TLDR: This is a response to the post regarding ways of improving AI strategy. My response was too long to submit in that thread so I posted it here.
Link to the original post:
https://forums.arcengames.com/ai-war-ii/improving-ai-in-combat-strategy/General Overview:The roles of the hunter and the warden need to be more clearly delineated (e.g., classic’s special-forces riot ships). To this end I propose to make the sentinels to be the Jack-of-all-trades, while Hunters and Wardens specialize in offense and defense respectively. By focusing on their distinct roles, special tactics can be allocated to each based on their respective strengths (waves tactics doesn’t apply to wardens, for instance). I divide my comments based on the main AI opponents, some attention to general functions as well as giving specific scenarios when further context is needed.
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Sentinels:1.
Can engage in “General Tactics” (see below)
2.
Raiding Waves: Sends some waves (indistinguishable from normal waves) that purely consists of raiders and raid guardians that should split into “raiding parties” upon arrival to do a multi-planet attack—raiding parties should engage in “general tactics.”
3.
Coordinate with Hunters (see below)
Hunters:1.
No defensive units—gravity guardian, spider guardian, temperamental guardian, fragmenting guardian, and vanguards are banned
2.
Diversion: When a CPA or exo-galactic attack is imminent, Hunters will send small squadrons to medium defended planets (those without fleet usually) and hit-and-run resource collectors. (The idea is that CPA’s are big threats which will occupy players’ attention, but the Hunters will confuse the player by attacking several places at once, possibly obscuring where the CPA is coming from, and hurting the players’ economy)
3.
Raiding parties: Basically, the same as the Sentinels version, but emphasis entirely on CPA’s (since it doesn’t use direct waves). Raiding parties are synchronized with the next available wave, randomly choosing to attack before, during, or after the wave launches—*this interval needs to adjust for the approximate time the Hunters can get into position.
4.
Flank: Consolidate significant amount of available of Hunter forces to launch a wave at a highly valued planet, randomly choosing to attack before, during, or after the next non-direct wave. Goal should be to destroy the command center and then either retreat or engage in “general tactics”
Wardens:1.
No offensive units—tractor guardian, raid guardian, and raiders are banned
2.
Usurper Exception: The wardens are permitted to assist a planet with a usurper present (since the usurper is supposed to reclaim the planet, it seems appropriate that the wardens can do special convey missions (**actually, that would be really cool to see a CPA of usurpers escorted by wardens). Might be good if the wardens suffered attrition damage if the usurpers die.
General Tactics:1.
Economy Harass: Divide and conquer resource collectors (metal and energy harvesters), retreat or regroup to continue harassment on adjacent planet
2.
Tachyon Hit-and-run: Destroy detectors, retreat, repeat (this behavior is to facilitate infiltration of cloaked ships into player’s territory; see also special tactics)
3.
Kill Irreplaceable: Focus fire an irreplaceable structure (this may be moot currently)
4.
Deep Strike: Target HW or nearby planet, ignoring player defense on in-between planets (Goal should be to rush target by overwhelming force—*must meet high strength threshold to initiate)
Special Tactics:1.
Cloaking Behavior: Cloaked units should gather and attempt to hide on a planet near HW (using “scout behavior”). They will become active when the have sufficient strength and synchronized with next available wave. Cloaked units of any AI faction should act in tandem (so Hunter and Sentinels should synchronize cloaked forces) and can engage in “general tactics” (with some self-evident exceptions)
2.
Anti-bubble shield units (Plasma guardians, stingrays, vicious raid starships…) should focus target forcefields, prioritizing nearest to command station (if applicable).
Miscellaneous Suggestions for Increasing Difficulty: 1.
AI Strength Proportional to Minor Faction Difficulty: This probably needs a discussion unto itself, but basically, I think we need to base the AI’s response to minor factions by making it proportional to the difficulty of the minor faction. In other words, if the Marauders are at 10, the AI’s response is 10, regardless if the player sets the AIs’ difficulty each at 4. Otherwise, the player basically handicaps the AI out of being relevant. I suspect that this would be the simplest way of balancing the minor factions at the most general level.
2.
Mines for the AI: a.
Change Stealth Guard Post into Mine Field Guard Post, which has a variety of mines orbiting it (~avg. fleet ship range), 85mm armor, and “cluster rocket” (i.e., long-range grenade launcher). (Mines should counter fleet ships, guns should focus things beyond the mines range, especially concussion corvettes.) ***Stealth Guard Posts currently have no purpose, so something has to happen to them.
b.
AI should be able to place “patches” of mines, spaced in zones in the area between wormholes. Patches would ideally be randomly picked from a set of geometrical patterns—and at the very least—not just randomly scattered.