Hey all,
I am getting close to working on military tactics for my AI, and I would like to get some opinions from some of our top strategists here on Outpost Universe.
While many players probably use a "deathball" macro type (mass Thor's Hammer tigers) or rush laser lynx, I actually want to look into some more micro type tactics, since the AI will more or less be able to handle multiple groups simultaneously. The goal is to be interesting, offer rush, mid-game, and long-play strategies and styles of play. The AI can assess combat situations and retreat, evade, and harass, or use frontal assaults if substantially stronger than the opponent.
On top of this, I want to really make use of as many types of units as possible. I am aware that some units are kinda "duds", or become useless with later research due to poor balancing, but perhaps they can be used under very specialized circumstances without sacrificing a win. If someone has deep insight into the specialization that each unit would be good at, please post about it!
Also helpful, if any of you awesome people could send me links to videos of multiplayer games where players are on an even skill level, I would much appreciate it! This would also help give me an idea of base priorities as well as tactics, so that the AI can keep up with people like you! Videos of a variety of play lengths, styles and maps are also welcome.
TacticsBomber-Escort GroupAbout 1-3 Starflare or Supernova with 4-6 EMP (optional).
The idea would be to run this group with other stronger groups to a set distance away from the enemy base. The AI will assess weak points in the enemy base and attempt to move bomber groups towards poorly defended critical infrastructure such as mining and power. If the AI determines that defenses will arrive before detonation, the group will retreat.
This group will typically not attack without other groups making a push, and therefore defenders would likely need to split forces to engage the flanking bomber squadron(s) while dealing with primary forces. This tactic will also trigger if the enemy makes a major attack. The bombers will attempt to navigate around the attacking forces and hit major structures or the CC.
This group will typically run with lights off, but will turn lights on if enemy units are on an intercept course, or it is clear the bombs will reach the target before any defenders can stop it.
Harassment GroupAbout 3-4 structure damaging lynx.
This is an early game tactic for pissing players off. Instead of directly attacking your defenders, this group will actively avoid them while maneuvering towards other undefended units and structures. The goal is not to kill, but to do as much damage as possible. The group will only retreat if it is no longer possible to attack without taking damage. It will then hang out and patrol around your base, especially between nearby mining beacons. This group can grow in size and begin attacking lightly defended targets, if it determines it will win the battle. If it grows large enough, it will disband and become part of an assault group.
Assault GroupAny number and mix of units.
This is the main attack group. It primarily performs map control and defense. When this group is stronger than other enemy forces, it will engage them. If this group is stronger than ALL of the enemy's forces combined, all other groups are disbanded and join this group for a frontal assault.
If the enemy is splitting forces, this group may break into separate assault groups to attack and defend multiple points. The split groups will always be stronger than the enemy's groups. If splitting the group will result in a group that is too weak, the split does not happen. Instead, the assault group will attack based on the following conditions:
A. If the enemy is on an intercept course with a base, and it is possible to destroy the enemy base before they destroy its own, attack the enemy base, otherwise defend the base.
B. If the enemy is splitting forces, but is not heading towards a base, attack the enemy base is winning is possible, if not, attack the nearest weakest force. Otherwise, find optimal map control position (between own base, enemy groups, and enemy base).