4 minutes ago, Lyraeus said:That Part was already done away with. Each turn you just go down the list and whichever command matched you do that one. I guess its like coding.
I also like the programming angle because it makes command resolution simple. If the first condition is No, move on to the next until you reach a true condition and follow that rules text. Since Armada is more sophisticated than X-Wing, we shouldn't feel shy about creating a letter-sized document to explain the "standard" AI governing rules, and a seperate AI card for vessel specifics
The HotAC does have a archetype route by providing "other AI target selections" to describe differing AI behavior from the standard. I think it would be better to devise that standard AI and then diversify from there. And I still think the best candidate to establish that standard is the VSD... since it can basically do everything but be a fragile speedster (which we'd need to re-develop with the Raider). We'll work up Imperials first, then think about Rebels (or scum/CIS) afterward.
I'm >this< close to developing a movement chart for the VSD to have something we can put to the table and start practicing it. Two things I want to put on it:
Movement Chart:
Like HoTac the chart will respond to the target vessel closing/fleeing. Fleeing the ship will increase speed, closing the ship will decrease speed (still talking standard here). Each click on the nav chart can be adjusted by a D6 roll, just as HoTAc does it. Of course, movement will be adjusted to avoid obstacles/collisions after the course is plotted.
Command priority:
In place of action selection, I made up a programmed chart of If-else statements to govern what command would be chosen depending on the position of the target ship in relation to the AI controlled vessel... but I wonder if it would be easier to say the ship uses a standard command based on type (Carriers = Fighter, Attack ships = Concentrate Fire, Support ships = Engineering, Flankers = Speed). For the standard this command would be navigation to assist the movement chart in adjusting positions.
If we find this "dumb" AI is too easily exploited, we could give the ship a free command token based on its type as well, or for a specialization depending on the mission. Regardless, we need to focus on getting something to the table to start playing with.
One question to ask here as well is the behavior of fighters. Shall such behavior be determined by the parent command vessel, or shall we create AI cards for squadrons that govern behavior based on how they are activated? I think the latter option is better, because then it's less "stress" on the carrier vessel and it allows squadrons to behave more along the lines of their specialized roles.
