https://forum.paradoxplaza.com/foru...eve-seen-so-far.1087625/page-13#post-24087566
There certainly was such variables in the beta AI. One big one is "Float_OverkillFactorForReserve" which sets the level at which the AI won't reserve if the enemy can do X % of their hitpoints (so set to 100 for 100%) so they can act before being killed to either move defensively or get one last attack in before destruction. There are a number of those kinds of things that use the total amount points remaining or how damaged specific locations are, like protecting a weaker side.
I see a lot of the same ideas or requests in this thread. Most of the time the beta AI already considers these factors and even calls them out specifically in the files. Thing is, it's set to be beatable by a below average player, as I have stated many times before. Is it the right call by the devs? Could it "act smarter" without actually being harder to defeat? Is the cost of an immersion breaking move greater than the cost of turning off a significant segment of new players? Is it better to have fewer but smarter enemies? All of these are valid topics for discussion. But the framework for a competent AI is there. It's just not tuned to be that in the betas we have seen.
It's not that the AI is poorly written, it's written to do poorly.
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Dynamic 'Mech roles is probably in. It was working and active in Beta 1 and disabled in Beta 2 for funky actions like the KTO never entering brawl if it was the only unit with any LRMs or long range weapons. I've just started playing with these in preparation for release, but haven't had the time to test things like I did with my initial AI dive many months ago. The last build I posted
here is a test build and the roles are very, very obvious. Brawlers come barreling down to establish LoS and want to punch you, snipers flee like cowards and snipe from range, scouts... I'm working on. But those are the 3 roles we have somewhat active in beta without diving in to adding whole new tags in the database for user created ones, if that's even possible.
I hope all the hooks for roles, factions and personalities get left in the code. That's the kind of long term project modders can pick up on with our practically infinite time and manpower if the community wants to come together contribute a lot of testing and editing.