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#31
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The player sees a plane smoking being sent around by control tower, or the player’s plane is smoking, or leaking fuel, and is sent around. The player hits a key meaning: “Taking Over Mode”. He hits a second key meaning: “Controller”. He assumes the controller role, the same way as shifting through crew positions. He hits a third key meaning: “This Plane Must Land First.” He hits the call number of the plane. He hits again the first key, returning to his pilot’s position. The controller’s voice imparts the correct orders, and AI planes shift positions allowing the correct landing sequence. It’s perhaps possible to make the whole thing even simpler, but the only real issue I see is… numbering of the planes, when there are several planes with the same call number. A smart and realistic numbering would be of help in many other situations, but is outside the scope of this post. Another situation is absurd concentration of AI planes on the same target. Again, we can think of an appropriate list of commands. First key: “Taking Over Mode”. Second key: AI pilots behaviour. Call numbers of AI controlled planes’ affected by order. Third key: order: “Ignore your present target”. First key again: exiting “taking over mode” and returning to your pilot’s position. I say it again: I’m not expert and I’m using just common sense, but the whole thing looks reasonable to me, and can be reduced to just one concept: player takes decisions. |
#32
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As I see the main problem now is that issuing orders in real-time in any other way than voice communication is handicapped due to the fact that we have only two hands (already busy with flying and doing all the 'engeneering work').
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#33
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I understand that some aspects of my idea are detrimental to immersion, but some AI behaviour can be even worse. The choice is up to the player, as always, and I would surely prefer the ability to take decisions to the frustration of helplessly watching a good mission going nuts. |
#34
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Well, I frequently fly autopilot when off-combat, but always manually when enemies are nearby. I frequently pause the game and take a coffee break when off-combat, but never when I'm actually fighting. You propose just the opposite, dont't you?
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#35
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If I understand correctly the question: yes, but just briefly, while there’s usually not fighting during landings. As for me, I’d be glad to have the option described above.
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#36
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Oh, I see. It could be implemented for landings, but all this wouldn't resolve the other issue: how to effectively command AI teammates during fight. And as for landings, it might generate new problems: when you switch to autopilot, it would not necessarily stick to the route/altitude/direction you were flying in, that is, there's a chance that YOUR AI would change direction etc. while you're busy with your orders.
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#37
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I don’t want to defend my idea at all cost. It’s just that, an idea for just an option.
In my opinion, it would need some sort of time-out with the game still but not paused. Of course, I understand other can have different tastes. The core of my proposal is simple: I don’t believe we can expect true decision-making ability for AI, at least with present day technology. I think the only viable alternative is to entrust decision-making to human beings – offline players. In the end, I don’t want to steal this thread, and I’m stopping here, for the moment. |
#38
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Taking control over from the tower during landings is a great idea IMO, and can be done real-time. I was just arguing against automatically switching to autopilot.
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#39
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The idea has its merits, but I'm not convinced because:
-How will you handle multiple flights (10+) approaching their respective different bases -you can't be everywhere? -Online it will be difficult, making a break is akward at best. -I believe such a task as setting landing priorities for (damaged) planes can very well be done by AI -there are not to many variables there IMHO -and it could be done with a decision table like that: -Highest priority: Plane on fire, Pilot bleeding. -Second: Plane already out of fuel or engine dead. -Third: Plane with heavily damaged engine or running out of fuel in very short time(e.g.<120sec). -Fourth: Plane with any other engine damage, plane with injured pilot, plane with fuel low, but enough for say 5 minutes. -Fifth: Plane with any other damage. -Sixth: Plane in undamaged condition. |
#40
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The 'Take-over Mode' is an interesting idea, although we may have to think about implementation.
On one hand, the Take-over Mode would enable much more precise tactical control at individual plane level. One the other hand, this may necessitate going to the external view (or map view), jumping to different planes in your flight and assess their status regularly. For example, using the landing priority example, the human player would have to know which plane in the flight is heading close to base, ready for landing, and which is not. If the flight is long distance apart, for example, result of a plane disengaging and returning home early - the human player may have to manage its landing priority while shepherding the rest of the flight during combat. But it is an intriguing idea that has a lot potential ... Any additional thought on potential AI improvement? How about ship AI? Simple, predefined capital ship evasive maneuver when under attack for example? Would it be feasible/desirable? ![]() Cheers, Last edited by ben_wh; 01-28-2014 at 05:41 PM. |
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