UniTrader wrote:my reply was more meant in general against this "all-soving" magic"solution" to turn literally everything into an Option.
I understand that. But if we react on principle for every situation, the game would be without options and called X: the cookie clicker. If the option provides very meaningfull positive impact to the game then the necessary "evil" of interface space and additional tests will be worth the additional functionality. Especially in an area that is most requested for better features (AI behaviour and controll possibilities).
and you again dodged the question asked with options
A vague question can only be vaguely answered, because the details are what makes all the difference. Garbage input -> garbage output.
This "magic" ship beeing told to engage and flying away from target - if the function is not clear to the player then yes it certainly 1ooks stupid the first times the player uses it. If the function is very clear and properly communicated then no, it will appear working as explained, or if the player figured out himself how it works (that would be bad design i might add). However does it make sense for the ship to move away, and would the player have reason to not have it act like this? Again, details. But most assuredly, yes there will be reasons to not have it fly away in uncontrolled manners. Especially in chaotic multi target environments where enemies could come in from every direction
Should AI opponents try to stay out of weapon range? Again, no definite answer possible because details. If this a fast and maneuverable ship with incredible range then most definitely no. Base principles of unit balancing have to be remembered (scissor stone paper) and enabled in AI behaviour. When the archer is charging in with the spearman then he could get cut down from other spearmen. If he stays at range, he can be picked of by horsemen. To judge what to do you need to assess the entire situation. Numbers and positions of friendly and hostile troups. Is spearmen count vs theirs in favor of us? Are enemy horsemen more numerous? Are some enemy horsemen close to hurt me, are friendly spearman close enough to protect me? There can be no generally applicable answer what to do in this without assessing and processing all the information. If you want generally applicaple answers you would have to reduce complexity drastically (Endless space "combat"... BARF).
WITH option to define ai engagement range, you can vary it up randomly for hostile targets. Thus not every enemy of the same type will behave exactly the same. So you couldn't use a scout ship to have AI "engage" it by moving away from it in a predictable direction right into the arms of a heavy hitter of yours. This also highlights that in multi target environment, the most easy implementation of this behaviour (moving away directly from the target) will be easy to abuse. Also, what if you switch targets in different direction multiple times? The ship will constantly move distances in the magnitudes of maximum weapon range.