Quote:
Originally Posted by Continu0
If Plane X is firing at plane Y and plane X does not score any hits within 2 seconds, Plane X should stop firing for a certain time (may be at least 1 second).
As far as I can imagine, in the programming language:
After Plane X has stopped firing (because of no hits), the programm should go back to decide again (may be after 1 second) if Plane X should fire.
Right at the moment, Hurricanes are wasting their whole ammo whithout scoring any hit...
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+1 This would be a huge improvement to dogfights.
Also for AI:
Some aircraft fires are put out within a few seconds of catching fire: Example:
Plane X hits plane Y's aileron and it catches fire. Currently Pilot of plane Y would INSTANTLY bail out in panic. As for programming language I think an aircraft fire that does NOT deal damage to the pilot, should have a 5 sec delay to allow the AI to "discover" the fire and bail out.
So again: Plane X hits plane Y's aileron and it catches fire. Pilot of plane Y waits 5 seconds before deciding to bail out. If fire is extinguished BEFORE 5 seconds has passed, it will ignore the fire and keep fighting.
2nd example: Plane X hits plane Y and cockpit catches fire. Pilot bail out instantly.
Also a huge improvement for me:
AI evasive manouvers:
Based on Pilot Y's skill level:
Example rookie:
Plane X fires at plane Y: A second or two after Plane Y takes damage, it tries to do a violent evasive manouver and has a chance % of stalling the aircraft. (panic)
Example ace:
Plane X fires at plane Y: Almost instantly after plane Y has taken damage, the plane will perform a defensive manouver to try and throw off plane X. (Ie: Barrel roll, sharp turn, negative dive, etc...)
Thanks for asking us for help
Plane X fires a plane Y: