"I can translate the text if you want."
"Sorry, me english is bad"
Don't you think it's kind of contradictory? :p
The less shield, the quicker you will start actually damaging the health of the target. Also, enemies usually retreat when their shield is low, regardless of their health. For the ball filter, well I usually prefer taking down the ball carrier, to avoid the opponent scoring and also because they usually don't retreat.
Started playing the game today (you can thank Canard PC for that :p), I really like the game. Just like Monstro, the concept crossed my mind a couple times, so when I heard there was a project like that I was really excited. And I think you did a really great job so far! Here's my feedback.
Right now the missions are quite easy IMHO, I went through them all with a relatively straight forward AI, except for the very last one. Granted, it took me several tries for some of them, especially the "Split Teams" one. I think this will change a lot when Bot Classes are implemented, so once again considering the current state of the game the missions are alright in my opinion.
The AI editor is user friendly, I immediately understood how to use it. However, I would add the possibility to include another AI as a subtree of another, to be able to break an AI in different little chunks that I could use across several other AIs (just like a programmer would separate their code into functions). I was a bit surprised this wasn't possible since there is a "Subtree" option when creating a node, but it seems like this is only meant to organize the decision tree. Also, right now there are cases where I need to duplicate filters : for instance, if I want to say "If there is at least one enemy with less than 25% health in short range, attack the closest one", I have to duplicate the filters on both the condition and action nodes. I would fix that by adding a "Apply filters from parent nodes" in the Target Filters menu. That being said, this is just a minor improvement, it's not that big a deal.
In terms of AI possibilities, here are the things I'd like to see :