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#21
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I agree 100%. This thread has got over 750 views but only few replies.
It'is understandable that for those who fly dogfight against human pilots on line the issue of AI skills is not so interesting but for off line players it is fundamental. And for those who want to fly with their friends coop mission with AIs involved. And it comes more and more important when you try to create historically accurate missions. |
#22
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I think that giving “more power to the player” could lessen some of the AI issues. As I see it, there should be the option to pause the game, or briefly hand your plane to autopilot, to take some decision that no AI can take.
Some examples. In the landing pattern, Number 4 is damaged and should land first, but continues to go around leaving unnecessarily precedence to others until it crashes. Player should be able to take over control tower and order Number 4 to be the first to land. During an escort mission, an enemy fighter appears. All your squadron’s pilots chase it, leaving alone the escorted bombers. Player should be able to order: “Number 5 and 6 go ahead with the chase, all other return to escort position”, or click on the selected planes to obtain the same result. Player has damaged and enemy bomber, and is turning for the coup de grace. Three more squadron’s AI mates run to finish it, allowing other enemy planes to bomb the target undisturbed. Player should be able to select a target to be ignored by AI pilots. The list could go on, but the concept is clear, I think. You pay a little price in immersion, because you need to stop the action and momentarily assume the rank of god, but you avoid that immersion be killed by AI pilots unrealistic actions. |
#23
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Last edited by majorfailure; 01-26-2014 at 12:32 PM. |
#24
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And they cannot be commanded usfully when in "escort mode" You spot a group of enemy bombers heading for your carriers, and you decide to shoot them down - because a lost carrier is worse than a few lost attack planes -you are on your own. Your wingmen will not engage, they either follow you or go back to escorting the bombers. This should be automatic, too. Planes with visible crippling damage should be less important targets. And while we are at that: AI (and especially FlaK) should try to shoot at planes with only dead pilots/shot out controls, at least if they are not experienced. |
#25
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Regarding national difference in AI behavior - I thought about that and often wondered whether 'doctrinal behavior' can be implemented. However I can imagine the debate people will have regarding how their national AI should behavior vis-a-vis that of another country's ... Last edited by ben_wh; 01-26-2014 at 01:09 PM. |
#26
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This is a good idea, but could be taken further.
Leaders of formations which have gotten badly scattered might well retreat, even if the planes in their formation aren't actually damaged or destroyed. Squadron and flight leaders who are outnumbered by enemy aircraft - even if they haven't engaged - are also likely to retreat or avoid contact unless they have a clear advantage. Even then, they are likely to make a single "hit and run" attack in such as way that they can disengage before the enemy can respond. The exception would be that badly outnumbered fighters will still aggressively take on large bomber or attack plane formations and won't be intimidated by them. Single pilots will also be very cautious about attacking anything other than another single plane unless they have a clear advantage. Rookies and average pilots will usually avoid contact unless they have an overwhelming advantage. Veterans and Aces might attack two or more planes when they have less of an advantage, but are more likely to try to maneuver to gain an overwhelming advantage, using sun and clouds to their advantage. Even then, they're likely to make just a single hit and run attack rather than staying around to fight. For example, an ace pilot sees a pair of hostile fighters at 12 o'clock level and about 5 km out. Rather than flying straight in as Ace AI often does, he might try to duck into a cloud at avoid being seen. Then, he'll gain altitude and maneuver based on the sun's location and the anticipated course of his opponents, so that he's above and behind his targets and can dive out of the sun to attack them. He will then make one fast attack to cripple or kill the trailing aircraft then disengage and analyze the situation before choosing to run away or attack the surviving enemy. |
#27
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On a more controversial level, RAF pilots reported that Italian fighter pilots performed more aerobatic maneuvers than Luftwaffe pilots did, and Luftwaffe pilots noted that the Soviets were much more willing to use aerial collisions as a tactic (the "Taran") - at least early in the war. Late war Japanese and German pilots noticed that some American pilots were undisciplined and aggressive - in that some were willing to break formation or otherwise take risks to "rack up a score." Then there are well-known situations where pilots of a particular nation had good reason to behave in a certain fashion. For example, Kamikazes were known for being not very good at maneuvering, but willing to hold formation and take massive losses when any other pilot would have maneuvered defensively. As another example, some U.S. fighter pilots reported that in 1944-45, German fighter pilots would occasionally bail out as soon as they got into a hopeless tactical situation or took damage. (This makes sense - Germany had airplanes to spare at that point, but not enough pilots to fly them, and any German pilot the USAAF encountered was probably bailing out over friendly territory.) |
#28
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OK, summarizing ideas and implications so far:
1) Gunnery accuracy refinement (toning down) of rookie and regular pilots 2) More detailed engagement/ disengagement / retreat logic based not only on plane status (damage, ammo and fuel level) but also on tactical situation, for example - Number of opponent Vs friendly - Whether flight/section leader is lost - Relative height to opponents - Skill level of the AI, among others 3) Better command/communication - ability to ask wingman to check your six, for example 4) Potentially better BnZ behavior among AIs (this may need to be considered more since this is relative to the plane match-up: one plane is an energy fighter in a match-up but may be a turn fighter in another) 5) Doctrinal/national behavior by time frame - ideas: Vic formation for Commonwealth planes in 39-40; random (infrequent, occasional) kamikaze behavior for damaged Japanese planes in 44-45 - this one will needed to be teased out more as well; not sure whether AI behavior by nation is feasible / desired by players Would love to see this refined / expanded further by others. Cheers, |
#29
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This is an interesting thread, with many good ideas.
In my opinion, however, we should pose ourselves a simple question: why all these good ideas aren’t already implemented? As far as I know is because they’re anything but easy, and the most difficult issue is about decisions. An “AI” reacts according to a string of possibilities, strictly predefined. If there is any deviation from what is predefined, AI will not take any decision, or will take the wrong one. For this reason, I suggested some sort of time out and some simple tools to allow the one and only human mind in offline missions – the player – to take decisions. I understand that is not a perfect solution, but it represents a progress, perhaps in the only viable direction. Of course, I appreciate the effort of all other people here. This thread is a sort of brainstorming session, and something useful should come out of it. |
#30
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Regardless, I personally liked the expanded 'Drop Bombs on my Command' and related options from 4.11. It provides the human player with more options and control without breaking immersion. More control to the flight lead on flight behavior/tactics would be welcomed. Cheers, Last edited by ben_wh; 01-27-2014 at 11:23 PM. |
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