chasing vs intercepting

currently in the game my ships chase ships that they are attacking.

even when the ships are in front of the enemy ships they do not intercept they chase. giving the enemy ships more time to get away
8,333 views 34 replies
Reply #1 Top
What exactly is your problem, because you aren't very clear. Do you mean the fact that ships will always head straight for whatever they want to kill, rather than "cut the corner" when the enemy vessel is going at an angle to them (instead of directly towards or directly away)?
Reply #2 Top
yes
Reply #3 Top
I think the terms you are looking for are "pure pursuit" (pointing your nose directly at the target), "lead pursuit" (flying towards where you expect the target to be in the future), and "lag pursuit" (flying towards where the target has been in the recent past).

BTW, although lag pursuit sounds like it has little use, it's an important part of combat maneuvering if you want to end up behind your target, especially if you are moving significantly faster than the target is.

With this background, all ships currently use pure pursuit against their targets, where in many cases lead pursuit would be more effective.
Reply #4 Top

With this background, all ships currently use pure pursuit against their targets, where in many cases lead pursuit would be more effective.


Reply #5 Top

I think the terms you are looking for are "pure pursuit" (pointing your nose directly at the target), "lead pursuit" (flying towards where you expect the target to be in the future), and "lag pursuit" (flying towards where the target has been in the recent past).

BTW, although lag pursuit sounds like it has little use, it's an important part of combat maneuvering if you want to end up behind your target, especially if you are moving significantly faster than the target is.

With this background, all ships currently use pure pursuit against their targets, where in many cases lead pursuit would be more effective.


Kinda like how some naval ships will "steam" to where enemy shells last hit, hoping they never hit the same spot twice
Reply #6 Top
I noticed the same thing and confess that it requires some micromanagement and practice to intercept a target.
Reply #7 Top
ok, if the AI ship in going to jump out of system, then any ships in pursuit should head to where the ship is going to jump out.
Reply #8 Top
or at least in front of them instead of behind them
Reply #9 Top
To the OP. Would be nice if you could set what kind of pursuit to set. Lead would be the best for most cases but not all.

Kinda like how some naval ships will "steam" to where enemy shells last hit, hoping they never hit the same spot twice


That has nothing to do with what he said...

Reply #10 Top
lol TBH I just want a really, really big tractor beam ship. that will teach em to run away.
Reply #11 Top
You know what would be a hilarious function of the game?

If unit AI was improved by techs you research lol... thus 'enhanced cybernetic piloting' tech would allow your units to actively intercept (Lead Pursue) targets!

This would be downright original!
Reply #12 Top
because we need brain implants to know "hey, maybe we should lead teh target rather than follow..."
Reply #13 Top
But how much should the AI be able to lead?

After all, it would be kinda lame if enemy ships magically knew where you had ordered your guys. Plus, if the lead AI is too aggressive a sudden course change could really throw it off.
Reply #15 Top
This is why I like hyperspace inhibitors, banks of 5-10 gauss turrets, and a warship or two in my systems.

They can't run, they can't hide, they can't but do or die... And they ain't gonna be doing, buddy.
Reply #16 Top
maybe but i would like to stop that scout at the beginning of the game
Reply #17 Top
An "interception" behavior (similar to attack behavior) with the 3 listed above (or something similar) is what we all want, I guess?
Reply #18 Top
I agree about the scout issue, my last game I had 1 scout that was able to pretty much discover all but 2 of the planets around the sun in the system I started in... Thats Crazy....
Reply #19 Top
After all, it would be kinda lame if enemy ships magically knew where you had ordered your guys.


Calculating observed acceleration and turning out an intercept acceleration is not that difficult... merely exceptionally complex and requiring very precise skills. And computers excel and both complex and precise.
Reply #20 Top
But with multiple enemy ships needing to be tracked that gets a little more complicated. I'm not saying it isn't possible, simply that it's more complicated than some people are making it sound.

Perhaps the built in limits on ship turning radius would be a fair way for the computer to "cheat" and cut corners in a pursuit?
Reply #21 Top
But with multiple enemy ships needing to be tracked that gets a little more complicated. I'm not saying it isn't possible, simply that it's more complicated than some people are making it sound.


So don't target multiple enemy ships... target and track just one. Whichever one is the priority target for the vessel anyway.
Reply #22 Top
Yes, but if there are multiple enemies and friendlies the computer will need to simultaneously calculate several intercept routes as your ships pick different targets.

I think my earlier post wasn't entirely clear, but I'm starting to like the idea. As a human, if you watch an enemy ship turn its obvious its about to turn (even if its essentially still) because it has to swing out. If the direction the ship was turning-which any observant human player would notice anyway-were handed over to the pursuing ship you might be able to get some decent chase behavior without forcing the computer to analyze enemy movement.
Reply #23 Top
Yes, but if there are multiple enemies and friendlies the computer will need to simultaneously calculate several intercept routes as your ships pick different targets.


Just like it needs to simultaneously do a million other things
Reply #24 Top
*cough* tractor beams *cough*
Reply #25 Top
Yes, but if there are multiple enemies and friendlies the computer will need to simultaneously calculate several intercept routes as your ships pick different targets.




i don't know about you but i already have a computer that is doing this when i play this game.