Generally speaking, ships shouldn't pull out of range unless necessary. If a target lacks defenses or a ship's weapons outrange the enemy's, fighters should ideally stop and open fire as well.LameFox wrote: ↑Fri, 28. Feb 25, 11:24 Even if they did, I don't think L ships in low attention move in and out of range the way S/M on an attack run would. Not on purpose anyway, and I'd be kind of annoyed with most of them if they did. For most the critical thing to improve is time with weapons on target. Like if you have an inbound K you don't want your ship going in and out trying to do attack runs because it will simply be deleted. The ideal is for it to have all its main guns and as many turrets as possible slinging fire at the target from as early as it can.
But the Hyperion is agile and made of glass. I don't want it to sit and facetank anything. It has the potential to approach, fire, and back off to regen shields the way a smaller ship (ideally) would.
However, programming an AI capable of recognizing different scenarios and adapting strategies accordingly is likely too complex.
As for capital ship AI, its script follows an approach, fire, and retreat cycle—not because of low shields, but simply because the target is too close.
That's the biggest drawback of the game right now—the solution to many problems is simply handling them in low attention mode.LameFox wrote: ↑Fri, 28. Feb 25, 11:24 At this point I also have no particular reason to believe they are even close to making their ships fly like they appear to on the map. M ship AI needs some tweaking, but it at least broadly does the thing I'm describing, in high attention. Mostly it just needs to learn to pull away sooner.