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#1
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[QUOTE=FC99;468490]AI don't know what is your idea about their behavior, you have to tell them what you want. Things you might find logical might not be logical or desired for someone else. I guarantee you that for every stupid thing AI do in game I can find you equivalent stupidity done by humans in WWII.
Giving orders to your wingman / flight(s) under your command in a given situation during a mission is one thing, but there are other things that are basic, and a wingman who didn't know what to do if a bandit jumps on his leads tail in WWII would have been the exception, not the rule. If a RL pilot checked six and saw a bandit in between him and his wingman, I reckon, providing they both got back to base, that the wingman would be meekly washing his (the lead's) underpants. Sure pilots did stupid things and made mistakes, especially in the heat of combat, and AI making wrong choices, making a run for it instead of a fight, and so on is as it should be, that's realistic. However, an AI wingman that clears his lead's his tail without being ordered to do so, is also more realistic than one that doesn't. /Stig |
#2
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A wingman who doesn't do that unless you specifically tell him to do so isn't much of a wingman. Maybe for Rookie AI, but certainly Average or better wingmen should move aggressively to drive off enemy planes threatening his lead - WITHOUT BEING COMMANDED TO DO SO. The only exception would be if the wingman has been forced to take evasive action himself and/or has lost Situational Awareness as to where his lead is. If the AI wingman doesn't do this automatically, then there should be some way of making it do so, by creating "standing orders" for AI. Actually, the ability for mission builders and/or players to "program" the AI using standing orders would be an incredibly cool addition to the game, and would be a very simple way to deal with a whole host of tactical situations that would otherwise drive an AI programmer nuts. I could see it working sort of like a macro or script, where the player/mission builder could order certain units to do things like hold a certain course or altitude relative to another plane, fire/not fire at certain targets, avoid/attack certain planes or classes of planes, etc. Variants of this programming could be used to do things like make fighters stay within a certain distance of the bombers they're escorting, make bombers divert to a secondary target if clouds cover the primary target, fighters only drop drop tanks if they encounter fighters, or have planes in your flight trail enemy planes back to their base. Last edited by Pursuivant; 10-13-2012 at 06:23 AM. |
#3
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What about second section, what should be default behavior of No 3 in flight(No 4 will provide cover for him) Quote:
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#4
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A major part of a fighter pilots duties is shooting down enemy aircraft, so why wouldn't No 3 try to shoot down the bandit that's attacking the flight leader if he's in a position to do so? RegRag: Quote:
I agree, but I have seen No 3 of my flight doing the same thing, flying past the wingman to attack the leader, but the difference is that the bandit wingman opens fire and No 3 breaks off, screaming for help ![]() Also, regarding your post 230. Some may be better than others at flying wing, and even an AI wingman should not be expected to risk his 'life' trying to save his leader. But the issue here is that the AI wingman doesn't react at all to the attack on his (player) flight leader unless he is commanded to so. And that is even if the attacking bandit is flying right beside him or maybe even in his gunsight, and this is whether the wingman is a rookie or an ace, there's no difference. It should be obvious for an AI wingman what's happening and also fairly obvious what he needs to do, but how well he does is of cause another matter. /Stig |
#5
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If lead's pair engaged by any forward firing aircraft (not by rear gunners), 2nd pair engages this aircraft and attacks it until it goes down or flees more than 5km from lead's pair, then goes back to "cover lead's pair" mode. Lead can recall 2nd pair back via "cover me" command any time. If intruscted to attack, 2nd pair goes after own target. |
#6
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The saving wingman, well that works especially in theory. As wingman you must have a superior SA, a good intelligence of the dynamic of a fight, and you have to have a good aim too, qualities that are never ever found by less skilled fighter pilots, not to talk about the will to protect that must be stronger than the greed and the call of glory... Quote:
Only a very small elite of human pilots are "much of a wingman", perhaps your standards are set too high. Wingman, it is not easy job you can comply just by obeying orders...Wingman able to give protection = very high skill level! The only diffference with aces (apart from kill ratio obviously) is a different kind of aggressiveness, less "primal" i would say. Quote:
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When surprised and scattered there's not much you can do but try to save your life if your ac performance allows it. Otherwise i can not see why human player would not be shot down. It happened all the time during WW2 even to the very best. Quote:
Last edited by RegRag1977; 10-13-2012 at 02:15 PM. |
#7
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[QUOTE=Stig1207;468559]
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Last edited by secretone; 10-13-2012 at 02:12 PM. |
#8
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[QUOTE=Stig1207;468559]
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![]() But again, if a wingman is shot at, then perhaps the leader did a mistake by not seeing the one "that will kill you friend". |
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