Design: pilot skill

Proposed, October 2026, from Mark: "give the pilots better AI as the players get better." Change by pull request.

Every pirate flew the same way: straight at you, firing when lined up, peeling off at 300 m and coming round again. A joust. With a good laser you won it on the first pass, so making a ship tougher only made it a sponge, and the Falcon, a Legend, went down in about four seconds to military lasers (her test duels). The fix is better pilots, not bigger numbers.

Principles

The dial

Each pirate has a skill from 0 (a rookie, exactly today's AI) to 1 (an ace).

Rookie (0) Ace (1)
Aim Sprays around you (0.7° of spread) Tight (0.3°)
Pursuit Flies at where you are Leads you, flying at where you'll be, so it gets onto a turning target
Your sights Flies straight through them Jinks out the moment your nose is on it: a hard break for half a second to a second, and again sooner the better it is (from skill 0.3)
The joust Comes at you head-on Won't fly down your guns: if you're facing it, it swings wide and comes round onto your flank or tail (from skill 0.5)
Breaking off Peels away in a random direction Breaks out of your line of fire, across it
Shields Fights on with them gone Pulls out to let them recharge, then comes back (from skill 0.6)

Attack runs, not rams (Mark, 27 October 2026)

"I hate the way the pirates come in nose first and literally smash into you." Every pirate, rookie or ace, makes attack runs: it comes at you, breaks off before it reaches you, and comes round again. A ram happens only by mistake, or from a deliberately suicidal type (none yet), never as the way to attack. A replay that mostly shows a ship ramming you teaches nothing (the kill cam).

Built in today's AI (src/game/npc.ts), ahead of the skill dial, after the old pass broke off only at 300 m, under a second from impact head on:

Who gets a good pilot

What the first pass taught us

25 October 2026. A first pass is built (on its own branch, not yet in the game) and was tested in duels: a bot flying a Cobra at a Cobra's turn rate, with a human's quarter-second reaction, against the Falcon flown as a rookie and as an ace.

Your combat computer

The ships that hunt you read how you fly, including when a computer is flying for you: rookies fall for any routine, aces learn each one's pattern, and the Falcon reads your kit as she comes in dark. See combat computer routines.

Tuning

Test duels in the browser, a bot flying a Cobra at a Cobra's turn rate, scoring only when she's in its sights, with each laser, before and after. Targets:

Building it in stages

Stage What
1 The skill dial in the pirate AI (aim, pursuit, jinking, no joust, breaking across, shields); skill set by rating and government, one ace a pack; the Falcon an ace, rising with your rating.
2 Missile craft (waiting for your shields to drop, baiting your ECM); wingmen who split to take you from two sides; each Falcon brother's style: Bram precise, Kit showing off with close passes, Jory careful at range, Tobin dirty, with more missiles.
3 Aces who read your combat computer: they learn each routine's pattern and answer it (combat computer routines).

Open questions

Think something here should change? Say so on the ideas board, where others can vote it up, or email hello@witchspace.org.uk. If you code: this page is docs/design/pilot-skill.md on GitHub, open to pull requests.