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Old 12-29-2011, 01:21 PM
Strike Strike is offline
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Join Date: Jul 2010
Location: Norway
Posts: 684
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Quote:
Originally Posted by Continu0 View Post
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...
+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:
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