Category:AI: Difference between revisions

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AI Ships will always prioritize the bigger ship, depending on proximity ''(e.g [[Dreadnoughts]] will be targeted over [[:Category:Battleship|Battleships]])'' but the smaller ship will sometimes be targeted if the AI is far closer to it compared to the bigger ship.
AI Ships will always prioritize the bigger ship, depending on proximity ''(e.g [[Dreadnoughts]] will be targeted over [[:Category:Battleship|Battleships]])'' but the smaller ship will sometimes be targeted if the AI is far closer to it compared to the bigger ship.
===='''Detection Range'''====
===='''Detection Range'''====
AI Ships have an aggro/detection range of 13,000 Studs, anything less than or equal that number of studs and the AI will lock on to you if it's in an enemy AI Faction.
AI Ships have an aggro/detection range of 13,000 Studs, anything less than or equal that number of studs and the AI will lock on to you if it's in an enemy AI Faction.


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Movement patterns of AI Ships depend largely on your proximity from them.  
Movement patterns of AI Ships depend largely on your proximity from them.  


At 1500 studs and above, It will simply move closer to you in a linear path and the AI will attempt to turn the front of the ship it's controlling towards you if you attempt to move behind it.At 1499 studs and below, the AI will turn it's ship in opposite direction and will start moving away from you. This is an exploitable major weakness for spinal based AI Ships ''(e.g [[Decimator]])'' as they are unable to shoot their spinals due to having no line of sight. ''(Exceptions are [[Galleon]] and [[Bruiser]] as both have backward facing spinals).'' Lastly, when the ship moves far away enough from you at 7000 studs, the AI will turn the ship around again, restarting the cycle.
At 1500 studs and above, It will simply move closer to you in a linear path and the AI will attempt to turn the front of the ship it's controlling towards you if you attempt to move behind it.


'''Additional Info'''
At 1499 studs and below, the AI will turn it's ship in opposite direction and will start moving away from you. This is an exploitable major weakness for spinal based AI Ships ''(e.g [[Decimator]])'' as they are unable to shoot their spinals due to having no line of sight. ''(Exceptions are [[Galleon]] and [[Bruiser]] as both have backward facing spinals).'' Lastly, when the ship moves far away enough from you at 7000 studs, the AI will turn the ship around again, restarting the cycle.


* All AI ships are able to pass through the top and bottom borders(where players cannot pass or shoot through) of the map as well as being able to warp unrestricted off-map; although they try to keep within the map borders outside of combat. This can cause issues as sometimes their wrecks will be out of bounds and be unlootable. ''(Best example is [[X-0]]).''
'''Additional Info'''
*All AI ships are able to pass through the top and bottom borders(where players cannot pass or shoot through) of the map as well as being able to warp unrestricted off-map; although they try to keep within the map borders outside of combat. This can cause issues as sometimes their wrecks will be out of bounds and be unlootable. ''(Best example is [[X-0]]).''  


* AI Ships tend to have accurate spinal aim, so it's best to avoid their spinals and to exploit their weaknesses via blindspots or the AI themselves.
*AI Ships tend to have accurate spinal aim, so it's best to avoid their spinals and to exploit their weaknesses via blindspots or the AI themselves.
<h1>AI Fighter Carrier</h1>
<h1>AI Fighter Carrier</h1>
AI Fighters are a premium feature of carriers unlockable via Robux purchases; They allow a [[:Category:Carrier|Carrier]] pilot to deploy AI-controlled fighters, and has the same exact behavior as NPC AI Ships but have exceptions from many rules that a normal AI Ship has, mainly from the ability to command them. To see more details, see [[AI Fighters]].
AI Fighters are a premium feature of carriers unlockable via Robux purchases; They allow a [[:Category:Carrier|Carrier]] pilot to deploy AI-controlled fighters, and has the same exact behavior as NPC AI Ships but have exceptions from many rules that a normal AI Ship has, mainly from the ability to command them. To see more details, see [[AI Fighters]].

Revision as of 15:44, 15 June 2022

Description

The AI Class composes of various enemy ships that can spawn naturally or via quest while playing Galaxy. These ships are unique in that they cannot be obtained or controlled by players though everyday gameplay.

Currently there are 3 AI Factions that make up every single AI Ship found in the game, the Aliens, the Pirates, and the U.N.E.

2 of these AI Factions are hostile to players (Aliens and Pirates) while 1 (U.N.E) is passive towards players.

All 3 AI Factions are hostile to each other.

Behavior

ALL AI Ships share the same AI Movement and patterns, no matter the Ship class the AI is in.

AI Ships will always prioritize the bigger ship, depending on proximity (e.g Dreadnoughts will be targeted over Battleships) but the smaller ship will sometimes be targeted if the AI is far closer to it compared to the bigger ship.

Detection Range

AI Ships have an aggro/detection range of 13,000 Studs, anything less than or equal that number of studs and the AI will lock on to you if it's in an enemy AI Faction.

Warping from an AI Ship 13k+ studs away that has you locked on can make one of two things happen; One is the AI Ship will chase you by warping on your warp destination, Two is the AI Ship will give up on you and just stay on the spot.

Movement Pattern

Movement patterns of AI Ships depend largely on your proximity from them.

At 1500 studs and above, It will simply move closer to you in a linear path and the AI will attempt to turn the front of the ship it's controlling towards you if you attempt to move behind it.

At 1499 studs and below, the AI will turn it's ship in opposite direction and will start moving away from you. This is an exploitable major weakness for spinal based AI Ships (e.g Decimator) as they are unable to shoot their spinals due to having no line of sight. (Exceptions are Galleon and Bruiser as both have backward facing spinals). Lastly, when the ship moves far away enough from you at 7000 studs, the AI will turn the ship around again, restarting the cycle.

Additional Info

  • All AI ships are able to pass through the top and bottom borders(where players cannot pass or shoot through) of the map as well as being able to warp unrestricted off-map; although they try to keep within the map borders outside of combat. This can cause issues as sometimes their wrecks will be out of bounds and be unlootable. (Best example is X-0).
  • AI Ships tend to have accurate spinal aim, so it's best to avoid their spinals and to exploit their weaknesses via blindspots or the AI themselves.

AI Fighter Carrier

AI Fighters are a premium feature of carriers unlockable via Robux purchases; They allow a Carrier pilot to deploy AI-controlled fighters, and has the same exact behavior as NPC AI Ships but have exceptions from many rules that a normal AI Ship has, mainly from the ability to command them. To see more details, see AI Fighters.