AI Fighters: Difference between revisions

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<div><h3 style="font-size:14pt;:">'''Fighter Commands and Statuses''' </h3>
<div><h3 style="font-size:14pt;:">'''Fighter Commands''' </h3>
'''Commands''' are the basis of AI Fighters and without them, AI Fighters would be aimless on what to attack, guard or to do.
'''Commands''' are the basis of AI Fighters and without them, AI Fighters would be aimless on what to attack, guard or to do.
=== Attack===
{| class="wikitable sortable"
[[File:FighterAttack.png|left|]]
|+
 
!Command
 
!Description
 
!Infobox Icon
If a [[:Category:Fighters|Fighter]] is attacking a target you selected, it's Fighter Infobox will have an icon of 2 swords beside the name of the Fighter.
|-
|'''Attack'''
|If a [[:Category:Fighters|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 will assume normal [[AI]] attacking behavior pattern, and will try to fly to its target no matter how far away.
===Guard===
|[[File:FighterAttack.png|left|]]
[[File:FighterGuard.png|left|]]
|-
 
|'''Guard'''
 
|
 
If a [[:Category:Fighters|Fighter]] is guarding a [[:Category:Ships|Ship]], [[:Category:Starbase|Starbase]], or [[:Category:Planets|Planet]], it's Fighter Infobox will have a shield icon beside the name of the Fighter.
If a [[:Category:Fighters|Fighter]] is guarding a [[:Category:Ships|Ship]], [[:Category:Starbase|Starbase]], or [[:Category:Planets|Planet]], it's Fighter Infobox will have a shield icon beside the name of the Fighter.


AI Fighters that are commanded to guard will fly to the designated guard point, no matter how far away. 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/
AI Fighters that are commanded to guard will fly to the designated guard point, no matter how far away. 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===
|[[File:FighterGuard.png|left|]]
[[File:FighterRecall.png|left|]]
|-
 
|'''Recall'''
 
|If a [[:Category:Fighters|Fighter]] is recalling, it's Fighter Infobox will have a curved line beside the name of the Fighter.
 
If a [[:Category:Fighters|Fighter]] is recalling, it's Fighter Infobox will have a curved line beside the name of the Fighter.


Unlike recalling Player controlled Fighters, AI Fighters have to fly back your carrier in order teleport back to their spawn position
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'''.
This makes recalling '''AI Fighters''' extremely slow by comparison to player-controlled fighters, and is a major downside to the usage of '''AI Fighters'''.
=== Idle===
|[[File:FighterRecall.png|left|]]
[[File:FighterIdle.png|left|]]
|-
 
|}
 
<div><h3 style="font-size:14pt;:">'''Fighter Statuses''' </h3>
 
'''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.
If a [[:Category:Fighters|Fighter]] is idle, it's Fighter Infobox will have no icons.
{| class="wikitable sortable"
|+
!Status
!Description
!Infobox Icon
|-
|'''Idle'''
|If a [[:Category:Fighters|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.
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.
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===
|[[File:FighterIdle.png|left|]]
[[File:FighterDamaged.png|left|]]
|-
 
|'''Damaged'''
 
|If a [[:Category:Fighters|Fighter]] is damaged, it's Fighter Infobox will tell how much [[Shields|Shield]] and [[Hull]] it has, much like how damaged your ships are in the "Spawn Ship" section.
 
|[[File:FighterDamaged.png|left|]]
If a [[:Category:Fighters|Fighter]] is damaged, it's Fighter Infobox will tell how much [[Shields|Shield]] and [[Hull]] it has, much like how damaged your ships are in the "Spawn Ship" section.
|-
===Dead===
|'''Dead'''
[[File:FighterDead.png|left|]]
|If a [[:Category:Fighters|Fighter]] is dead, it will grey out the Fighter Infobox of that Fighter.
 
 
 
If a [[:Category:Fighters|Fighter]] is dead, it will grey out the Fighter Infobox of that Fighter as pictured above.


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.
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===
|[[File:FighterDead.png|left|]]
[[File:FighterOccupied.png|left|]]
|-
|'''Occupied'''
|If a [[:Category:Fighters|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.
|[[File:FighterOccupied.png|left|]]
|-
|}




If a [[:Category:Fighters|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 ''cannot'' be commanded or set an AI as the name suggests, occupied.
=== Additional Info===
=== Additional Info===
* 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)''
* 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)''
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* 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 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 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.
==Acquisition==
==Acquisition==
*'''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.
*'''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.
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