@pac, on Jan 4 2007, 04:10 AM, said in Age of the Council (AotC):
Yep, behaviour is more as expected in hostile/empty systems. One ship in fleet A (the first one targeted) fights - effectively seeming to 'buy time' for the others, which is okay - while the others leg it.
At least, this is the case when MaxOdds is set to an extreme value (10). At something a bit closer to parity (110), some of fleet A appear to behave what I can only call 'indecisively': courses 'wavering' when closing in on an enemy; starting to retreat, but then turning back to fight again.
Some of this might be due to case-specific factors: although the ships in fleet A are significantly weaker overall, their long-ranged armament travels faster and fires faster, so the opening of the combat might somehow 'fool' them into thinking they are winning (but they learn better when they get into close range ).
So, it might be possible to use MaxOdds in some situations, but for now I'll default to 'no retreat!'. (Although individual ships will still try to retreat at 25% shields. They just rarely make it.)
Edit: Also, this behaviour makes it possible to differentiate between pirate types (who might behave exactly as described in the previous post above, not caring about their 'friends' until they themselves get targeted) and proper navies (who are genuinely comrades).
This is just the kind of thing that Jason and Matt spent months trying to make work. The resultant engine is a little on the unsual side, and I'm not confident the resource bible has all the answers here. Popping a mail to Matt may assist in diagnosis -- he can just look at the code and tell you what's what.
@pac, on Jan 4 2007, 05:07 AM, said in Age of the Council (AotC):
But retargeting is definitely trickier. It seems that you now have to do a 'significant' amount of damage to an enemy (even if you have it targeted) to 'distract' it from its current target.
You can blame our beta testers for that. Nova ships were so deadly in the area immediately surroundign your start-point that a stray shot from you would immediately light up all allied vehicles in the area as hostile. Very nasty, very suddenly. I argued that if players were stupid enough to fire without thinking then they deserved everything they got, but I was shouted down.
The end result is that vehicles ignore a lot more incoming fire than they should. This is engine hardcoded, and I'm not sure what can be done about it.