Rules for "simple" robot ships for solo play.
Each robot has an assigned target ship. The target ship is defined as the nearest ship in the forward or rear arc of the robot ship OR the most recent target ship if no ship is in either arc
gives the robot a sort of attacking focus, but also allows it to react to people trying to get into it's rear arc
The robot ship fill follow the target ship like a seeking weapon and will always move after the target ship as it must react to the target ship maneuvering. This move later allows the robot ship to maneuver effective;y and a dangerous opponent.
Pseudo Scientific Explanation - this simulates the enhanced AI of the robot to tactical maneuvering.
It will always attempt to close the range to the target ship as much as possible given its thrust rating. The robot will close the range to the most effective range for its weapons and no further. i.e. for ABC batteries this is 12 in.
If the target velocity >= robot velocity the robot will accelerate If the target velocity < robot velocity the robot will decelerate
The robot ship will turn as allowed by its thrust rating, it will trade off acceleration/deceleration conflicts with turning requirements by taking the movement combination that will place it closest to the target ship and subject to:-
The robot ship will move to enable the maximum number of active weapons to bear on the target ship.
The robot ship will not willingly move into the target ships most offensive firing arc. If the move causes it to do so, it will attempt to 'veer' into another firing arc instead.
The robot ship will attempt move into the target ships least offensive firing arc in preference to another similar move
makes the robot try to sit on the targets rear arc
3) The robot ship will try to fire every weapon every turn. The robot ship will fire every weapon that can bear and is in range of the target ship. If the robot ship has effective weapons e.g. sub-munitions that cannot bear, it will turn to allow these weapons to bear and then obey 2)
The robot ship will not leave the game area or take a course that would leave the game area
If the robot ship has missiles or salvo missiles it will fire one at the target ship on every turn it is in *effective* missile range
If the robot ship has fighters it will launch one squadron at the target ship on every turn it is in *effective* fighter range. Fighters then behave as robot ships. The usual no maneuver rule for fighter launches is waived for robot ships.
At the end of each turn the non expendable weapons on a robot ship are re-loaded and ready to fire. If the robot ship has multi-turn arming weapons it will fire them at the maximum rate allowed if the target ship is in range & arc.
The robot ship will obey any other additional rules as the player sees fit e.g. Sensor scans, Damage Control ...
If its too easy add more robots or make them Kra'Vak.
The robots tactics on choosing a target and after an attack on a target can be randomised. This can be by a simple decision table to a dice roll or by using tactics cards.
Example:
Robot has picked target T1 now roll D6:-
attack rear arc & hold station
attack port arc & hold station
attack starboard arc & hold station
attack rear arc & veer off
attack port arc & veer off
attack starboard arc & veer off
The robot movement choices would then use these constraints. Veering off is achieved by a 2 point turn in a random or chosen direction.
Tactic cards can be as simple or complicated as required e.g.
Over-run
Close directly with target and release weapons at best effective range just prior to over running target. Once over-run target turn to engage target in rear arc
Leech (P)
Close with targets port arc and release weapons at best effective range, attempt to remain in targets port arc at best effective weapons range
Pivot
Slow to speed zero at maximum deceleration. Target and fire at nearest enemy ship each turn.
I'd be interested in compiling a list of possible tactics and their names and directions for a 'tactical guide' .
A robot ship is given a target, and an order to follow. These orders are fairly basic, i.e. Attack, Defend/Escort, Patrol, Board/Capture, and the target does not have to be the ship that is attacked, but could be, for example, the ship to be escorted when using a Defend/Escort order.
How the robot ship actually responds these orders is decided using decision tables and common sense. Basically, put yourself in the position of the AI in charge of the ship, write down a few options available and assign dice throws to them.
For example, a destroyer has orders to defend an unarmed civilian space station. Two frigates are approaching. The orders could be as follows on a D6:-
Approach frigates, do not fire until attacked.
Spread fire evenly between both attackers.
Spread fire evenly between both attackers.
Spread fire evenly between both attackers.
Concentrate fire on frigate A.
Concentrate fire on frigate B.
Though this is more complex and time consuming than a rigidly programmed enemy, it makes your enemy less predictable and gives a better game.
The new alliance game uses a co-op system with AI controlled opponents this syetm can be modified for use in Full Thrust. An example ship logic card from this system is shown below,
Alliance enemy AI is not “smart” in a modern software sense. It’s a priority-and-lookup system built from ship logic cards, loadout cards mission orders, and a die roll. The result is that enemy ships feel directional and aggressive without needing a human opponent to make judgment calls. Star Trek Alliance Rulebook.
Each enemy ship type uses a big ship logic card instead of a normal ship card. That card tells you:
how it chooses a target
how it chooses a maneuver
what action it takes
what it does in combat
Enemy ships can also get loadout cards instead of the normal captain/upgrade stack; those set captain skill and any baked-in abilities for that specific AI ship. Enemy ships do not set maneuver dialsat all — when they activate, you roll a die and consult the logic card’s maneuver table.
For Full Thrust we will ignore the Attack Wing specific rules and generate a similar system modified for Full Thrust.
For Full Thrust use this after the player controlled ships have moved.
Identify target based on scenario goals
Find target's range and direction and roll on the matching maneuver table (right)
Perform the maneuver rolled
A Full Thrust table will be created for the ship and blue ring will be if the target is within 18MU or closing at 24MU. The black ring if the target is 36MU or greater or fleeing at 24MU. The arcs will be the normal 6 arcs for full thrust F FS AS A AP FP. The blue ring is the table on the blue gradient and the black ring is the table on the black gradient. The orders will be based on the ship thrust. So for blue ring F continue and decelerate, FS & AS 1 point or 2 point turn to starboard, A hard turn port or starboard, AP & FP 1 point or 2 point turn to port. The rules will also increase or decrease speed depending on current speed, board edge and range band blue or black.
For Full Thrust we will ignore the Attack Wing specific rules and generate a similar system modified for Full Thrust.