Behavior Design

Combat AI
During the combat, the player will face an NPC. The NPC will have the same tools as the player in their disposal and the player will then have to react to the different skills that the NPC activate.

NPC will have several random attributes based on the player's progression in the game:
 * Health - How much damage the NPC can take before dying


 * Speed - How agile is the NPC affects its movement and mobility


 * Attack - How much damage the NPC will deal with the player when hit


 * Defence - How much damage the NPC will take when hit


 * Cooldown - How fast the NPC's weapon and defence cooldown


 * Reaction Time - How fast the NPC can react to the player's action


 * Intelligence - How often the NPC chooses the right counter moves

NPC actions during battle:
 * Movement


 * Attack
 * Laser
 * Missle
 * Projectile


 * Defence
 * Shield
 * Flares
 * Evasion

NPC Attack And Defence
NPC attack and defence works the same way as the player's. All the advantages and disadvantages of the weapons and defences apply to both the player and the NPC. However, certain attributes of the NPC's movement, weapons and defences can be modified to vary the difficulty of the encounter.

NPC Movement
The movement of the NPC will also be based on of physics and forces, as is the player. The movement of the NPC will be limited to the type of ships the NPC has whether they have a high mobility ships which allow them to better maneuver or a lower mobility ship which limits their movement. Like the player, the NPC will have to steer their ships to avoid incoming attacks or to get to a ideal position, the ships cannot change their course of movement but have to turn till they reach the velocity they want.

NPC Personalities
NPC can take up several nonconflicting personalities at any one time.
 * Charging - The NPC will always, if given the chance, be traveling towards the player.
 * Coward - The NPC will always, if given the chance, maintain a distance between the player.
 * Aggressive - The NPC will always, if given the chance, use an attack over a defence action.
 * Defensive - The NPC will always, if given the chance, use a defence over an attack action.
 * Calculative - The NPC will always, if given the chance, optimize the use of their actions.
 * Urgent - The NPC will always, if given the chance, uses an action.☁