Tactics: Crew AI Defense Tactics [v3] *Restored*
Apr 16, 2016 3:58:59 GMT
spacepope, mishutkas, and 3 more like this
Post by StormHunter on Apr 16, 2016 3:58:59 GMT
Section is completed for now! Tell us if you have other AI command ideas you'd like to use for defense.
Basic "Repair ALL"
*Extensively used in Connected Ship by newer players*
What Happens?: The crew member travels to the first room that's damaged and then just stands there (probably getting shot at.) Will only move away from the room if another room takes damage.
When to use it: This is a stupid AI command by itself, as it exposes your crew member to enemy fire in order to defend a room. Your crew should avoid "tanking" NEVER USE THIS
Basic "Repair and RUN!"
*Used in both Connected & Segmented Ships *
What Happens? The crew member travels to the first room that's damaged & repairs it. She will then return to her default location OR go to the next damaged room (in this example the default location is the missile room). As the room that's being targeted continues to get hit by enemy fire, your crew member will turn around to repair it again.. then run away again... This lets your ship absorb the damage as your repairing it each time. Also it protects your crew member from being killed quickly as she leaves the room each time. This requires some planning about the layout of your rooms (read that guide)
When to use it: This command lets you repair a large number of rooms and lets your ship absorb multiple weapon hits with minimal losses. a Great quick AI command if you don't want to write extensive AI commands.
Basic "Repair Shuffle"
*Used in Segmented Ships *
What Happens? Your crew member is manning the shield room, and is dedicated to repairing only one critical system (In this case a reactor) Due to the segmented design, no other reactor is accessible, so the AI command is exclusive to this one reactor. Your crew member can quickly repair and run from the reactor and continue manning the shield. This significantly reducing down time for your crew member.
When to use it: Segmented ships can have very specific AI commands, i recommend using repair shuffle for the defense of Segmented Ship reactors.
Variation: If you have a strong crew... give a 2nd and 3rd crew member the command "Reactor Room < 50% Target condition room" This will make both crew members walk into the damaged generator together to help fight off borders or to help repair if the first repairing crew member died.
Intermediate "Dodge & Repair Shuffle"
*Used in Segmented Ships *
What Happens? Your crew is assigned a room, in this case a "laser" room (which to the AI means a turret OR mining laser OR plasma cannon.) They will man the room until they receive damage. once damaged, they will evacuate the room and begin to repair shuffle it.
When to use it: This is great to use in missile or mining laser rooms! you never know where the enemy is going to fire.. but usually whereever they do fire.. they will continue to fire there. This AI command allows you to put crew in your primary weapon rooms. And whenever they are hit with enemy fire, your crew will dodge the fire and start to repair shuffle the room. meanwhile all your other weapon rooms can continue to be manned and continue to fire at a much faster rate! And the room being shot at will absorb damage.
Advanced "Dodge & Shield Shuffle & Repair Backup"
*Used in Segmented Ships *
What Happens? Your crew is assigned a room just like before, and will flee after being damaged just like before. But this time, if your ships shields come back up again, your crew member will stay/return to the room he was assigned. He will also flee the room if he's been damaged and the shields go down (a shield shuffle).
When to use it: This is another way of avoid damage, if the room the crew member is assigned to is damaged, they will flee, but as soon as your shields go back up they will return to manning the weapon room. they also act as a back up repair to the first crew member who was repair shuffling at 100%. This set of AI commands may result in more crew damage, but also keeps your weapon room manned and firing more frequently.
Advanced "Guard Duty & The Finest Hour & Red Alert!"
*Used in both Connected & Segmented Ships *
What Happens? (Your Crew member has 3 major AI commands in this Example)
Guard Duty: At the start of the battle, he will either go to the closest laser room (in this example a turret: White Circle) OR If the enemy ship has a teleporter room AND its still functional, the crew member will stay in the generator room as a Guard (Yellow Circle)!
Finest Hour: So now hes on Guard Duty and the enemy ship has lost 1/2 it HP... chances are the majority of teleporter attacks have ended and now its a slugfest between the two ships. The enemy ship is 1/2 dead! your crew member Drops Guard Duty and Runs to the weapon room to help make the kill... His Finest Hour!
Red Alert: What if your not winning? The enemy ship had no teleporter and hes been manning the turret with a Repair and Run command on the Reactor... But the Enemy ship isn't shooting at either.. its slamming fire into your missile launcher! the crew thats supposed to be repairing it is dead.. The damage is going straight to you hull now!!!.. your ship is at half life... RED ALERT! Drop what your doing and repair shit! When your ship falls below 50% the command to stay in the laser room falls off and the command to repair any room takes effect! your crew member will repair and run the intire ship or segment (Green Line)! (Please note, the way its written here Red Alert cant trigger if Guard Duty is still Triggered)
When to use it: I don't recommend using these 3 commands at the same time.. i just did it to show you what you can do with them. I dislike seeing people man reactor rooms with crew.. they have very little value there when they could be speeding up a weapon or shield recharge or a list of other tasks. But if you do want to keep a crew in the room, use guard duty and Finest hour to optimize the crew so he dosen't stand in there for no reason, and can leave when its pointless to be there. Red Alert is also good to use or a few crew so your ship has a backup plan when things arn't going well. Its a very demanding command because you need to be careful not to give any other standing orders before it.. like if you use my Dodge AI command.. his health will be standing order after it triggers.. and his command list wont progress any further down.
I Think that's it for AI Defense Commands. If you use a command you think should be added here, let me know!
-StormHunter
Basic "Repair ALL"
*Extensively used in Connected Ship by newer players*
What Happens?: The crew member travels to the first room that's damaged and then just stands there (probably getting shot at.) Will only move away from the room if another room takes damage.
When to use it: This is a stupid AI command by itself, as it exposes your crew member to enemy fire in order to defend a room. Your crew should avoid "tanking" NEVER USE THIS
Basic "Repair and RUN!"
*Used in both Connected & Segmented Ships *
What Happens? The crew member travels to the first room that's damaged & repairs it. She will then return to her default location OR go to the next damaged room (in this example the default location is the missile room). As the room that's being targeted continues to get hit by enemy fire, your crew member will turn around to repair it again.. then run away again... This lets your ship absorb the damage as your repairing it each time. Also it protects your crew member from being killed quickly as she leaves the room each time. This requires some planning about the layout of your rooms (read that guide)
When to use it: This command lets you repair a large number of rooms and lets your ship absorb multiple weapon hits with minimal losses. a Great quick AI command if you don't want to write extensive AI commands.
Basic "Repair Shuffle"
*Used in Segmented Ships *
What Happens? Your crew member is manning the shield room, and is dedicated to repairing only one critical system (In this case a reactor) Due to the segmented design, no other reactor is accessible, so the AI command is exclusive to this one reactor. Your crew member can quickly repair and run from the reactor and continue manning the shield. This significantly reducing down time for your crew member.
When to use it: Segmented ships can have very specific AI commands, i recommend using repair shuffle for the defense of Segmented Ship reactors.
Variation: If you have a strong crew... give a 2nd and 3rd crew member the command "Reactor Room < 50% Target condition room" This will make both crew members walk into the damaged generator together to help fight off borders or to help repair if the first repairing crew member died.
Intermediate "Dodge & Repair Shuffle"
*Used in Segmented Ships *
What Happens? Your crew is assigned a room, in this case a "laser" room (which to the AI means a turret OR mining laser OR plasma cannon.) They will man the room until they receive damage. once damaged, they will evacuate the room and begin to repair shuffle it.
When to use it: This is great to use in missile or mining laser rooms! you never know where the enemy is going to fire.. but usually whereever they do fire.. they will continue to fire there. This AI command allows you to put crew in your primary weapon rooms. And whenever they are hit with enemy fire, your crew will dodge the fire and start to repair shuffle the room. meanwhile all your other weapon rooms can continue to be manned and continue to fire at a much faster rate! And the room being shot at will absorb damage.
Advanced "Dodge & Shield Shuffle & Repair Backup"
*Used in Segmented Ships *
What Happens? Your crew is assigned a room just like before, and will flee after being damaged just like before. But this time, if your ships shields come back up again, your crew member will stay/return to the room he was assigned. He will also flee the room if he's been damaged and the shields go down (a shield shuffle).
When to use it: This is another way of avoid damage, if the room the crew member is assigned to is damaged, they will flee, but as soon as your shields go back up they will return to manning the weapon room. they also act as a back up repair to the first crew member who was repair shuffling at 100%. This set of AI commands may result in more crew damage, but also keeps your weapon room manned and firing more frequently.
Advanced "Guard Duty & The Finest Hour & Red Alert!"
*Used in both Connected & Segmented Ships *
What Happens? (Your Crew member has 3 major AI commands in this Example)
Guard Duty: At the start of the battle, he will either go to the closest laser room (in this example a turret: White Circle) OR If the enemy ship has a teleporter room AND its still functional, the crew member will stay in the generator room as a Guard (Yellow Circle)!
Finest Hour: So now hes on Guard Duty and the enemy ship has lost 1/2 it HP... chances are the majority of teleporter attacks have ended and now its a slugfest between the two ships. The enemy ship is 1/2 dead! your crew member Drops Guard Duty and Runs to the weapon room to help make the kill... His Finest Hour!
Red Alert: What if your not winning? The enemy ship had no teleporter and hes been manning the turret with a Repair and Run command on the Reactor... But the Enemy ship isn't shooting at either.. its slamming fire into your missile launcher! the crew thats supposed to be repairing it is dead.. The damage is going straight to you hull now!!!.. your ship is at half life... RED ALERT! Drop what your doing and repair shit! When your ship falls below 50% the command to stay in the laser room falls off and the command to repair any room takes effect! your crew member will repair and run the intire ship or segment (Green Line)! (Please note, the way its written here Red Alert cant trigger if Guard Duty is still Triggered)
When to use it: I don't recommend using these 3 commands at the same time.. i just did it to show you what you can do with them. I dislike seeing people man reactor rooms with crew.. they have very little value there when they could be speeding up a weapon or shield recharge or a list of other tasks. But if you do want to keep a crew in the room, use guard duty and Finest hour to optimize the crew so he dosen't stand in there for no reason, and can leave when its pointless to be there. Red Alert is also good to use or a few crew so your ship has a backup plan when things arn't going well. Its a very demanding command because you need to be careful not to give any other standing orders before it.. like if you use my Dodge AI command.. his health will be standing order after it triggers.. and his command list wont progress any further down.
I Think that's it for AI Defense Commands. If you use a command you think should be added here, let me know!
-StormHunter