The missile boat AI is only engaged if a ship has only long range attacks an no short range offense. Putting anything but an AM turret and missiles on the ship will have it charge into combat on identifying and enemy. Alternatively, the ship has no secondary defense against an attacker who closes on it. This is particularly problematic on light carriers like the nest/roost/skein. Ideally they would stand off and let the fighters do the work.
Altering the AI to support defensive turrets would allow the creation of short range anti ship guns that would more effectively use turret mounts (and hopefully factor in the piracy risk assessment) without having a freighter or light carrier drawn into the brawl.
Alternative Approaches
I'm not aware of any approaches that address this issue.
Looking at the discussion on Discord, it seems like having a 'defensive' toggle on (occupied) hardpoints is the most liked solution?
I'm going to have a go at implementing that.
Problem Description
The missile boat AI is only engaged if a ship has only long range attacks an no short range offense. Putting anything but an AM turret and missiles on the ship will have it charge into combat on identifying and enemy. Alternatively, the ship has no secondary defense against an attacker who closes on it. This is particularly problematic on light carriers like the nest/roost/skein. Ideally they would stand off and let the fighters do the work.
Related Issue Links
There is a short Discord discussion with Hector and Vitalchip on this starting here: https://discord.com/channels/251118043411775489/266345072554016768/963116898940235877
Desired Solution
Altering the AI to support defensive turrets would allow the creation of short range anti ship guns that would more effectively use turret mounts (and hopefully factor in the piracy risk assessment) without having a freighter or light carrier drawn into the brawl.
Alternative Approaches
I'm not aware of any approaches that address this issue.
Additional Context
No response