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It seems that a recent AI discussion thread took a less than ideal turn, however I believe that the AI improvement is a worthwhile subject to be explored further due to impact on offline gameplay.
I understand that it is difficult to code AI player to be both realistic (like real human) and fair, but since DT started on the AI improvement path I think there may be the willingness to make incremental refinement in this area. IMHO, these are at least two areas that may warrant further further investigation by the team if AI improvement is planned for 4.13 and beyond: (below are personal observation only and would like others' input) 1) AI gunnery of rookie and regular pilots - from both personal experience in game and reading others' posts, lower level AI player (rookie and regular) still seems to make too good a shot (high speed, difficult angle) at times. 2) AI wingman warning - it is great to see that enemy AI act more as a team, and enemy AI wingman will come to rescue to its leader if the leader is targeted by the human player. Given this AI behavioral improvement, it would be very beneficial for the human player to receive some warning from the wingman, if the human player is being targeted. For example, the wingman can proactively issue a warning if enemy is within a short distance around (especially behind) the player, provided that the wingman is within range of course. Although this may get excessive in a crowded fur-ball environment. Another option is , similar to the implementation in another sim (Battle of Britain 2 Wings of Victory), have a command that enable the player to query his team whether the player's six is clear. (For example, 'Check my six!') The wingman can then respond 'Clear!' or 'Bandit at seven o'clock!' (for example) accordingly, again if the wingman is within range. Not sure if either of these is feasible but I hope these suggestions at least stimulate some thoughts. Would love to hear what DT and other players think. Cheers, |
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