doesnÂ’t make an attempt for a full retreat but still proceeds to idle at about 4-6km away making it a easy victim, it can still sail fine but lost all offensive and defensive weapons at that point.
Hoping that an improvement to AI to make it have a retreat routine to head back an island deep within its territory and attempt to advance on another side of the map instead of spartan charging could help improve this massively.
AI should have a aggressive bias based on its own available resources and facilities:
Biases including:
-Â Â Â Â Â Â Â Â Â Loss of Drone craft
-Â Â Â Â Â Â Â Â Â Loss of Offensive Weaponry (Torpedo Tubes, Cruise Missile and Carrier Gun)
-Â Â Â Â Â Â Â Â Â Loss of Defensive Weaponry (CWIS, AA and Counter Measures)
-Â Â Â Â Â Â Â Â Â Active Deployed Units
-Â Â Â Â Â Â Â Â Â Current Deployed Units Armaments (Ammo % on all active vehicles)
These Biases should be weight against:
-Â Â Â Â Â Â Â Â Â Detected player Drone craft (Including Range and Scanned Armaments)
-Â Â Â Â Â Â Â Â Â Incoming Offensive Actions (Torpedoes, Missiles and Artillery)
-Â Â Â Â Â Â Â Â Â PlayerÂ’s active defensive ability (Any failed strike attempts so far)
-Â Â Â Â Â Â Â Â Â Comparisons of active deployed vs in storage (if not all units are deployed to deploy more but may have to make a short retreat or maintain distance for safe launches while in range of player carrier)
-Â Â Â Â Â Â Â Â Â Player health vs AI health
I would love to be able to see more about the AI works and if the potential to expose the system through modding support to make some much ideal improvements to make the AI more strategic in their options and thinking.
While there is an AI tree in the XML its obviously uninterpretable into what it points in-game