16 hours ago, GuacCousteau said:Oh, one other thing I'd love to see down the line - special, more complex 'hero' AI for certain ships/pilots. I'd love a scenario that involves taking on Boba Fett or Han Solo, for example. And AI that's designed around their abilities and ships wold be awesome.
2 hours ago, GuacCousteau said:Instead, I added a Lambda shuttle to the mix. It starts in one of the AI side's corners, pointing diagonally across the board to the opposite corner. The first two TIEs were positioned slightly ahead and to the sides in flanking positions. The shuttle used the I1 OGP, so it could be activated in any order with the Academy TIEs, but it could only ever perform the 1 straight and only ever focus. It will shoot anything that ends up in its arcs according to the same rules as the TIEs
This shuttle is carrying a 'VIP' the Rebels must capture. To do this, the shuttle must sustain three ion tokens and become ionised. Once it is, it becomes 'disabled' and also receives a disarm token. It does not perform the ion maneuver next turn - it is stuck in place. The disarm token is not removed. As soon as the shuttle is disabled, a U-Wing is deployed in the Rebel's corner (the one to which the shuttle is heading). The U-Wing must maneuver until it is at range 0 of the shuttle. Next turn, it must perform the stop maneuver. This is the boarding action, and once it has completed this, the VIP is captured and the U-Wing must then leave the battlefield intact.
Turns out I should read the full document before commenting.
There's two paragraphs in the 'Now What' section that describe basically exactly these.
They literally suggest dropping a shuttle in and having it fly towards the opposite corner. Only their system 'locks' the opposite corner. This is actually pretty cool, it means the shuttle will always fly towards it, but the AI will randomise its movements a bit more. Glad I was thinking along the same lines as FFG though in terms of objectives. Interesting that their version doesn't buff the player in any way. As I found in my game, even adding an extra 'passive' 3 dice arc and 2 dice rear turret from a large base heading down the centre of the board has some balance implications. I probably wouldn't have lost both ships if my shuttle hadn't shredded my X-Wing with a lucky range 1 front arc shot and brought it down to 1 hull.
The 'ace hunt' sounds fun too. It's really rudimentary, but at least it provides some framework for aggressive 'hero' AI behaviour. Hopefully that can be refined going forward. I might have to try that mode out.
It's a slow day at work today, so I ran two Jedi Knights vs Scum just now.
Yeah, I *really* think FFG are going to need to do ship specific charts. Or maybe at least control certain matchups. It's amazing what happens when you put a ship with a bad dial in. Those Z-95s were totally helpless. Especially against something as arc dodgy as Delta 7s. The firepower gap gets more serious here too, as does the lack of evade actions. I killed one Binayre Pirate in a single shot - 4 red dice with one guaranteed hit (because you've always got a Force or a focus) just obliterates them. The other one lost a shield to a range 3 plink and melted to another range 1 CLT shot next round.
That said, I realised afterwards I've been playing it wrong. I've been giving the AI first player. I really don't think this scenario is balanced around that at all. I probably shouldn't have been able to arc dodge or line up as many CLT bullseye shots as I was.
Still, the Skull Squadron Fang showed up at round 4, and that's moving last and shooting first no matter what. But it really wasn't the threat it shouldn't have been. Bad approach rolls meant it wasn't getting arc even with its repositions. It rolled an 'average blue straight' - a 3 straight when any sane player in the world would have done the 2 forward and boost or the 2 bank to get arc at the side of one JK. It had done precisely nothing before I killed the last Z-95 and got bored.
Again, I wonder if it's the specific nature of the Fang's dial that caused this. It didn't start in the best position, but the first two rounds it made good use of its blue hard 2s. But once the tally started appearing in the front and side arc it just couldn't pick the right maneuver.
After three games, I'm definitely in a bit of a dilemma. On the hand, I know FFG want to keep this as simple as possible, and I do enjoy how easy it is to reference the movement with just a couple of dice rolls. But on the other, there's some basic elements of the game that don't feel right here. The biggest things for me, in addition to what I've already described re: stress and obstacles would be a range check and an activation order check.
I1 AI pilots should be able to make more of an effort to block. They should be able to recognise that an enemy ship in front arc at range 2-3 that hasn't activated yet presents the perfect blocking opportunity with a 1 or 2 forward, but that a ship in front arc in range 1 should probably be k-turned or fast straight past.
I'm aware of how complicated this would start to get, but I do think some way of 'preferencing' if a tally is in two arcs would be good. A ship in front arc presents a slightly different challenge from a ship in front arc and side. Especially if it's mostly in the side arc. There should be more of a bias towards turns in that context, because a few times the straights it prefers when the tally is in front arc just take them right by the tally. I wonder if maybe instead of a rigid sequence check of bullseye, front, side and rear, the rules should allow some correction for the player and say that if the closest ship is 'mostly' in side arc instead of front (judged by eyeballing), the player can choose whether to use the side or front approach based on what would be better for the AI.
1 hour ago, Azrapse said:The biggest obstacle against his approach is that it requires personalized maneuver tables per ship type, essentially like HOTAC.
While it doubtlessly leads to smarter AI, I don't think FFG wants to (or even can) commit to keep reference cards for each ship type present and future.
I am betting this solo system will have like a couple of months of attention by FFG, then it will be abandoned as they did with the Mission Control editor, the app, cinematic play, etc.
So it's best that the AI system is future proof and doesn't need any upkeep from FFG for its survival.The complexity of its tables could probably be reduced in some clever way. I am thinking on those code wheels from the copy protection systems in PC video games in the 90s. Three or four concentric wheels with punched holes in it. Select the target relative position in the outer wheel, the target current vector in the next wheel. With that alone, you get rid of having to cross-reference maneuver codes between tables.
Then some punched holes labeled with [green result][red result] display selection of maneuvers by target range. Just roll a green and a red die and select the matching hole.
For the actions, add more holes, or just some 1. 2. 3. list like the ones in current FFG proposed system.To deal with the fact that not all ships have all maneuvers, instead of having a single wheel set for every ship in the game (current FFG proposal), or a wheel set for each ship type (HOTAC, or Tactical Droid), have one wheel set per ship archetype. Define like 4 or 5 ship archetypes and have 4 or 5 wheels. When resolving the AI maneuver and actions for each AI ship, just pick up the wheel that matches that ship's archtype.
Example of archetypes:
- Dogfight: X-wing, B-wing, TIE Ln, M3-A, Trade Fed Drone, Mist Hunter, TIE Defender, TIE x1, Kihraxz, TIE sf, Belubab, TIE Phantom...
- Interception: A-wing, TIE Interceptor, TIE v1, Fang, TIE vn, Aethersprite...
- Strike: Y-wing, K-wing, Starwing, TIE Bomber, TIE Punisher, ...
- Transport: Lambda, YV-666, U-wing, Upsilon, ...
- Turreted: YT-1300, YT-2400, HWK, Decimator, ...
I think you're spot on about the rules needing to remain as general as possible so they can continue to be relevant past support of the game mode. Personally I think it would be best to keep the general rules as they currently are (with some tweaks here and there, the approaches aren't quite optimised yet) but have specific ship cards for some of the more commonly used AI ships. The list they have at the moment would be the obvious starting point, with maybe some of the current player only ships and some famous faces like the Firespray or Falcon included.
That said, I also like what you're suggesting as a middle ground. The archetypes idea is a good one, as it allows you to tailor things a bit more to specific ships, but keep the rules general and 'future proof'.
Based on my experience so far, though, I don't think combat role is quite the way to go. Whether the approach system works or not really does seem to come down to what's on the dial, and I think they should be grouped according to some commonalities.
Off the top of my head, ships with all three speed turns available should be a different group from those that only have one or two.
Ships with no turn based advance maneuvers (s-loops, t-rolls) should be in a separate group from those that do.
Ships with 6+ blues available should be in a different group from those with fewer.
That alone gets you eight archetypes, unfortunately.
- 3 turns, no turn based advanced, 6+ blues
- 3 turns, no turn based advanced, <6 blues
- 3 turns, advanced turns, 6+ blues
- 3 turns, advanced turns, <6 blues
- 2/1 turns, no turn based advanced, 6+ blues
- 2/1 turns, no turn based advanced, <6 blues
- 2/1 turns, advanced turns, 6+ blues
- 2/1 turns, advanced turns, <6 blues
And arguably a fourth distinction could be set between ships whose only 1 speed maneuver is a turn vs those that have a bank or straight. But that would take you up to 16 archetypes, at which point you may as well just go ship specific.
Then there's who has access to boost, SLAM etc....
I'm sure there's a way to boil this down. Maybe you're right with the combat role thing after all. I feel like the way to do it is probably somewhere in the middle. A couple of key distinguishing features.