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IL-2 Sturmovik The famous combat flight simulator.

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Old 03-23-2008, 06:00 PM
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proton45 proton45 is offline
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Default The next round of questions?

Lets face it, Oleg has been relatively forthcoming when it comes to answering the questions that we have asked. The key seems to be in asking the right questions....Just like the "Wizard of Oz" or the "Keeper of the Gate" we must ask our questions with thought and precision, because Oleg will usually confine his answers to address the specifics of the question without elaborating on topics of interest.

Two areas that Oleg seems to be focusing game development on that sound good to me are the damage model (of which we have some specifics) and the "off-line" enemy AI. I want to know how the "new" AI will be different. Does anyone know of a way I could phrase my question?

I think that someone once asked "will the AI be able to see through clouds?" and Oleg responded (something like) "AI will be all new..."(nothing more, nothing less)

Off liners are well aware of the AI's repetitiveness....things like: Enemy planes always "jink" when coming up behind them at 300meters. Or AI fighters will always miss you if you fly strait and level (at first). Or tail gunners are all aces at 400meters....

We know that the damage model will be much more complex....bullet hits will be modeled at "one bullet-one hit" we also know that the aeroplane systems are much more detailed (as seen in pictures and supported by Oleg). From this information we can assume some things about damage in gameplay.

I was thinking about asking a question like: Can we expect a "rookie" AI pilot to use different evasive techniques then the "Ace" AI, when you get on their "six"?

At this time the main difference in "Rookie" AI and "ACE" AI seems to be in how aggressive they are...An "Ace" will shoot you in the first pass while the "Rookie" will not...But when you get on their "six" they both evade in exactly the same way....

What do you think?
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Old 03-24-2008, 04:33 PM
-Sulan- -Sulan- is offline
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It'd be interesting to if elaborated on that topic I agree. I'm also interested in how the (by Oleg mentioned) new online mode(s) will work, I think he mentioned there will be a mode similar to the current dogfight mode but which would be able to have moving ground vehicles and such.
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Old 03-24-2008, 04:42 PM
tater tater is offline
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Will AI be universal to the plane? Ie: you set the AI high enough that they don't dump their bomb loads out of fright at the slightest provocation, and that means the gunners are snipers. Better to have the pilot and crew AI levels independent, or have a better (less optimistic) gunnery AI for the gunners.
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Old 03-25-2008, 11:37 AM
Vigilant Vigilant is offline
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Is there any plans to give any news of how the multiplayer situation for teams will work? (this is meant specifically for random, and also organised Squad play). For example if I want my squad to compete locally with other teams of say, 4, with <100 ping, and to then have a choice of opponents?

Secondly, will the time of day play a part of dawn/dusk/night ops as far as the AI are concerned?

Last edited by Vigilant; 03-25-2008 at 11:40 AM.
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Old 03-25-2008, 03:47 PM
Thunderbolt56 Thunderbolt56 is offline
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Quote:
Originally Posted by proton45 View Post
...From this information we can assume some things about damage in gameplay.

I'm not a Nay-sayer or doubter by any means, but I am reluctant to assume ANYTHING regarding what, IMO, is the most important potential improvement over the IL2 series...damage modeling.
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Old 03-28-2008, 07:11 PM
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proton45 proton45 is offline
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I think I'm zeroing in on my question....and it is a cross-over question, bridging the gap between "DM" and "AI".

On the DVD it was said that each "AI pilot" would have their (own) favorite maneuvers...will each "AI" pilot have a different physical stamina level and a complex "DM" system thus effecting their "in game" behavior after injury? Injury's should effect the defensive maneuvers at "his" disposal, and should limit the G's he could tolerate...

Could an AI pilot be blinded or injured in one arm?

Will their be a difference between the amount or nature of "human damage" done to the "AI"? Example: could a pilots leg be broken or cut? A break would limit the use of his legs immediately, but a cut might need to "bleed-out" before limiting behavior....

I assume that any "human" damage model made for the "AI" would be used for the player too...It would be great if the "one bullet, one hole" system was applied to the "human damage model" too...

Last edited by proton45; 03-28-2008 at 07:45 PM.
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