Target selection for Advent Radiance battleship

I've noticed an odd behavior since converting to the beta.  After invading an enemy planetary area and wiping out the enemy ships & most structues, most capital ships will bombard the enemy planet just as they should.  However if an enemy scout ship pops in, the Radiance Battleship seems oddly drawn to it and breaks away from bombardment to try and chase it down instead of more properly continuing to pound the planet and allowing the frigates & strike craft to give chase. 

While this isn't a huge issue as you can re-target the planet, it's still quite unusual and a bit annoying.  The other Advent capital ships don't seem so easily distracted.  Please note that I haven't tried the TEC or Vasari since the patch, so it's possible that the battleships from each side are susceptible to this.

2,759 views 5 replies
Reply #1 Top
The AI targeting for Detonate Antimatter could be improved as well.

It can choose to target a light frigate outside range, break off whatever you chose to target and start chasing the frigate around the grav well.

Detonate Antimatter will also fire pointlessly at targets with 1 antimatter over another one in range with 300.

Would it be too complicated to make Detonate Antimatter never fire at targets who are more than 5 AM short of activating their cheapest ability? Or it could be a fixed AM amount like 45.
Reply #2 Top
However if an enemy scout ship pops in, the Radiance Battleship seems oddly drawn to it and breaks away from bombardment to try and chase it down instead of more properly continuing to pound the planet and allowing the frigates & strike craft to give chase.
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i recognized this too with vasari caps. but i am playing v1.05. giving the caps the explicit order to bombard the planet solves this "problem".


The AI targeting for Detonate Antimatter could be improved as well.
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as i am a lazy guy, i see some advantages in this. but to have a difference between a good and bad player, it is necessary to use the special abilities of caps on your own at the right moment and the best possible target. so this requires skill and not "good" coding.
Reply #3 Top
Of course it's always best to do everything yourself, time permitting. But that's besides the point.

If there is an AI as a default setting for an ability, I would expect it not to completely suck. Since it's also wasting antimatter using abilities on invalid targets you might as well give the trigger to the opposing player.
Reply #4 Top
Thanks for the responses, guys. My other concern besides the slight annoyance of needing to redirect a cap ship or two is that it opens a potential exploit in the AI - is a computer enemy seiging your planet and you want them to stop? Send in a scout ship and have their cap ships fruitlessly chase it around! Maybe the AI could lower the scout ship on the list of target priorities when sieging?
Reply #5 Top
Yes, I don't know why but Scout ships are way high on the target priority list. Ships drop everything they're doing pretty much to chase after them.