It is an interesting idea. Could you base it on the Tyranid rules where they have set guides when out of control of the Hivemind? =============== Kinda. It's basically a set of guidelines that try to prevent the human player from forcing the AI into bad decisions, and to add some variance to how the same scenario may be played out, if tried multiple times.
For example -- general movement I want to leave alone. You know what you would do if in command of a fleet. If it needs to alter its course to starboard, then do it. Be fair and use common sense.
But when do you know if the other side issues "All Ahead Full" or "BFI?" Is it going to loose its torpedoes earlier, when you have tons of time to get out of the way, or will it try to wait until its warheads can reach you in the first Ordnance Phase? How will it utilize its attack craft?
For example (and please lemme know if this sounds like junk), I have been developing something like this for attack craft. Note the text is shortened to keep the post reasonable.
Each Shooting Phase where the AI has a chance to launch attack craft, roll D6. 1-4 Conservative = Attack Craft launched this Phase will be comprised entirely fighters, used to intercept ordinance.
5 Aggressive = A fraction of the Attack Craft launched this Phase will be kept back to play defense(1/4 or 1/2 rounded up). The remainder will form waves and attack the nearest enemy asset (Escort squadron or Capital Ship).
6 Knock Out Punch = The AI is going all out. All Attack Craft launched this Phase will form waves to attack an enemy ship/squadron based off the following list of priority targets (and then you have the list).
There would be modifiers to the roll, like -1 if enemy fleet has more attack craft bays, -2 if enemy fleet has twice as many bays, +1 if AI fleet has more bays, +2 if AI fleet has X2 as many bays, etc. So an AI fleet with drastically fewer attack craft will be more likely to keep them back and use them to intercept bombers/assault boats/torpedoes, while an AI fleet with the advantage is more likely to go on the offensive.
The roll would be fairly quick. Just compare fleets at the beginning of the scenario, and from then on you'd know if you were rolling D6-1, D6+1 or whatever. One quick toss decides AI behavior, and it can vary from turn to turn.
Does it make sense?
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