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PLEASE NOTE: This page is under construction as more info is being documented, and the wording revised. | PLEASE NOTE: This page is under construction as more info is being documented, and the wording revised. The current revision was made before the Horizons End: Dominion Update. (Things like world event locations won't be as correct location, or AI rewards may not be fully updated for Dominion yet) | ||
This page serves as a comprehensive, centralized reference manual. All AI-related mechanics, faction data, and ship indices are consolidated here to provide a streamlined experience for pilots navigating ''Horizon’s End.'' It is is intended to serve new and old players alike. | |||
This wiki page includes: | |||
* What is AI? – A definition of what AI is on Horizon's end. | |||
* AI Hunting for New Players – This section serves as a guide to AI hunting, providing tips and strategies for dealing with AI effectively. | |||
* AI Breakdown – How AI works in the game. | |||
* AI Factions – Explains factions and their ships. | |||
* World Event Index – A complete, indexed table of all world events. | |||
* AI Ships Index – A digitized index of all AI ships currently on the server. | |||
* AI Ships+ Index – Extra Mechanics Digitzed | |||
* Heat Mechanic Index – Heat Mechanics Digitzed | |||
== What is AI? == | == What is AI? == | ||
AI is AI Ships that spawn around the map. These ships are either civilian or militaristic the militaristic variants are hostile. Howewer, ai will not shoot you unless you get close. AI can be identified by the contact's bar. | AI is AI Ships that spawn around the map. These ships are either civilian or militaristic the militaristic variants are hostile. Howewer, ai will not shoot you unless you get close. AI can be identified by the contact's bar. | ||
== AI Hunting for New Players == | |||
[[Ruinati0n]] ''Note'' | |||
For this stage, this guide assumes you already have basic starship knowledge. If you don’t yet have a ship suitable for AI hunting, this guide recommends purchasing a Vulture, from an NPC Ship Dealer to begin. Once you have your ship and officially start AI hunting, you must first locate and destroy AI starships. All AI kills provide both XP and credits, making AI encounters a core source of progression and income. AI ships can spawn naturally in space when a player remains in an area for a prolonged period, so you don’t always need a world event to find them. | |||
=== New Player Progression Path - 1 of 3 - Recommendation === | |||
==== Beginner Route ==== | |||
/listships ai : This | * Vulture | ||
* Hunt Horizon Transit | |||
* Hunt Tier 1 Pirates | |||
* Learn evasion | |||
==== Intermediate Route ==== | |||
* Upgrade to Gunship | |||
* Hunt Privateers | |||
* Learn shield angling | |||
* Learn reinforcement control | |||
==== Advanced Route ==== | |||
* Corvette/Frigate | |||
* Hunt aliens | |||
* Farm superconductors | |||
* Fleet combat | |||
=== AI Hunting Methods - 2 of 3 - Mechanics === | |||
==== AI World Events - 1 of 2 ==== | |||
Use: | |||
<code>/listships ai</code> | |||
<code>/encounterstatus</code> | |||
This command shows active or upcoming AI world events. These events spawn periodically across different systems and often contain groups of AI ships depending on the event tier. | |||
[[File:Encounterstatusimg.png|alt=<nowiki>This was by your's truly, Jp_ToasT ([[user:duckerduk]]</nowiki>|thumb|An in-game screenshot of an example of encounter status]] | |||
===== Natural AI Spawning - 2 of 2 - ===== | |||
Use: | |||
<code>/listships ai</code> | |||
AI ships can also spawn naturally in space when a player remains in an area for a prolonged period of time while piloting a ship. | |||
This means: | |||
* AI encounters are not always event-based | |||
* Simply staying in space can eventually trigger AI presence | |||
* Higher activity areas tend to produce more frequent encounters | |||
=== AI Kill Streak / Heat Multiplier System - 3 of 3 - Mechanics === | |||
Horizon’s End features a kill streak-based reward scaling system designed to reward sustained PvE combat activity. | |||
Destroying AI ships consecutively increases a hidden streak multiplier, commonly referred to as “Heat.” | |||
As the streak increases, AI combat becomes progressively more rewarding.Streak Behavior | |||
* The streak increases with each confirmed AI kill | |||
* Higher streak values result in greater reward multipliers | |||
* Streak benefits apply primarily during sustained combat sessions | |||
==== Core Mechanics ==== | |||
{| class="wikitable" | |||
!Mechanic | |||
!Description | |||
|- | |||
|Kill Streak | |||
|Builds through consecutive AI ship destruction | |||
|- | |||
|Heat Multiplier | |||
|Reward scaling tied to streak progression | |||
|- | |||
|Credit Scaling | |||
|Credits earned increase at higher streaks | |||
|- | |||
|XP Scaling | |||
|XP rewards increase with streak level | |||
|- | |||
|Sustained Combat Bonus | |||
|Long PvE sessions become progressively more profitable | |||
|} | |||
==== Streak Behavior ==== | |||
{| class="wikitable" | |||
!Behavior | |||
!Description | |||
|- | |||
|Kill Confirmation | |||
|Streak increases after confirmed AI destruction | |||
|- | |||
|Continuous Scaling | |||
|Rewards continue increasing as streak rises | |||
|- | |||
|Combat Incentive | |||
|Encourages prolonged PvE hunting sessions | |||
|- | |||
|Escalation Risk | |||
|Longer streaks often expose players to increasingly dangerous encounters | |||
|} | |||
==== Persistent Rules ==== | |||
{| class="wikitable" | |||
!Rule | |||
!Description | |||
|- | |||
|Creative Mode | |||
|Heat decay is paused while in Creative | |||
|- | |||
|Server Reset | |||
|Streaks may persist until the daily reset cycle (~5 PM EST) | |||
|- | |||
|Session Continuity | |||
|Players can maintain streaks across multiple encounters | |||
|} | |||
==== Gameplay Impact ==== | |||
The Heat system significantly changes the profitability of AI hunting. | |||
Low-level AI encounters may initially provide limited rewards, but extended hunting sessions can dramatically increase total earnings through streak scaling. | |||
This system encourages: | |||
* Long-duration PvE sessions | |||
* Efficient AI farming routes | |||
* Sustained survival | |||
* Risk management | |||
* Ship endurance planning | |||
== AI Breakdown == | == AI Breakdown == | ||
| Line 23: | Line 161: | ||
** In the Horizon, Trench and AU-0821 systems, 3 extra factions can start naturally spawning, and in those systems all AI factions can spawn | ** In the Horizon, Trench and AU-0821 systems, 3 extra factions can start naturally spawning, and in those systems all AI factions can spawn | ||
*** Plant aliens (these are marked with a green unknown signal tag.) | *** Plant aliens (these are marked with a green unknown signal tag.) | ||
*** Bread aliens ( | *** Bread aliens (Chifanren) | ||
*** Tsaii (spawns without bait ships, sometimes with a reaver as the capital) | *** Tsaii (spawns without bait ships, sometimes with a reaver as the capital) | ||
=== AI Tiers === | === AI Movement, Behavior, and Tiers === | ||
The following tiers categorize AI performance, movement, and combat logic. Movement and behavior data is derived from community reporting and player observation, notably from Hextagon. | |||
* '''Tier 1 - Novice [Tier name: EASY]''' These units exhibit limited combat logic; per Hextagon’s observations, they utilize a 5th /dc slot for movement with minimal targeting prediction. They fire their weapons infrequently, making them ideal for new players to practice fundamental PvE mechanics. | |||
** ''Contact Bar Identifier:'' 1 Star (✦) | |||
* '''Tier 2 - Mediocre [Tier name: NORMAL]''' These AI utilize the 9th /dc slot for movement and employ direct targeting without movement prediction (leading). While they fire their weapons frequently and represent a step up in difficulty from Tier 1, pilots can evade most fire by maintaining consistent distance. | |||
** ''Contact Bar Identifier:'' 2 Stars (✦✦) | |||
* '''Tier 3 - Adept [Tier name: HARD]''' These AI display increased proficiency, incorporating target-leading and a "Fleeing" mechanic. They pose a significant threat in numbers and require consistent evasive maneuvering to engage effectively. | |||
** ''Fleeing:'' When shields are depleted or the hull sustains damage, the AI attempts to retreat up to 500 blocks to allow for full shield regeneration. | |||
** ''Contact Bar Identifier:'' 1 Unique Faction Emoji | |||
* '''Tier 4 - Expert [Tier name: BRUTAL]''' These AI are highly proficient and should be engaged with caution. They represent the strongest "fair-fighting" AI tier and utilize an early-fleeing mechanic. At this level, there is a 30–40% probability that the AI will target the player’s weakest shield facet rather than the center of mass, increasing the lethality of these encounters. | |||
** ''Contact Bar Identifier:'' 2 Unique Faction Emojis | |||
* '''Tier 5 - High-Performance [Tier name: INSANE]''' These AI via there raw states according to Hextagon are cheating. These AI operate at a significantly higher threshold, featuring a 1.1x (110%) speed buff to /directcontrol and the utilization of 60% powermodes that exceed standard player capabilities. Units typically initiate fleeing behavior before taking significant hull damage. Targeting logic is highly precise, with a 90–100% probability of striking the player's lowest-health shield facet, necessitating active shield angling. Evasion is considered extremely difficult for most pilots. | |||
** ''Contact Bar Identifier:'' 1 Rare Faction Emoji | |||
=== AI Backup === | |||
Some larger AI ships can spawn reinforcement fleets when engaged. This system primarily applies to high-tier or capital-class vessels. | |||
* Larger ships may spawn immediate escort AI upon engagement. | |||
* Those escorts can themselves generate additional reinforcements. | |||
* This can create a multi-layer escalation chain depending on the encounter. | |||
For example: | |||
* The Angle-class ship can spawn a Resolute-class vessel as backup. | |||
* The Resolute may then deploy an additional squadron of smaller Privateer ships. | |||
In some cases, reinforcement chains can stack further, resulting in: | |||
* AI ships that spawn AI ships, which themselves spawn additional support units. | |||
=== AI Bait Mechanic === | |||
The Wayfinder has two variants: | |||
* | * Civilian Wayfinder (passive transport ship) | ||
* Bait Variant (hostile ambush trigger) | |||
* | |||
The bait variant appears identical to the civilian version but is designed to initiate an ambush encounter. | |||
Behavior | |||
* Visually functions as a normal civilian Wayfinder | |||
* When approached or engaged, it triggers a pirate reinforcement call | |||
* Spawns a squadron of Pirate AI ships shortly after activation | |||
* The initial Wayfinder itself may remain non-aggressive or act as a lure | |||
Mechanics | |||
* This is a hidden encounter trigger system, not a standard hostile spawn | |||
* Reinforcements spawn after player proximity or engagement conditions are met | |||
* Designed to punish players who assume all civilian ships are safe | |||
== AI Factions == | |||
=== Privateers === | === Privateers === | ||
A fleet of armed military patrol ships these aligned ships patrol Horizon's End. | A fleet of armed military patrol ships these aligned ships patrol Horizon's End. | ||
| Line 80: | Line 230: | ||
Behavior: | Behavior: | ||
* | * Patrols Systems | ||
=== Minning Guild === | === Minning Guild === | ||
| Line 101: | Line 244: | ||
Behavior: | Behavior: | ||
* | * Flies around randomly as a natural spawn. | ||
Rewards: | Rewards: | ||
* The Angle tends to drop rewards for the one who kills it. | * The Angle tends to drop rewards for the one who kills it. | ||
| Line 126: | Line 262: | ||
* Usually passive | * Usually passive | ||
* Certain Wayfinder variants may secretly be Pirate bait ships | |||
* Certain | |||
Important: | Important: | ||
| Line 133: | Line 268: | ||
Some Horizon Transit ships are disguised Tsaii ambush vessels. These can be identified by: | Some Horizon Transit ships are disguised Tsaii ambush vessels. These can be identified by: | ||
* Pirate | * Pirate pilot names in | ||
Possible escalation: | Possible escalation: | ||
| Line 141: | Line 274: | ||
* Tsaii ambush fleets | * Tsaii ambush fleets | ||
* Reaver-class frigates (~6.5k mass) | * Reaver-class frigates (~6.5k mass) | ||
=== Pirates === | === Pirates === | ||
| Line 160: | Line 287: | ||
* Extremely aggressive | * Extremely aggressive | ||
Danger: | Danger: | ||
| Line 168: | Line 293: | ||
Rewards: | Rewards: | ||
=== Unknown Signal (Green Aliens) === | === Unknown Signal (Green Aliens) === | ||
| Line 182: | Line 303: | ||
Behavior: | Behavior: | ||
* More common in Horizon, Trench, and AU-0821 | * More common in Horizon, Trench, and AU-0821 | ||
| Line 200: | Line 319: | ||
Rewards: | Rewards: | ||
* | * Superconductor | ||
=== Unknown Signal (Yellow Aliens) === | === Unknown Signal (Yellow Aliens) === | ||
Believed to be the ''' | Believed to be the '''吃饭人(''' Nicknamed the "Bread Aliens", but offically known as the Chifanren). | ||
Behavior: | Behavior: | ||
* Often appear in deep-space systems | * Often appear in deep-space systems | ||
* Can travel in organized fleets | * Can travel in organized fleets | ||
| Line 218: | Line 334: | ||
* Unique ship designs | * Unique ship designs | ||
* Aggressive response to nearby players | * Aggressive response to nearby players | ||
Ships: | |||
* Other Ships (Names need to still be added) | |||
* Fashigun (Destroyer) | |||
Rewards: | === Abyssals (Event) === | ||
The Abyssals are a highly dangerous AI Faction that use weapons that no other ship use. | |||
It is important to note that these ships do NOT spawn at all, and only spawned during a halloween event | |||
Ships: | |||
Dredge | |||
Charm | |||
Graft | |||
Emperor | |||
High Priestess | |||
== World Event Index == | |||
AI World Events are scheduled encounters that spawn groups of AI ships at specific locations. Use <code>/encounterstatus</code> to view active events and <code>/listships ai</code> to track active AI vessels. | |||
{| class="wikitable" | |||
!Event Name | |||
!Type | |||
!Difficulty | |||
!Locations | |||
!Faction | |||
!Risk Level | |||
!Image | |||
!Description | |||
|- | |||
|System Defense Forces Small Patrol | |||
|Patrol | |||
|Universal | |||
|Core Systems | |||
|System Defense Forces | |||
|Low | |||
|SD_SmallPatrol.png | |||
|Routine patrols securing core systems against minor threats. | |||
|- | |||
|System Defense Forces Medium Patrol | |||
|Patrol | |||
|Universal | |||
|Core Systems | |||
|System Defense Forces | |||
|Low | |||
|SD_MediumPatrol.png | |||
|Larger patrols in core systems, prepared to respond to moderate threats. | |||
|- | |||
|Horizon Transit Lines | |||
|Locai | |||
|Tiered | |||
|All Systems | |||
|System Defense Forces | |||
|None | |||
|HorizonTransit.png | |||
|Security and monitoring of inter-system transit routes for player safety. | |||
|- | |||
|Privateer Inspection | |||
|Locai | |||
|Tiered | |||
|Core Systems | |||
|Privateers | |||
|Medium | |||
|Privateer_Inspection.png | |||
|Privateers being inspected by authorities; potential for combat if rules are broken. | |||
|- | |||
|Privateer BootCamp | |||
|Locai | |||
|Tiered | |||
|Core Systems | |||
|Privateers | |||
|Medium | |||
|Privateer_BootCamp.png | |||
|Training exercises for privateer recruits; may involve simulated combat. | |||
|- | |||
|Pirate Disturbance | |||
|Locai | |||
|Tiered | |||
|Core Systems | |||
|Pirates | |||
|Medium | |||
|Pirate_Disturbance.png | |||
|Local pirate activity threatening trade or patrols; dangerous for new players. | |||
|- | |||
|Increased Pirate Activity | |||
|Locai | |||
|Tiered | |||
|Core Systems | |||
|Pirates | |||
|Medium | |||
|Pirate_Increase.png | |||
|Spike in pirate raids and attacks in the core systems; advanced threat. | |||
|- | |||
|Mining Guild Barge Convoy | |||
|Patrol | |||
|Universal | |||
|Horizon, AU, Trench | |||
|Mining Guild | |||
|High | |||
|MiningGuild.png | |||
|Guild ships conducting routine patrols around mining operations. | |||
|- | |||
|Tsaii Warband | |||
|Locai | |||
|Tiered | |||
|Horizon, AU, Trench | |||
|Tsaii | |||
|High | |||
|Tsaii_Warband.png | |||
|Raiding Tsaii forces appear in frontier zones; moderately challenging. | |||
|- | |||
|Privateer Naval Drills | |||
|Locai | |||
|Tiered | |||
|Horizon, AU, Trench | |||
|Privateers | |||
|High | |||
|Privateer_NavalDrills.png | |||
|Privateer naval exercises in frontier systems; may engage nearby ships. | |||
|- | |||
|Unknown Signal (Yellow Aliens) | |||
|Locai | |||
|Tiered | |||
|Horizon, AU, Trench | |||
|吃饭人 | |||
|High | |||
|Signal_YellowAliens.png | |||
|Mysterious yellow alien signal detected; exploratory or hostile encounters possible. | |||
|- | |||
|Unknown Signal (Green Aliens) | |||
|Locai | |||
|Tiered | |||
|Horizon, AU, Trench | |||
|Watchers | |||
|High | |||
|Signal_GreenAliens.png | |||
|Mysterious green alien signal detected; exploratory or hostile encounters possible. | |||
|} | |||
== AI Ship Index == | |||
<blockquote>Note: This is a Ship Index meant to document each AI Ship's capabilities, block count, threat level, faction, and ship class. This is intended to help document these ships digitally.</blockquote> | |||
{| class="wikitable" | |||
!Ship | |||
!Image | |||
!Faction | |||
!Class | |||
!Block Count | |||
!Threat | |||
!Armament / Notes | |||
|- | |||
|Sparrow | |||
|(Insert Image) | |||
|Horizon Transit | |||
|Shuttle | |||
|~??? | |||
|None | |||
|Civilian transport ship | |||
NOTE: There is a pirate Bait version of this ship | |||
|- | |||
|Minhaul | |||
|(Insert Image) | |||
|Horizon Transit | |||
|Freighter | |||
|501 | |||
|None | |||
|Civilian cargo vessel | |||
Cheth and Titanium Variants | |||
|- | |||
|Wayfinder | |||
|[[File:Wayfinder.png|thumb]] | |||
|Horizon Transit | |||
|Explorer | |||
|1509 | |||
|None | |||
|Can appear as Tsaii bait ship | |||
NOTE: There is a pirate Bait version of this ship it should be considered a medium level threat. | |||
|- | |||
|Type I-41 | |||
|[[File:Imagev.png|thumb]] | |||
|Mining Guild | |||
|Shuttle | |||
|271 | |||
|Very Low | |||
|2 laser cannons, 1 torpedo, calls dagger escort | |||
|- | |||
|Type V-11 | |||
|[[File:Ty.png|thumb|type v-11]] | |||
|Mining Guild | |||
|Shuttle | |||
|265 | |||
|Very Low | |||
|Mining escort ship, calls dagger escort | |||
|- | |||
|Type A-21B | |||
|[[File:Type a-21b.png|thumb]] | |||
|Mining Guild | |||
|Shuttle | |||
|625 | |||
|Very Low | |||
|Mining laser, ore storage, calls dagger escort | |||
|- | |||
|Woodpecker | |||
|[[File:Woodpecker.png|thumb|Woodpecker]] | |||
|Mining Guild | |||
|Shuttle | |||
|267 | |||
|Very Low | |||
|Recon vessel, torpedo armed, calls dagger reinforcement | |||
|- | |||
|Beaver | |||
|[[File:Beaver.png|thumb|beaver]] | |||
|Mining Guild | |||
|Transport | |||
|1985 | |||
|Low | |||
|Calls Dagger reinforcement | |||
|- | |||
|Badger | |||
|[[File:Badger.png|thumb|badger]] | |||
|Mining Guild | |||
|Transport | |||
|3998 | |||
|Low | |||
|Calls Bulwark reinforcement | |||
|- | |||
|Ostrich | |||
|[[File:Ostrich.png|thumb|ostrich]] | |||
|Mining Guild | |||
|Light Freighter | |||
|3964 | |||
|High | |||
|Fast jumper, dangerous to new players, calls Bulwark reinforcement | |||
|- | |||
|Grouper | |||
|[[File:Grouper.png|thumb|grouper]] | |||
|Mining Guild | |||
|Medium Freighter | |||
|7996 | |||
|Medium | |||
|Calls Bulwark reinforcement | |||
|- | |||
|Dunkleosteus | |||
|[[File:Dunkle.png|thumb|Dunkle]] | |||
|Mining Guild | |||
|Heavy Freighter | |||
|11991 | |||
|High | |||
|Calls Bulwark + Contractor reinforcements | |||
|- | |||
|Angle | |||
|[[File:Amgleai.png|thumb|angle]] | |||
|Mining Guild | |||
|Capital Mining Barge | |||
|19939 | |||
|Extreme | |||
|Heavy escort fleet, calls a Resolute for reinforcements | |||
|- | |||
|Teneta | |||
|[[File:Teneta.png|thumb|teneta]] | |||
|Privateers | |||
|Starfighter | |||
|444 | |||
|Low | |||
|Light combat craft | |||
|- | |||
|Dagger | |||
|[[File:Dagger.png|thumb|dagger]] | |||
|Privateers | |||
|Starfighter | |||
|475 | |||
|Low | |||
|Standard combat fighter | |||
|- | |||
|Bulwark | |||
|[[File:Bulwork.png|thumb|bulwark]] | |||
|Privateers | |||
|Corvette | |||
|4000 | |||
|High | |||
|Defensive escort vessel | |||
|- | |||
|Pioneer | |||
|[[File:Pioneer.png|thumb]] | |||
|Privateers | |||
|Intercepter | |||
|153 | |||
|None | |||
|A very small ship | |||
NOTE: this ship is broken and cannot do damage | |||
|- | |||
|Contractor | |||
|[[File:Contractor.png|thumb|contractor]] | |||
|Privateers | |||
|Gunship | |||
|2000 | |||
|Medium | |||
|Mid-tier support vessel | |||
|- | |||
|Resolute | |||
|[[File:Reso.png|thumb|resolute]] | |||
|Privateers | |||
|Destroyer | |||
|8264 | |||
|Extreme | |||
|High-tier capital destroyer | |||
|- | |||
|Bloodstar | |||
|[[File:Imagebb.png|thumb]] | |||
|Pirates | |||
|Corvette | |||
|3987 | |||
|Medium | |||
|Aggressive raider craft | |||
|- | |||
|Comorant | |||
|[[File:Como.png|thumb]] | |||
|Pirates | |||
|Gunship | |||
|1059 | |||
|Medium | |||
| | |||
|- | |||
|Vendetta | |||
|[[File:Vendetta.png|thumb]] | |||
|Pirates | |||
|Gunship | |||
|1113 | |||
|Medium | |||
|Standard pirate combat ship | |||
|- | |||
|Wasp | |||
|[[File:Wasp.png|thumb]] | |||
|Pirates | |||
|Interceptor | |||
|249 | |||
|Nearly none | |||
|Fast attack craft | |||
|- | |||
|Scythe | |||
|[[File:Scythe.png|thumb]] | |||
|Tsaii | |||
|Starfighter | |||
|374 | |||
|Medium | |||
|Standard fighter | |||
|- | |||
|Swarmer | |||
|[[File:Swarmer.png|thumb]] | |||
|Tsaii | |||
|Light Fighter | |||
|174 | |||
|Medium | |||
|Dangerous in swarms | |||
|- | |||
|Raider | |||
|[[File:Rad.png|thumb]] | |||
|Tsaii | |||
|Gunship | |||
|1695 | |||
|Medium | |||
|Strong anti-player craft | |||
|- | |||
|Reaver | |||
|[[File:Reaver.png|thumb]] | |||
|Tsaii | |||
|Frigate | |||
|6502 | |||
|Extreme | |||
|Capital ambush ship | |||
|- | |||
|Verdolith | |||
|[[File:Terralith.png|thumb]] | |||
|Watchers | |||
|Frigate | |||
|6505 | |||
|High | |||
|Can duplicate spawn | |||
|- | |||
|Terralith | |||
|[[File:Verdolith.png|thumb]] | |||
|Watchers | |||
|Heavy Frigate | |||
|7999 | |||
|Very High | |||
|High durability capital ship | |||
|- | |||
|Arborealith | |||
|[[File:Arbo.png|thumb]] | |||
|Watchers | |||
|Destroyer | |||
|12000 | |||
|Extreme | |||
|Capital ship killer, calls Verdolith for reinforcements | |||
|- | |||
|Mianbaozha | |||
|[[File:Mian.png|thumb]] | |||
|吃饭人 | |||
|Starfighter | |||
|226 | |||
|High | |||
|Extremely evasive | |||
|- | |||
|Loumai | |||
|[[File:Louma.png|thumb]] | |||
|吃饭人 | |||
|Gunship | |||
|1753 | |||
|High | |||
|Summons Mianbaozha | |||
|- | |||
|Mianbao | |||
|[[File:Mianba.png|thumb]] | |||
|吃饭人 | |||
|Corvette | |||
|4000 | |||
|High | |||
|Strong sub-capital ship, calls Malingshu for reinforcements | |||
|- | |||
|Malingshu | |||
|[[File:Milangshu.png|thumb]] | |||
|吃饭人 | |||
|Light Frigate | |||
|4895 | |||
|High | |||
|Durable, sub-capital ship, calls Mianbao and Mianbaozha for reinforcements | |||
NOTE: this frigate has a phaser | |||
|- | |||
|Fashigun | |||
|(Insert Image) | |||
|吃饭人 | |||
|Destroyer | |||
|11994 | |||
|Extreme | |||
|Strongest alien capital ship, calls Mianbaozhas for reinforcement | |||
NOTE: the amount of mianbaozhas depends on how many people are in your fleet | |||
|- | |||
|Skuttle | |||
|[[File:Image.png|thumb]] | |||
|Abyssals// Pumpkins | |||
|Custom Ship | |||
|285 | |||
|None | |||
|A versatile shuttle-like custom ship which is unarmed | |||
|- | |||
|Dredge | |||
|[[File:Dredge.png|thumb]] | |||
|Abyssals | |||
|Gunship | |||
|2709 | |||
|Medium | |||
|The Dredge is a gunship sized ship armed with a capital beam, gaze weapons. Not much is known about this ship. | |||
|- | |||
|Charm | |||
|[[File:Charm Ingame.png|thumb|A picture of the Charm in space arena]] | |||
|Abyssals | |||
|Destroyer | |||
|11,465 | |||
|Extreme | |||
|The Charm is a destroyer sized ship armed with Cthulu beams, Skull Throwers and gaze weapons. | |||
Summons Dredge as reinforcment | |||
|- | |||
|Graft | |||
|[[File:Graft Ingame.png|thumb|A picture of the Graft in space arena]] | |||
|Abyssals | |||
|Destroyer | |||
|12,312 | |||
|Extreme | |||
|The Graft is a large, destroyer sized ship armed with cthulu beams, Skull throwers and gaze weapons. Summons Dredge as a reinforcment | |||
|- | |||
|Emperor | |||
|[[File:Emperor Ingame.png|thumb|A picture of the Emperor in space arena]] | |||
|Abyssals | |||
|Cruiser | |||
|13,574 | |||
|Extreme | |||
|The Emperor is a large, Cruiser sized ship armed with a capital beam, cthulu beams and gaze weapons. | |||
Summons 2x Dread as reinforcment | |||
|- | |||
|High Priestess | |||
|[[File:High Priestess In game.png|alt=A picture of the High Priestess in space arena|400x400px]] | |||
|Abyssals | |||
|Custom Ship | |||
|23,468 | |||
|Extreme | |||
|The High Priestess is a HUGE ship being larger then the battlecruiser, Armed with various gaze and cthulu beam weapons with its main weapon being the capital beam. | |||
Sumons 2x dread as reinforcment | |||
|} | |||
=== Ship Scaling === | |||
{| class="wikitable" | |||
!Ship Class | |||
!Typical Block Range | |||
!Role | |||
!Strengths | |||
!Weaknesses | |||
|- | |||
|Interceptor | |||
|150–350 | |||
|Anti-fighter | |||
|Extremely agile | |||
|Minimal durability | |||
|- | |||
|Starfighter | |||
|350–500 | |||
|Strike craft | |||
|High burst damage | |||
|Fragile | |||
|- | |||
|Gunship | |||
|500–2,000 | |||
|Skirmisher | |||
|Versatile | |||
|Limited endurance | |||
|- | |||
|Corvette | |||
|2,000–4,000 | |||
|Multi-role combat | |||
|Balanced combat capability | |||
|Larger target profile | |||
|- | |||
|Frigate | |||
|4,000–8,000 | |||
|Capital combat | |||
|Heavy weapon access | |||
|Reduced agility | |||
|- | |||
|Destroyer | |||
|8,000–12,000 | |||
|Heavy capital | |||
|Massive durability/firepower | |||
|Slow and expensive | |||
|- | |||
|Cruiser+ | |||
|12,000+ | |||
|Fleet capital | |||
|Extreme combat capability | |||
|Strategic-scale loss risk | |||
|} | |||
=== AI Rewards === | |||
{| class="wikitable" | |||
!AI Ship | |||
!Faction | |||
!Difficulty | |||
!Rewards | |||
!Description | |||
|- | |||
|Nimble | |||
|Horizon Transit | |||
|None | |||
|250c | |||
|Light exploration shuttle; fast but fragile. | |||
|- | |||
|Minhaul | |||
|Horizon Transit | |||
|None | |||
|250c + 314 XP | |||
|Small cargo vessel carrying valuable ores. | |||
|- | |||
|Striker | |||
|Horizon Transit | |||
|None | |||
|250c | |||
|Medium exploration shuttle allegedly armed with plasma cannons. | |||
|- | |||
|Wayfinder | |||
|Horizon Transit | |||
|None | |||
|400c | |||
|Medium exploration transport with weak defenses. | |||
|- | |||
|Amph | |||
|Horizon Transit | |||
|None | |||
|400c | |||
|Heavy exploration transport with moderate durability. | |||
|- | |||
|Exotran | |||
|Horizon Transit | |||
|None | |||
|550c | |||
|Sleek cargo freighter with decorative turrets. | |||
|- | |||
|Dessle | |||
|Horizon Transit | |||
|None | |||
|550c | |||
|Small ore freighter with little combat capability. | |||
|- | |||
|Iskat | |||
|Pirates | |||
|Very easy | |||
|950c | |||
|Pirate fighter armed with lasers and torpedoes. | |||
|- | |||
|Voss | |||
|Pirates | |||
|Very easy | |||
|950c | |||
|Rusty mining shuttle with a single laser cannon. | |||
|- | |||
|Hector | |||
|Pirates | |||
|Very easy | |||
|950c | |||
|Old shuttle equipped with lasers and torpedoes. | |||
|- | |||
|Hiro | |||
|Pirates | |||
|Easy | |||
|950c | |||
|Modified fighter with dual torpedo launchers. | |||
|- | |||
|Wasp | |||
|Pirates | |||
|Easy | |||
|950c | |||
|Armed shuttle fitted with lasers and torpedoes. | |||
|- | |||
|Frenz | |||
|Pirates | |||
|Moderate | |||
|950c + 299 XP | |||
|Agile starfighter with lasers and torpedoes. | |||
|- | |||
|Tempest | |||
|Pirates | |||
|Moderate | |||
|950c | |||
|Strike fighter armed with dual plasma cannons. | |||
|- | |||
|Velasco | |||
|Pirates | |||
|Moderate | |||
|950c | |||
|Heavy assault fighter with triple plasma cannons. | |||
|- | |||
|Anaan | |||
|Pirates | |||
|Very easy | |||
|1,250c | |||
|Converted hauler functioning as a gunship. | |||
|- | |||
|Vendetta | |||
|Pirates | |||
|Hard | |||
|1,250c | |||
|Light gunship with pulse cannons and heavy laser. | |||
|- | |||
|Cormorant | |||
|Pirates | |||
|Moderate | |||
|1,250c | |||
|Assault gunship with plasma cannons and torpedoes. | |||
|- | |||
|Mantis | |||
|Pirates | |||
|Hard | |||
|1,250c | |||
|Heavy gunship armed with pulse cannons and heavy lasers. | |||
|- | |||
|Hernstein | |||
|Pirates | |||
|Moderate | |||
|1,250c + 1,556 XP | |||
|Medium assault gunship with pulse cannons. | |||
|- | |||
|Fyr | |||
|Pirates | |||
|Moderate | |||
|1,250c | |||
|Heavy assault gunship with plasma cannons and turrets. | |||
|- | |||
|Bloodstar | |||
|Pirates | |||
|Hard | |||
|2,650c | |||
|Heavy corvette equipped with tri-turrets. | |||
|- | |||
|Inflict | |||
|Privateers | |||
|Easy | |||
|950c | |||
|Standard privateer fighter with torpedoes. | |||
|- | |||
|Furious | |||
|Privateers | |||
|Moderate | |||
|950c | |||
|Tough fighter armed with plasma cannon. | |||
|- | |||
|Teneta | |||
|Privateers | |||
|Moderate | |||
|950c | |||
|Strike fighter with dual plasma cannons. | |||
|- | |||
|Patroller | |||
|Privateers | |||
|Hard | |||
|1,850c + 1,809 XP | |||
|Medium gunship with shields and pulse cannons. | |||
|- | |||
|Veteran | |||
|Privateers | |||
|Hard | |||
|1,850c | |||
|Anti-fighter gunship with heavy laser. | |||
|- | |||
|Protector | |||
|Privateers | |||
|Moderate | |||
|950c | |||
|Pseudo-gunship with dangerous plasma cannons. | |||
|- | |||
|Daybreak | |||
|Privateers | |||
|Hard | |||
|2,650c + 3,988 XP | |||
|Light corvette armed with heavy lasers. | |||
|- | |||
|Dagger | |||
|Privateers | |||
|Moderate | |||
|2,650c + 967 XP | |||
|Heavy fighter with plasma cannons and torpedoes. | |||
|- | |||
|Contractor | |||
|Privateers | |||
|Hard | |||
|3,750c | |||
|Heavy gunship armed with pulse cannons and lasers. | |||
|- | |||
|Bulwark | |||
|Privateers | |||
|Hard | |||
|5,750c + 4,785 XP | |||
|Heavy corvette with tri-turrets and shields. | |||
|- | |||
|Resolute | |||
|Privateers | |||
|Hard | |||
|~20,000c + Unknown XP | |||
|Light destroyer equipped with phasers. | |||
|- | |||
|Type I-41 | |||
|Mining Guild | |||
|Easy | |||
|650c | |||
|Old retired fighter with torpedoes. | |||
|- | |||
|Type V-11 | |||
|Mining Guild | |||
|Easy | |||
|650c | |||
|Basic mining spacecraft with one laser cannon. | |||
|- | |||
|Type A-21B | |||
|Mining Guild | |||
|Easy | |||
|650c + 881 XP | |||
|Passenger shuttle converted into mining craft. | |||
|- | |||
|Woodpecker | |||
|Mining Guild | |||
|Easy | |||
|650c | |||
|Armored scout shuttle with torpedoes. | |||
|- | |||
|Beaver | |||
|Mining Guild | |||
|Moderate | |||
|1,850c + 2,121 XP | |||
|Mining transport with heavy lasers. | |||
|- | |||
|Badger | |||
|Mining Guild | |||
|Moderate | |||
|2,560c | |||
|Mining freighter armed with turrets and plasma cannons. | |||
|- | |||
|Ostrich | |||
|Mining Guild | |||
|Moderate | |||
|2,650c + 3,588 XP | |||
|Mining freighter with light turrets and plasma cannons. | |||
|- | |||
|Grouper | |||
|Mining Guild | |||
|Medium | |||
|Unknown | |||
|Armed medium freighter miner. | |||
|- | |||
|Dunkle | |||
|Mining Guild | |||
|Hard | |||
|Unknown | |||
|Heavy combat-capable freighter miner. | |||
|- | |||
|Angle | |||
|Mining Guild | |||
|Unkillable | |||
|~50,000c + Unknown XP | |||
|Massive convoy barge with heavy escort support. | |||
|- | |||
|Swarmer | |||
|Tsaii | |||
|Easy | |||
|1,550c | |||
|Agile Tsaii scout craft. | |||
|- | |||
|Scythe | |||
|Tsaii | |||
|Moderate | |||
|1,550c | |||
|Standard Tsaii fighter with plasma cannons. | |||
|- | |||
|Raider | |||
|Tsaii | |||
|Moderate | |||
|2,500c | |||
|Attack gunship with pulse cannons and lasers. | |||
|- | |||
|Reaver | |||
|Tsaii | |||
|Hard | |||
|6,500c | |||
|Attack frigate armed with phasers and heavy turrets. | |||
|- | |||
|Mianbaozha | |||
|Aliens | |||
|Medium | |||
|Unknown | |||
|Agile alien fighter difficult to target. | |||
|- | |||
|Loumai | |||
|Aliens | |||
|Hard | |||
|Unknown | |||
|Heavy gunship that summons reinforcements. | |||
|- | |||
|Mianbao | |||
|Aliens | |||
|Hard | |||
|9,000c + 5,383 XP | |||
|Fast alien corvette with tri-turrets. | |||
|- | |||
|Malingshu | |||
|Aliens | |||
|Very Hard | |||
|9,000c + 6,263 XP | |||
|Phaser frigate deadly at close range. | |||
|- | |||
|Verdolith | |||
|Aliens | |||
|Extremely Hard | |||
|9,000c | |||
|Attack frigate with heavy turrets and phasers. | |||
|- | |||
|Teralith | |||
|Aliens | |||
|Extremely Hard | |||
|18,000c + 9,052 XP | |||
|Heavy assault frigate with chetherite shield. | |||
|- | |||
|Arborealith | |||
|Aliens | |||
|Extremely Hard | |||
|18,000c + 12,270 HEXP | |||
|Heavy destroyer with gravity well systems. | |||
|- | |||
|Fashigun | |||
|Aliens | |||
|Extremely Hard | |||
|~20,000c + Unknown HEXP | |||
|Massive destroyer capable of summoning swarms. | |||
|} | |||
=== Ship Tiers === | |||
Note: This is a Ship Index meant to document each AI Ship's Tier, Fire Rate, movement, shield targeting, and identification on the contact bar along with the emoji used by the AI. | |||
{| class="wikitable" | |||
!Tier | |||
!Name | |||
!Movement | |||
!Aim Behavior | |||
!Fire Rate | |||
!Special Mechanics | |||
!Shield Targeting | |||
!Contacts Bar Identifier | |||
!Image | |||
|- | |||
|1 | |||
|EASY | |||
|5th <code>/dc</code> slot | |||
|Poor, almost no aiming | |||
|Very infrequent | |||
|None | |||
|Center of mass | |||
|1 emoji (✦) | |||
|[[File:1 starf.png|thumb]]Marked by 1 Star | |||
|- | |||
|2 | |||
|NORMAL | |||
|9th <code>/dc</code> slot | |||
|Direct aim, no leading | |||
|Frequent | |||
|None | |||
|Center of mass | |||
|2 emojis (✦✦) | |||
|[[File:2 stars.png|thumb]]Marked by 2 Stars | |||
|- | |||
|3 | |||
|HARD | |||
|Medium | |||
|Leads target | |||
|Frequent | |||
|Fleeing when shields low | |||
|Center of mass | |||
|1 unique faction emoji | |||
|[[File:Tier3.png|thumb]] | |||
|- | |||
|4 | |||
|BRUTAL | |||
|Fast/Evasive | |||
|Leads target, stronger | |||
|Frequent | |||
|Early fleeing | |||
|30–40% lowest shield targeting | |||
|2 unique faction emojis | |||
|Identifiied by 2 Unique Emojis | |||
|- | |||
|5 | |||
|INSANE | |||
|1.1× <code>/dc</code> slot | |||
|Extremely precise leading | |||
|Extremely high | |||
|Powermodes, early fleeing | |||
|90–100% lowest shield targeting | |||
|1 rare faction emoji | |||
|[[File:Tier5.png|thumb]] | |||
|} | |||
== AI Ships+ Index == | |||
Certain AI ships are capable of spawning reinforcement fleets when engaged or damaged. Some reinforcement ships are themselves capable of summoning additional support, creating escalation chains. | |||
=== AI Reinforcements === | |||
{| class="wikitable" | |||
!AI Ship | |||
!Calls Reinforcements | |||
!Possible Reinforcement | |||
|- | |||
|Beaver | |||
|Yes | |||
|Dagger | |||
|- | |||
|Badger | |||
|Yes | |||
|Bulwark | |||
|- | |||
|Loumai | |||
|Yes | |||
|2x Mianbaozha | |||
|- | |||
|Angle | |||
|Yes | |||
|Resolute | |||
|- | |||
|Resolute | |||
|Yes | |||
|Privateer Squadron | |||
|- | |||
|Fashigun | |||
|Yes | |||
|Massive Mianbaozha Swarm (depends on fleet size) | |||
|- | |||
|Reaver | |||
|Yes | |||
|Raider | |||
|- | |||
|Verdolith | |||
|Yes | |||
|Verdolith | |||
|} | |||
=== Salvage/Loot Table === | |||
{| class="wikitable" | |||
!AI Ship | |||
!Notable Loot | |||
!Salvage Value | |||
!Rare Drops | |||
|- | |||
|Minhaul | |||
|Ore | |||
|Low | |||
|Titanium | |||
|- | |||
|Beaver | |||
|Mining Components | |||
|Medium | |||
|None | |||
|- | |||
|Mianbao | |||
|Alien Components | |||
|High | |||
|Superconductors | |||
|- | |||
|Teralith | |||
|Advanced Components | |||
|Very High | |||
|Guaranteed Superconductor | |||
|- | |||
|Arborealith | |||
|Capital Salvage | |||
|Extreme | |||
|Guaranteed Superconductor | |||
|} | |||
=== AI Standard Agro Ranges Index === | |||
{| class="wikitable" | |||
!Faction | |||
!Typical Aggro Range | |||
!Notes | |||
|- | |||
|Horizon Transit | |||
|Passive | |||
|Non-hostile civilian ships | |||
|- | |||
|Mining Guild | |||
|~500m | |||
|Escorts may respond aggressively | |||
|- | |||
|Pirates | |||
|~750m | |||
|Standard hostile patrol range | |||
|- | |||
|Privateers | |||
|~650m | |||
|Certain ships exceed this | |||
|- | |||
|Tsaii | |||
|~1,000m | |||
|Highly aggressive frontier faction | |||
|- | |||
|Unknown Signal (Aliens) | |||
|~2,500m | |||
|Extremely long detection radius | |||
|- | |||
|Abyssals (Event) | |||
|Unknown / Variable | |||
|Event-exclusive behavior | |||
|} | |||
=== CounterPlay === | |||
{| class="wikitable" | |||
!Enemy Type | |||
!Best Counter | |||
!Avoid | |||
|- | |||
|Fighters | |||
|Pulse Cannons | |||
|Plasma dogfights | |||
|- | |||
|Gunships | |||
|Distance control | |||
|Close brawling | |||
|- | |||
|Corvettes | |||
|Tri-turret kiting | |||
|Static positioning | |||
|- | |||
|Frigates | |||
|Phaser rush | |||
|Shield trades | |||
|- | |||
|Destroyers | |||
|Fleet focus fire | |||
|Solo engagement | |||
|} | |||
=== Weapons Systems === | |||
{| class="wikitable" | |||
!Weapon | |||
!Type | |||
!Effective Against | |||
!Weak Against | |||
!Typical AI Users | |||
!Notes | |||
|- | |||
|Laser Cannon | |||
|Primary | |||
|Fighters | |||
|Shields | |||
|Pirates, Mining Guild | |||
|Basic hitscan weapon, very bad | |||
|- | |||
|Plasma Cannon | |||
|Primary | |||
|Shields | |||
|Evasive targets | |||
|Tsaii, Pirates | |||
|Extremely dangerous to starfighters | |||
|- | |||
|Pulse Cannon | |||
|Omni-directional | |||
|Fighters | |||
|Capitals | |||
|Gunships, Corvettes | |||
|Near-unlimited firing arcs | |||
|- | |||
|Heavy Laser | |||
|Heavy Weapon | |||
|Slowing targets | |||
|Shielded targets | |||
|Contractors, Raiders | |||
|Explosion-heavy finisher weapon | |||
|- | |||
|Tri-Turret | |||
|Heavy Weapon | |||
|Medium Ships | |||
|Fighters | |||
|Corvettes | |||
|Long-range artillery | |||
|- | |||
|Heavy Turret | |||
|Primary | |||
|Capital-ships | |||
|Agile ships | |||
|Frigates, Destroyers | |||
|High sustained DPS | |||
|- | |||
|Phaser | |||
|Heavy Weapon | |||
|Shields | |||
|Small evasive ships | |||
|Alien capitals | |||
|Massive burst shield damage | |||
|- | |||
|Torpedoes | |||
|Secondary | |||
|Distracted targets | |||
|PD/evasion | |||
|Most factions | |||
|Punishes predictable movement | |||
|- | |||
|Capital Beam | |||
|Event Weapon | |||
|Everything | |||
|Unknown | |||
|Abyssals | |||
|Event-exclusive weapon | |||
|- | |||
|Gaze Weapons | |||
|Exotic | |||
|Unknown | |||
|Unknown | |||
|Abyssals | |||
|Poorly documented | |||
|} | |||
== Heat Mechanic Index == | |||
==== Core Mechanics ==== | |||
{| class="wikitable" | |||
!Mechanic | |||
!Description | |||
|- | |||
|Kill Streak | |||
|Builds through consecutive AI ship destruction | |||
|- | |||
|Heat Multiplier | |||
|Reward scaling tied to streak progression | |||
|- | |||
|Credit Scaling | |||
|Credits earned increase at higher streaks | |||
|- | |||
|XP Scaling | |||
|XP rewards increase with streak level | |||
|- | |||
|Sustained Combat Bonus | |||
|Long PvE sessions become progressively more profitable | |||
|} | |||
==== Streak Behavior ==== | |||
{| class="wikitable" | |||
!Behavior | |||
!Description | |||
|- | |||
|Kill Confirmation | |||
|Streak increases after confirmed AI destruction | |||
|- | |||
|Continuous Scaling | |||
|Rewards continue increasing as streak rises | |||
|- | |||
|Combat Incentive | |||
|Encourages prolonged PvE hunting sessions | |||
|- | |||
|Escalation Risk | |||
|Longer streaks often expose players to increasingly dangerous encounters | |||
|} | |||
==== Persistent Rules ==== | |||
{| class="wikitable" | |||
!Rule | |||
!Description | |||
|- | |||
|Creative Mode | |||
|Heat decay is paused while in Creative | |||
|- | |||
|Server Reset | |||
|Streaks may persist until the daily reset cycle (~5 PM EST) | |||
|- | |||
|Session Continuity | |||
|Players can maintain streaks across multiple encounters | |||
|- | |||
|Server Reset Time | |||
|The server will always reset around 4 - 5 AM EST | |||
|} | |||
Latest revision as of 16:31, 15 June 2026
PLEASE NOTE: This page is under construction as more info is being documented, and the wording revised. The current revision was made before the Horizons End: Dominion Update. (Things like world event locations won't be as correct location, or AI rewards may not be fully updated for Dominion yet)
This page serves as a comprehensive, centralized reference manual. All AI-related mechanics, faction data, and ship indices are consolidated here to provide a streamlined experience for pilots navigating Horizon’s End. It is is intended to serve new and old players alike.
This wiki page includes:
- What is AI? – A definition of what AI is on Horizon's end.
- AI Hunting for New Players – This section serves as a guide to AI hunting, providing tips and strategies for dealing with AI effectively.
- AI Breakdown – How AI works in the game.
- AI Factions – Explains factions and their ships.
- World Event Index – A complete, indexed table of all world events.
- AI Ships Index – A digitized index of all AI ships currently on the server.
- AI Ships+ Index – Extra Mechanics Digitzed
- Heat Mechanic Index – Heat Mechanics Digitzed
What is AI?
AI is AI Ships that spawn around the map. These ships are either civilian or militaristic the militaristic variants are hostile. Howewer, ai will not shoot you unless you get close. AI can be identified by the contact's bar.
AI Hunting for New Players
Ruinati0n Note
For this stage, this guide assumes you already have basic starship knowledge. If you don’t yet have a ship suitable for AI hunting, this guide recommends purchasing a Vulture, from an NPC Ship Dealer to begin. Once you have your ship and officially start AI hunting, you must first locate and destroy AI starships. All AI kills provide both XP and credits, making AI encounters a core source of progression and income. AI ships can spawn naturally in space when a player remains in an area for a prolonged period, so you don’t always need a world event to find them.
New Player Progression Path - 1 of 3 - Recommendation
Beginner Route
- Vulture
- Hunt Horizon Transit
- Hunt Tier 1 Pirates
- Learn evasion
Intermediate Route
- Upgrade to Gunship
- Hunt Privateers
- Learn shield angling
- Learn reinforcement control
Advanced Route
- Corvette/Frigate
- Hunt aliens
- Farm superconductors
- Fleet combat
AI Hunting Methods - 2 of 3 - Mechanics
AI World Events - 1 of 2
Use:
/listships ai
/encounterstatus
This command shows active or upcoming AI world events. These events spawn periodically across different systems and often contain groups of AI ships depending on the event tier.
![This was by your's truly, Jp_ToasT ([[user:duckerduk]]](/images/thumb/c/c0/Encounterstatusimg.png/400px-Encounterstatusimg.png)
Natural AI Spawning - 2 of 2 -
Use:
/listships ai
AI ships can also spawn naturally in space when a player remains in an area for a prolonged period of time while piloting a ship.
This means:
- AI encounters are not always event-based
- Simply staying in space can eventually trigger AI presence
- Higher activity areas tend to produce more frequent encounters
AI Kill Streak / Heat Multiplier System - 3 of 3 - Mechanics
Horizon’s End features a kill streak-based reward scaling system designed to reward sustained PvE combat activity.
Destroying AI ships consecutively increases a hidden streak multiplier, commonly referred to as “Heat.”
As the streak increases, AI combat becomes progressively more rewarding.Streak Behavior
- The streak increases with each confirmed AI kill
- Higher streak values result in greater reward multipliers
- Streak benefits apply primarily during sustained combat sessions
Core Mechanics
| Mechanic | Description |
|---|---|
| Kill Streak | Builds through consecutive AI ship destruction |
| Heat Multiplier | Reward scaling tied to streak progression |
| Credit Scaling | Credits earned increase at higher streaks |
| XP Scaling | XP rewards increase with streak level |
| Sustained Combat Bonus | Long PvE sessions become progressively more profitable |
Streak Behavior
| Behavior | Description |
|---|---|
| Kill Confirmation | Streak increases after confirmed AI destruction |
| Continuous Scaling | Rewards continue increasing as streak rises |
| Combat Incentive | Encourages prolonged PvE hunting sessions |
| Escalation Risk | Longer streaks often expose players to increasingly dangerous encounters |
Persistent Rules
| Rule | Description |
|---|---|
| Creative Mode | Heat decay is paused while in Creative |
| Server Reset | Streaks may persist until the daily reset cycle (~5 PM EST) |
| Session Continuity | Players can maintain streaks across multiple encounters |
Gameplay Impact
The Heat system significantly changes the profitability of AI hunting.
Low-level AI encounters may initially provide limited rewards, but extended hunting sessions can dramatically increase total earnings through streak scaling.
This system encourages:
- Long-duration PvE sessions
- Efficient AI farming routes
- Sustained survival
- Risk management
- Ship endurance planning
AI Breakdown
AI Spawns
- AI spawn in all space systems - Asteri, Regulus, Ilios, Sirius, Horizon, Trench, AU-0821
- In the human populated systems being Asteri, Regulus, Ilios and Sirius, only specific AI factions can spawn
- Horizon Transit ships (minhauls, sparrows, wayfinders, etc.)
- Mining guild ships (Beaver, Badger which is the largest that can spawn, Type-V11, etc.)
- Privateers (rare chance for resolutes, usual chance for daggers, bulwarks, pioneers, contractors etc.)
- Pirates (Bloodstars, vendettas, wasps, etc.)
- Tsaii (Only from bait ships - horizon transit, specifically the 3 explorer ships, as seen in /listships the ship piloted by a pirate colored pilot, or on the dynmap seeing a horizon transit bait ship with a pirate name)
- Largest ships to spawn can be a tsaii bait trap reaver - 6.5k size frigate, or a privateer resolute ~8.1k destroyer
- In the Horizon, Trench and AU-0821 systems, 3 extra factions can start naturally spawning, and in those systems all AI factions can spawn
- Plant aliens (these are marked with a green unknown signal tag.)
- Bread aliens (Chifanren)
- Tsaii (spawns without bait ships, sometimes with a reaver as the capital)
- In the human populated systems being Asteri, Regulus, Ilios and Sirius, only specific AI factions can spawn
AI Movement, Behavior, and Tiers
The following tiers categorize AI performance, movement, and combat logic. Movement and behavior data is derived from community reporting and player observation, notably from Hextagon.
- Tier 1 - Novice [Tier name: EASY] These units exhibit limited combat logic; per Hextagon’s observations, they utilize a 5th /dc slot for movement with minimal targeting prediction. They fire their weapons infrequently, making them ideal for new players to practice fundamental PvE mechanics.
- Contact Bar Identifier: 1 Star (✦)
- Tier 2 - Mediocre [Tier name: NORMAL] These AI utilize the 9th /dc slot for movement and employ direct targeting without movement prediction (leading). While they fire their weapons frequently and represent a step up in difficulty from Tier 1, pilots can evade most fire by maintaining consistent distance.
- Contact Bar Identifier: 2 Stars (✦✦)
- Tier 3 - Adept [Tier name: HARD] These AI display increased proficiency, incorporating target-leading and a "Fleeing" mechanic. They pose a significant threat in numbers and require consistent evasive maneuvering to engage effectively.
- Fleeing: When shields are depleted or the hull sustains damage, the AI attempts to retreat up to 500 blocks to allow for full shield regeneration.
- Contact Bar Identifier: 1 Unique Faction Emoji
- Tier 4 - Expert [Tier name: BRUTAL] These AI are highly proficient and should be engaged with caution. They represent the strongest "fair-fighting" AI tier and utilize an early-fleeing mechanic. At this level, there is a 30–40% probability that the AI will target the player’s weakest shield facet rather than the center of mass, increasing the lethality of these encounters.
- Contact Bar Identifier: 2 Unique Faction Emojis
- Tier 5 - High-Performance [Tier name: INSANE] These AI via there raw states according to Hextagon are cheating. These AI operate at a significantly higher threshold, featuring a 1.1x (110%) speed buff to /directcontrol and the utilization of 60% powermodes that exceed standard player capabilities. Units typically initiate fleeing behavior before taking significant hull damage. Targeting logic is highly precise, with a 90–100% probability of striking the player's lowest-health shield facet, necessitating active shield angling. Evasion is considered extremely difficult for most pilots.
- Contact Bar Identifier: 1 Rare Faction Emoji
AI Backup
Some larger AI ships can spawn reinforcement fleets when engaged. This system primarily applies to high-tier or capital-class vessels.
- Larger ships may spawn immediate escort AI upon engagement.
- Those escorts can themselves generate additional reinforcements.
- This can create a multi-layer escalation chain depending on the encounter.
For example:
- The Angle-class ship can spawn a Resolute-class vessel as backup.
- The Resolute may then deploy an additional squadron of smaller Privateer ships.
In some cases, reinforcement chains can stack further, resulting in:
- AI ships that spawn AI ships, which themselves spawn additional support units.
AI Bait Mechanic
The Wayfinder has two variants:
- Civilian Wayfinder (passive transport ship)
- Bait Variant (hostile ambush trigger)
The bait variant appears identical to the civilian version but is designed to initiate an ambush encounter.
Behavior
- Visually functions as a normal civilian Wayfinder
- When approached or engaged, it triggers a pirate reinforcement call
- Spawns a squadron of Pirate AI ships shortly after activation
- The initial Wayfinder itself may remain non-aggressive or act as a lure
Mechanics
- This is a hidden encounter trigger system, not a standard hostile spawn
- Reinforcements spawn after player proximity or engagement conditions are met
- Designed to punish players who assume all civilian ships are safe
AI Factions
Privateers
A fleet of armed military patrol ships these aligned ships patrol Horizon's End.
Common ships:
- Dagger (Starfighter)
- Bulwark (Corvette)
- Pioneer (Speeder)
- Contractor (Gunship)
- Resolute (Destroyer)
Behavior:
- Patrols Systems
Minning Guild
Industrial mining fleets operating in wild space or asteroid-heavy sectors. Common ships:
- Type-V11 (Starfighter)
- Beaver (Transport)
- Badger (Corvette)
- Ostrich (Light Freighter) (PLEASE NOTE: Ostriches' are increidbly dangerous to new players)
- Mining drones and escorts
Behavior:
- Flies around randomly as a natural spawn.
Rewards:
- The Angle tends to drop rewards for the one who kills it.
Horizon Transit Convoy
Civilian transport fleets traveling between systems. Common ships:
- Minhaul
- Sparrow
- Wayfinder (NOTE: these are immobile ships, but they can also be bait ships for pirate convoys)
- Explorer variants
Behavior:
- Usually passive
- Certain Wayfinder variants may secretly be Pirate bait ships
Important:
Some Horizon Transit ships are disguised Tsaii ambush vessels. These can be identified by:
- Pirate pilot names in
Possible escalation:
- Tsaii ambush fleets
- Reaver-class frigates (~6.5k mass)
Pirates
Hostile raiding fleets that attack nearby ships on sight. Common ships:
- Bloodstar (Gunship)
- Vendetta (Corvette)
- Wasp (Starfighter)
- Other fast attack craft
Behavior:
- Extremely aggressive
Danger:
Pirate fleets are among the most common combat-focused world events and can overwhelm inexperienced pilots quickly.
Rewards:
Unknown Signal (Green Aliens)
Also known as Watchers or plant aliens.
Marked by:
- Green Unknown Signal contact markers
Behavior:
- More common in Horizon, Trench, and AU-0821
Common traits:
- Organic-looking ships
- Unusual weapon effects
- Higher-tier AI can be extremely evasive
Ships:
- Verdolith (Frigate)
- Teralith (Frigate)
- Aerbolith (Destroyer)
Rewards:
- Superconductor
Unknown Signal (Yellow Aliens)
Believed to be the 吃饭人( Nicknamed the "Bread Aliens", but offically known as the Chifanren).
Behavior:
- Often appear in deep-space systems
- Can travel in organized fleets
Common traits:
- Yellow signal marker
- Unique ship designs
- Aggressive response to nearby players
Ships:
- Other Ships (Names need to still be added)
- Fashigun (Destroyer)
Abyssals (Event)
The Abyssals are a highly dangerous AI Faction that use weapons that no other ship use.
It is important to note that these ships do NOT spawn at all, and only spawned during a halloween event
Ships:
Dredge
Charm
Graft
Emperor
High Priestess
World Event Index
AI World Events are scheduled encounters that spawn groups of AI ships at specific locations. Use /encounterstatus to view active events and /listships ai to track active AI vessels.
| Event Name | Type | Difficulty | Locations | Faction | Risk Level | Image | Description |
|---|---|---|---|---|---|---|---|
| System Defense Forces Small Patrol | Patrol | Universal | Core Systems | System Defense Forces | Low | SD_SmallPatrol.png | Routine patrols securing core systems against minor threats. |
| System Defense Forces Medium Patrol | Patrol | Universal | Core Systems | System Defense Forces | Low | SD_MediumPatrol.png | Larger patrols in core systems, prepared to respond to moderate threats. |
| Horizon Transit Lines | Locai | Tiered | All Systems | System Defense Forces | None | HorizonTransit.png | Security and monitoring of inter-system transit routes for player safety. |
| Privateer Inspection | Locai | Tiered | Core Systems | Privateers | Medium | Privateer_Inspection.png | Privateers being inspected by authorities; potential for combat if rules are broken. |
| Privateer BootCamp | Locai | Tiered | Core Systems | Privateers | Medium | Privateer_BootCamp.png | Training exercises for privateer recruits; may involve simulated combat. |
| Pirate Disturbance | Locai | Tiered | Core Systems | Pirates | Medium | Pirate_Disturbance.png | Local pirate activity threatening trade or patrols; dangerous for new players. |
| Increased Pirate Activity | Locai | Tiered | Core Systems | Pirates | Medium | Pirate_Increase.png | Spike in pirate raids and attacks in the core systems; advanced threat. |
| Mining Guild Barge Convoy | Patrol | Universal | Horizon, AU, Trench | Mining Guild | High | MiningGuild.png | Guild ships conducting routine patrols around mining operations. |
| Tsaii Warband | Locai | Tiered | Horizon, AU, Trench | Tsaii | High | Tsaii_Warband.png | Raiding Tsaii forces appear in frontier zones; moderately challenging. |
| Privateer Naval Drills | Locai | Tiered | Horizon, AU, Trench | Privateers | High | Privateer_NavalDrills.png | Privateer naval exercises in frontier systems; may engage nearby ships. |
| Unknown Signal (Yellow Aliens) | Locai | Tiered | Horizon, AU, Trench | 吃饭人 | High | Signal_YellowAliens.png | Mysterious yellow alien signal detected; exploratory or hostile encounters possible. |
| Unknown Signal (Green Aliens) | Locai | Tiered | Horizon, AU, Trench | Watchers | High | Signal_GreenAliens.png | Mysterious green alien signal detected; exploratory or hostile encounters possible. |
AI Ship Index
Note: This is a Ship Index meant to document each AI Ship's capabilities, block count, threat level, faction, and ship class. This is intended to help document these ships digitally.
Ship Scaling
| Ship Class | Typical Block Range | Role | Strengths | Weaknesses |
|---|---|---|---|---|
| Interceptor | 150–350 | Anti-fighter | Extremely agile | Minimal durability |
| Starfighter | 350–500 | Strike craft | High burst damage | Fragile |
| Gunship | 500–2,000 | Skirmisher | Versatile | Limited endurance |
| Corvette | 2,000–4,000 | Multi-role combat | Balanced combat capability | Larger target profile |
| Frigate | 4,000–8,000 | Capital combat | Heavy weapon access | Reduced agility |
| Destroyer | 8,000–12,000 | Heavy capital | Massive durability/firepower | Slow and expensive |
| Cruiser+ | 12,000+ | Fleet capital | Extreme combat capability | Strategic-scale loss risk |
AI Rewards
| AI Ship | Faction | Difficulty | Rewards | Description |
|---|---|---|---|---|
| Nimble | Horizon Transit | None | 250c | Light exploration shuttle; fast but fragile. |
| Minhaul | Horizon Transit | None | 250c + 314 XP | Small cargo vessel carrying valuable ores. |
| Striker | Horizon Transit | None | 250c | Medium exploration shuttle allegedly armed with plasma cannons. |
| Wayfinder | Horizon Transit | None | 400c | Medium exploration transport with weak defenses. |
| Amph | Horizon Transit | None | 400c | Heavy exploration transport with moderate durability. |
| Exotran | Horizon Transit | None | 550c | Sleek cargo freighter with decorative turrets. |
| Dessle | Horizon Transit | None | 550c | Small ore freighter with little combat capability. |
| Iskat | Pirates | Very easy | 950c | Pirate fighter armed with lasers and torpedoes. |
| Voss | Pirates | Very easy | 950c | Rusty mining shuttle with a single laser cannon. |
| Hector | Pirates | Very easy | 950c | Old shuttle equipped with lasers and torpedoes. |
| Hiro | Pirates | Easy | 950c | Modified fighter with dual torpedo launchers. |
| Wasp | Pirates | Easy | 950c | Armed shuttle fitted with lasers and torpedoes. |
| Frenz | Pirates | Moderate | 950c + 299 XP | Agile starfighter with lasers and torpedoes. |
| Tempest | Pirates | Moderate | 950c | Strike fighter armed with dual plasma cannons. |
| Velasco | Pirates | Moderate | 950c | Heavy assault fighter with triple plasma cannons. |
| Anaan | Pirates | Very easy | 1,250c | Converted hauler functioning as a gunship. |
| Vendetta | Pirates | Hard | 1,250c | Light gunship with pulse cannons and heavy laser. |
| Cormorant | Pirates | Moderate | 1,250c | Assault gunship with plasma cannons and torpedoes. |
| Mantis | Pirates | Hard | 1,250c | Heavy gunship armed with pulse cannons and heavy lasers. |
| Hernstein | Pirates | Moderate | 1,250c + 1,556 XP | Medium assault gunship with pulse cannons. |
| Fyr | Pirates | Moderate | 1,250c | Heavy assault gunship with plasma cannons and turrets. |
| Bloodstar | Pirates | Hard | 2,650c | Heavy corvette equipped with tri-turrets. |
| Inflict | Privateers | Easy | 950c | Standard privateer fighter with torpedoes. |
| Furious | Privateers | Moderate | 950c | Tough fighter armed with plasma cannon. |
| Teneta | Privateers | Moderate | 950c | Strike fighter with dual plasma cannons. |
| Patroller | Privateers | Hard | 1,850c + 1,809 XP | Medium gunship with shields and pulse cannons. |
| Veteran | Privateers | Hard | 1,850c | Anti-fighter gunship with heavy laser. |
| Protector | Privateers | Moderate | 950c | Pseudo-gunship with dangerous plasma cannons. |
| Daybreak | Privateers | Hard | 2,650c + 3,988 XP | Light corvette armed with heavy lasers. |
| Dagger | Privateers | Moderate | 2,650c + 967 XP | Heavy fighter with plasma cannons and torpedoes. |
| Contractor | Privateers | Hard | 3,750c | Heavy gunship armed with pulse cannons and lasers. |
| Bulwark | Privateers | Hard | 5,750c + 4,785 XP | Heavy corvette with tri-turrets and shields. |
| Resolute | Privateers | Hard | ~20,000c + Unknown XP | Light destroyer equipped with phasers. |
| Type I-41 | Mining Guild | Easy | 650c | Old retired fighter with torpedoes. |
| Type V-11 | Mining Guild | Easy | 650c | Basic mining spacecraft with one laser cannon. |
| Type A-21B | Mining Guild | Easy | 650c + 881 XP | Passenger shuttle converted into mining craft. |
| Woodpecker | Mining Guild | Easy | 650c | Armored scout shuttle with torpedoes. |
| Beaver | Mining Guild | Moderate | 1,850c + 2,121 XP | Mining transport with heavy lasers. |
| Badger | Mining Guild | Moderate | 2,560c | Mining freighter armed with turrets and plasma cannons. |
| Ostrich | Mining Guild | Moderate | 2,650c + 3,588 XP | Mining freighter with light turrets and plasma cannons. |
| Grouper | Mining Guild | Medium | Unknown | Armed medium freighter miner. |
| Dunkle | Mining Guild | Hard | Unknown | Heavy combat-capable freighter miner. |
| Angle | Mining Guild | Unkillable | ~50,000c + Unknown XP | Massive convoy barge with heavy escort support. |
| Swarmer | Tsaii | Easy | 1,550c | Agile Tsaii scout craft. |
| Scythe | Tsaii | Moderate | 1,550c | Standard Tsaii fighter with plasma cannons. |
| Raider | Tsaii | Moderate | 2,500c | Attack gunship with pulse cannons and lasers. |
| Reaver | Tsaii | Hard | 6,500c | Attack frigate armed with phasers and heavy turrets. |
| Mianbaozha | Aliens | Medium | Unknown | Agile alien fighter difficult to target. |
| Loumai | Aliens | Hard | Unknown | Heavy gunship that summons reinforcements. |
| Mianbao | Aliens | Hard | 9,000c + 5,383 XP | Fast alien corvette with tri-turrets. |
| Malingshu | Aliens | Very Hard | 9,000c + 6,263 XP | Phaser frigate deadly at close range. |
| Verdolith | Aliens | Extremely Hard | 9,000c | Attack frigate with heavy turrets and phasers. |
| Teralith | Aliens | Extremely Hard | 18,000c + 9,052 XP | Heavy assault frigate with chetherite shield. |
| Arborealith | Aliens | Extremely Hard | 18,000c + 12,270 HEXP | Heavy destroyer with gravity well systems. |
| Fashigun | Aliens | Extremely Hard | ~20,000c + Unknown HEXP | Massive destroyer capable of summoning swarms. |
Ship Tiers
Note: This is a Ship Index meant to document each AI Ship's Tier, Fire Rate, movement, shield targeting, and identification on the contact bar along with the emoji used by the AI.
AI Ships+ Index
Certain AI ships are capable of spawning reinforcement fleets when engaged or damaged. Some reinforcement ships are themselves capable of summoning additional support, creating escalation chains.
AI Reinforcements
| AI Ship | Calls Reinforcements | Possible Reinforcement |
|---|---|---|
| Beaver | Yes | Dagger |
| Badger | Yes | Bulwark |
| Loumai | Yes | 2x Mianbaozha |
| Angle | Yes | Resolute |
| Resolute | Yes | Privateer Squadron |
| Fashigun | Yes | Massive Mianbaozha Swarm (depends on fleet size) |
| Reaver | Yes | Raider |
| Verdolith | Yes | Verdolith |
Salvage/Loot Table
| AI Ship | Notable Loot | Salvage Value | Rare Drops |
|---|---|---|---|
| Minhaul | Ore | Low | Titanium |
| Beaver | Mining Components | Medium | None |
| Mianbao | Alien Components | High | Superconductors |
| Teralith | Advanced Components | Very High | Guaranteed Superconductor |
| Arborealith | Capital Salvage | Extreme | Guaranteed Superconductor |
AI Standard Agro Ranges Index
| Faction | Typical Aggro Range | Notes |
|---|---|---|
| Horizon Transit | Passive | Non-hostile civilian ships |
| Mining Guild | ~500m | Escorts may respond aggressively |
| Pirates | ~750m | Standard hostile patrol range |
| Privateers | ~650m | Certain ships exceed this |
| Tsaii | ~1,000m | Highly aggressive frontier faction |
| Unknown Signal (Aliens) | ~2,500m | Extremely long detection radius |
| Abyssals (Event) | Unknown / Variable | Event-exclusive behavior |
CounterPlay
| Enemy Type | Best Counter | Avoid |
|---|---|---|
| Fighters | Pulse Cannons | Plasma dogfights |
| Gunships | Distance control | Close brawling |
| Corvettes | Tri-turret kiting | Static positioning |
| Frigates | Phaser rush | Shield trades |
| Destroyers | Fleet focus fire | Solo engagement |
Weapons Systems
| Weapon | Type | Effective Against | Weak Against | Typical AI Users | Notes |
|---|---|---|---|---|---|
| Laser Cannon | Primary | Fighters | Shields | Pirates, Mining Guild | Basic hitscan weapon, very bad |
| Plasma Cannon | Primary | Shields | Evasive targets | Tsaii, Pirates | Extremely dangerous to starfighters |
| Pulse Cannon | Omni-directional | Fighters | Capitals | Gunships, Corvettes | Near-unlimited firing arcs |
| Heavy Laser | Heavy Weapon | Slowing targets | Shielded targets | Contractors, Raiders | Explosion-heavy finisher weapon |
| Tri-Turret | Heavy Weapon | Medium Ships | Fighters | Corvettes | Long-range artillery |
| Heavy Turret | Primary | Capital-ships | Agile ships | Frigates, Destroyers | High sustained DPS |
| Phaser | Heavy Weapon | Shields | Small evasive ships | Alien capitals | Massive burst shield damage |
| Torpedoes | Secondary | Distracted targets | PD/evasion | Most factions | Punishes predictable movement |
| Capital Beam | Event Weapon | Everything | Unknown | Abyssals | Event-exclusive weapon |
| Gaze Weapons | Exotic | Unknown | Unknown | Abyssals | Poorly documented |
Heat Mechanic Index
Core Mechanics
| Mechanic | Description |
|---|---|
| Kill Streak | Builds through consecutive AI ship destruction |
| Heat Multiplier | Reward scaling tied to streak progression |
| Credit Scaling | Credits earned increase at higher streaks |
| XP Scaling | XP rewards increase with streak level |
| Sustained Combat Bonus | Long PvE sessions become progressively more profitable |
Streak Behavior
| Behavior | Description |
|---|---|
| Kill Confirmation | Streak increases after confirmed AI destruction |
| Continuous Scaling | Rewards continue increasing as streak rises |
| Combat Incentive | Encourages prolonged PvE hunting sessions |
| Escalation Risk | Longer streaks often expose players to increasingly dangerous encounters |
Persistent Rules
| Rule | Description |
|---|---|
| Creative Mode | Heat decay is paused while in Creative |
| Server Reset | Streaks may persist until the daily reset cycle (~5 PM EST) |
| Session Continuity | Players can maintain streaks across multiple encounters |
| Server Reset Time | The server will always reset around 4 - 5 AM EST |








































