Thank you for your feedback. The rear close "bump or kill" abuse is exactly the kind of problem I'm looking to fix in these cards.
It seems to me, though, that any turn the AI does has the same problem as the Kturn and doesnt offer a return shot. The 1 foreward bump-or-overshoot is intended, but now that you mention it, may be a problem for aces.
Do you think shiftng the probabilities toward the Kturn, or just dropping them both to 2/6 and putting in 3 hards?
For the rear red range, adding in the hard 3 turns means you have to guess where the AI will go, like a real game. Will he go left, right, K, or straight? IMO, helps keep balance.
you say that the generic kturns "set the ship up to be arcdodged." Given that you're playing interecepters, how many maneuvers could it have done, that you could NOT have arcdodged?
The main issue came with the side red range. In most of my other games, making the AI turn towards the player meant the player would get usually one shot before they flew past, X-wing's would K or swing around. With your AI card, all but the front arc have a 50% of a K-turn. The genaric X-wing did 5 consecutive rounds of only K-turns. If the AI had done speed 1-2 turns from front corner arc, it would have been harder to keep him in my arc for more than 1 round. I would have still procably dodged the AI, but it would have been able get out of mine more then it did.
While it only happened once in my test, the 3 side options to have the AI turn away from the target player sets the AI up to be put into a bad posistion. As most imp craft have a native BR, even if I guess slighly off, a Barrel roll will put the AI back into player arc with ease.
*edit* out of every option in every arc your AI has a 38.5% chance to do a K-turn. So 1 out of every 3 maunvers will be a K-turn. That's pretty predictable. (16 total red+green arcs with d6 each = 96 results, 37 of those outcomes are K-turns), And it get's worse as you get just red range.
Edited by Salted Diamond