AI Fighters are a premium feature of Carriers that allows their Captains/Pilots to command AI-Controlled Fighters, instead of players.
Interface and Behavior
AI Fighters, when attacking, or guarding a target, follow the same behavior as all AI Ships, only having exceptions when in command.
Fighters that you want to command can be selected via the ▼ Button on the far left, which opens up the Fighter Infoboxes, just below the Fighter Control Center, or if you want to select all Fighters at once, just click the All button beside it.
On the far right of the Fighter Control Center you can see the amount of AI Fighters you bought and the amount of it remaining (In-depth explanation can be found at the "Dead" Section below)
The Fighter Infobox Section tells you what fighters you have selected, commanded and the statuses of these Fighters.
Fighters with a White Outline on their box tell that they are inside your Carrier, on standby. While Fighters with a Blue Outline tell that they are currently being controlled by an AI Fighter and are released outside your Carrier.
If you want to deselect control of a Fighter, click the Fighter with a Thick Outline to deselect it, or click Idle on the far left to deselect all Fighters.
Note: Clicking Idle does not cancel whatever command they are following.
Commands are the basis of AI Fighters and without them, AI Fighters would be aimless on what to attack, guard or to do.
|Attack||If a Fighter is attacking a target you selected, it's Fighter Infobox will have an icon of 2 swords beside the name of the Fighter.
AI Fighters will assume normal AI attacking behavior pattern, and will try to fly to its target no matter how far away.
AI Fighters that are commanded to guard will fly to the designated guard point, no matter how far away, and will stay there for an indefinite amount of time. Guarding AI Fighters have a detection/aggro radius of 13k studs, same as AI Ships, BUT you have to be actively hostile (e.g Recently shot at an enemy) in order for the guarding fighters to attack you if you're in an enemy faction.
|Recall||If a Fighter is recalling, it's Fighter Infobox will have a curved line beside the name of the Fighter.
Commanding Recall on fighters will immediately cancel whatever command they are following and will immediately move back to your Carrier, no matter how far away.
Unlike recalling Player controlled Fighters, AI Fighters have to fly back your carrier in order teleport back to their spawn position
This makes recalling AI Fighters extremely slow by comparison to player-controlled fighters, and is a major downside to the usage of AI Fighters.
Statuses are important icons that tell you how much health your Fighter has, or if it's dead. Statuses are separate from commands and both icons can appear at once.
|Idle||If a Fighter is idle, it's Fighter Infobox will have no icons.
Idle state usually happens after it's designated target or guard point is destroyed.
Released idle Fighters will move away from its former target position indefinitely, but will still attack any hostile ship that comes close to them, usually following the same behavior as wandering AI Ships.
|Damaged||If a Fighter is damaged, it's Fighter Infobox will tell how much Shield and Hull it has, much like how damaged your ships are in the "Spawn Ship" section.|
|Dead||If a Fighter is dead, it will grey out the Fighter Infobox of that Fighter.
If any AI Fighter dies (e.g 4 out 12 of AI Fighters die, you will be left with 8 usable AI Pilots), you have to respawn the carrier to regain the AI Fighters that died. The "Remaining" AI Pilots found on the far right of the Fighter Control Center tells how much "AI Pilots" are on your disposal inside your carrier, as said before, you have to respawn your carrier in order to regain the AI Fighters that you lost.
|Occupied||If a Fighter is occupied by another player, it will show as a red outline over the Fighter Infobox that the other player is currently piloting.
These Fighters can still be overridden by giving the Fighter an AI Pilot command, but the player piloting the Fighter will be kicked out of the pilot seat and will fall off. Be wary of this status when you have players controlling many of your Fighters.
- Fighters that are controlled by AI will have their fighter name prefix be the owner of the Carrier (e.g CarrierMain6969 Wraith), while the Fighters that are controlled by Players will have their fighter name prefix be the faction the Carrier is in. (e.g Galaxy Defenders Wraith)
- If a Fighter is exceptionally powerful, (e.g A - Bionicle, Elanis, or Hunter), it may be better to put a player instead, as they can use the fighter's full potential unlike AI.
- AI Fighters have a massive weakness, where if it gets too close to its target, it will turn around, possibly losing most, if not All of its firepower, until it turns around again after moving a moderate distance away from its target. (This Behavior is explained in detail in the page AI).
- Sometimes, your AI Fighters will lose interest/wander off the target that they are attacking/guarding, so be sure to click the Attack/Guard command often even if the command is set.
- It is not recommended to leave your Carrier's pilot seat, as the AI Fighters can possibly have their set commands be removed.
- When an AI-Controlled Fighter attacks an enemy, you will be put into a "Hostile" state whether your Carrier has attacked or not, at any distance away. Interestingly though, this does not happen with Player-Controlled Fighters when they attack an enemy.
- Combat Reward is given in full to the Carrier owner when an AI-Controlled Fighter with accumulated CR destroys a ship. But the accumulated CR will be lost if the AI-Fighter carrying it is destroyed before it's target is destroyed. For Player-Controlled Fighters, the Combat Reward is instead given to the Pilot of the Fighter instead of the Captain of the Carrier that houses it.
- AI Fighters sometimes forget their commands when they destroy a ship. Best example of this is when an AI Pilot destroys a ship during a guard command, afterwards it will wander off from its guard spot aimlessly.
- AI Fighters that are recalled are known to cause a bug where the carrier goes up to the recalled fighter's top speed (e.g. Nimitz having Interceptor F's top speed), caused by getting on a recalled AI Fighter, and then the pilot getting in the seat.
- When a Player-controlled Fighter is recalled, via the Recall Fighters button separate from the Fighter Control Center, and the Pilot inside the Fighter stays, the next time the Captain sets a command to the occupied Fighter, it will move and execute the command despite being occupied and the Player-Pilot may be left stuck welded on the carrier or fall off. It is also not shown the red border despite being occupied in that state.
- When an AI Controlled Fighter returns to it's Carrier and becomes docked, it will be impossible for a player to pilot that Fighter as it will keep booting you out of the seat, even though no AI is controlling the fighter anymore.
- When using AI Fighters and one of your AI Pilots die, you will lose credits depending on how powerful that Fighter is, but this credit loss is usually negligible, up to only 200 Credits max.
- AI Fighters costs 250 robux each. Once bought, it acts as a permanent "slot" able to be used with any carrier's fighters and remain even if the fighters are destroyed.
- In addition to its other perks, the VIP Gamepass gives its owner 1 AI Fighter. The pricing of AI means that the rest of the VIP perks essentially just bundle in for the remaining 115 Robux.
- Available in version .73f for a short time, and was quickly removed.
- Re-added in version .74a.
- Before AI Fighters were released in version .74a, it was common for rcouret to test AI Fighters, but when AI Fighters were being used in that situation, any players that joined that same server would be unable to join any faction no matter what.
- The most amount of AI Fighters that can be owned at once is 13, presumably due to Nimitz having the most fighters at that number.
- This does not include the 1 AI Fighter you get by purchasing VIP.
- This does not include the 1 AI Fighter you get if you are VIP.
- The AI Fighters feature is somewhat controversial among the Galaxy community, as it is seen as a way to "Pay-2-Win" Carriers such as the Nyx, Prometheus, Kapisi, Hailstorm, and Retro Nyx; because it turns those ships from strategic tools dependent on in some cases an entire team to function effectively, to monstrous flagships capable of easily overwhelming the defenses of bases, destroying them or any ship unfortunate enough to be on warp cooldown while near such a ship equipped with AI Fighters.
- A planned way to acquire AI Fighters without Robux was to trade 1 Red Diamond to a computer in the Sales Floor of Mega Base. It is unknown on whether this will be released or is cancelled.