Author Topic: Discussion on NPRs and their logic - current & new  (Read 3506 times)

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Offline Steve Walmsley

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Re: Discussion on NPRs and their logic - current & new
« Reply #15 on: February 15, 2010, 02:49:18 PM »
Quote from: "Hawkeye"
This is a suggestion for the Star Swarm.

In a recent engagement, I brought in 6 CG, 3 CE, 12 DDG, 6 DE, 3 DD (Laser), 36 Missile-FAC, 6 Scout-FAC
I was facing 200+ Star Swarm Gunboats.

After emptying the magazins of the CG/DDGs/Missile-FACs, I was in full retreat, with some 80 gunboats still in pursuit. It was obvious, I wouldn´t make it to the jumppoint.
So I ordered the FACs to slow down, so they would trail the main fleet some 200k km. When the gunboats reached firing range with the FACs, they too slowed down, allowing the main fleet to open the range. I then let the FACs stop and the gunboats too stopped. The time they needed to take out my FACs was enough to kill about 50 of them with AMMs from my escorts (most were damaged allready and while the whole swarm concentrated on one FAC, I spread my fire as much as I dared).
In the final phase, the remaining 25 to 30 gunboats cloased to point blank range, which let me use the numberous Meson PD-turrets on my escorts (range 15.000km). They were ripped appart. If they would have stayed at range, I probably would still have taken them out, but with a lot more damage to my fleet.

So, suggestion 1: The swarm should spread fire at least somewhat, at least against small targets.

suggestion 2: The swarm (but any NPR, realy) should ignore ships, that are no longer any threat and go for the bigger fish

suggestion 3: Beam armed NPR ships should use the range of their weapons. Don´t go to point blank range, if you outrange the majority of the enemies warships.
Funny you should mention this :). I have been making changes to the target logic for NPRs and for the new Automated Fire option for player ships in v5.0 . It incorporates suggestions 1) and 2)

3) is a little trickier as it also depends on fire control. A ship will do more damage closer-in because of increased damage but also because of better fire control. Because battles can be complex, such as close-range beam fights with missile ships firing into the melee (as just happened in my own campaign), staying at long-range from enemy beam ships that you outrange may not be the best option if you are also taking missile fire. Accepting some damage to take them out quickly might be better. Dealing with this type of situaiton is something I haven't really cracked yet in the NPR logic.

Steve
 

Offline Steve Walmsley

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Re: Discussion on NPRs and their logic - current & new
« Reply #16 on: February 15, 2010, 03:05:29 PM »
Quote from: "Beersatron"
Problem (already noted by Steve I think) is that the NPR home fleet came along and bombarded the planet later.
Noted but not tackled yet :)

Quote
This game as been virtually bug free and running for ages with 3 NPRs (although one is stuck in a distant B component 50billion km away from nearest survey location and another started same time as me but with poor shipyard generation) 6 Swarms and 6 precursor systems. Total of about 60 systems so far.
Fascinating updates. Sounds like you have a very enjoyable game going.

Steve
 

Offline Beersatron (OP)

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Re: Discussion on NPRs and their logic - current & new
« Reply #17 on: February 15, 2010, 04:17:57 PM »
Quote from: "Steve Walmsley"

Quote
This game as been virtually bug free and running for ages with 3 NPRs (although one is stuck in a distant B component 50billion km away from nearest survey location and another started same time as me but with poor shipyard generation) 6 Swarms and 6 precursor systems. Total of about 60 systems so far.
Fascinating updates. Sounds like you have a very enjoyable game going.

Steve

It truly has! Unfortunately I am no good at keeping notes or doing proper write ups so I can't help with 'advertising' the game in the fiction forums.
 

Offline Steve Walmsley

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Re: Discussion on NPRs and their logic - current & new
« Reply #18 on: February 15, 2010, 06:30:36 PM »
Quote from: "Beersatron"
Quote from: "Steve Walmsley"

Quote
This game as been virtually bug free and running for ages with 3 NPRs (although one is stuck in a distant B component 50billion km away from nearest survey location and another started same time as me but with poor shipyard generation) 6 Swarms and 6 precursor systems. Total of about 60 systems so far.
Fascinating updates. Sounds like you have a very enjoyable game going.

Steve

It truly has! Unfortunately I am no good at keeping notes or doing proper write ups so I can't help with 'advertising' the game in the fiction forums.
I thought the brief write-up here conveyed very well how much fun you were having :)

Steve
 

Offline Andrew

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Re: Discussion on NPRs and their logic - current &
« Reply #19 on: April 05, 2010, 08:20:41 AM »
Some problematic NPR Behaviour(not sure if they can be fixed)
1) 2 Different NPR's have sent armed ship squadrons with active sensors to my homeworld while apparently not being hostile , of course this behaviour made me shoot them. Perhaps NPR's should not approach within some distance of a large population without hostile intent with armed ships
2)In the ensuing battles they targeted the largest ship present which was a freighter , while this cost me signigigant infrastructure loss it did not help them win the battle.
3) One NPR chased 2 ships faster than his fleet away from his homeworld and continued chasing them even as 35 more ships moving more slowly entered the system  with active sensors and headed for his homeworld. this allowed me to attack the planet without fighting his fleet , they should have gone for the bigger threat or retreated to the homeworld
4) NPR's seem to fixate I found that one NPR had sent 4 gate construction ships into the same system which had a precursor in , I did this by counting the wrecks perhaps they should stop sending unarmed ships into a system until they have cleared it with warships
5) The orbital battlestations around their homeworld did a good job of shooting down missiles but they would be much more effective if they added some offensive missile launchers
6)The point defense AI spends too much time shooting at size 1 missiles when their are size 6 missiles incoming
 

Offline Octavian30

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Re: Discussion on NPRs and their logic - current &
« Reply #20 on: April 06, 2010, 08:04:41 PM »
Hey Erik - do you ever build escorts for your jump ships - i.e. same design but with no jump engine - usually twice the armament int he freed up space - to jump with jump ships ?
 

Offline Steve Walmsley

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Re: Discussion on NPRs and their logic - current &
« Reply #21 on: April 08, 2010, 08:49:42 AM »
Quote from: "Andrew"
Some problematic NPR Behaviour(not sure if they can be fixed)
1) 2 Different NPR's have sent armed ship squadrons with active sensors to my homeworld while apparently not being hostile , of course this behaviour made me shoot them. Perhaps NPR's should not approach within some distance of a large population without hostile intent with armed ships
2)In the ensuing battles they targeted the largest ship present which was a freighter , while this cost me signigigant infrastructure loss it did not help them win the battle.
3) One NPR chased 2 ships faster than his fleet away from his homeworld and continued chasing them even as 35 more ships moving more slowly entered the system  with active sensors and headed for his homeworld. this allowed me to attack the planet without fighting his fleet , they should have gone for the bigger threat or retreated to the homeworld
4) NPR's seem to fixate I found that one NPR had sent 4 gate construction ships into the same system which had a precursor in , I did this by counting the wrecks perhaps they should stop sending unarmed ships into a system until they have cleared it with warships
5) The orbital battlestations around their homeworld did a good job of shooting down missiles but they would be much more effective if they added some offensive missile launchers
6)The point defense AI spends too much time shooting at size 1 missiles when their are size 6 missiles incoming
I am planning to tackle some of these, although probably not for v5.1. Its a useful summary list though so I will add it to my to do list.

Steve