View Single Post
  #9  
Old 07-10-2012, 04:14 PM
Pursuivant Pursuivant is offline
Approved Member
 
Join Date: May 2010
Posts: 1,439
Default

Quote:
Originally Posted by Lagarto View Post
I'm willing to communicate with my AI friends more, provided that I have some commands, like that 'Anyone help me!', under one key. In a dogfight I'm usually too busy to select a proper command from the list.
Isn't it possible to create "macros" which map a series of key strokes to single key?

Since we're on the topic of commanding AI. It would be nice if some of the gunner AI routines could be ported to wingman commands. For example, having your wingman be able to tell you to "break left/right" or "stop that" (if you're maneuvering too wildly for him to follow you).

If DT wanted to get really funky with the AI routines, they could include the following:

1) Ability to give warnings to ANY airplane in your flight/squadron - even if you're not in command.

A) Give the player the ability to warn of incoming enemies (currently you can't "call out" bogies if you sight them first - although the AI is generally good about sighting).

B) The ability to tell any airplane to climb/dive/break/evade if they're about to be attacked by surprise.

2) The ability to reassign AI under your command if you take losses. For example, if you lose 2 planes from your squadron, instead of each remaining plane flying solo, you can reassign them to make one pair of wingman and lead.

3) Better ability to communicate with your lead if you're wingman. In addition to the evasive and sighting commands in Suggestion 1, there should also be commands like, "I can't follow you.", "Can't comply.", "Slow down." and "Continue present action." Unlike standard commands, your lead doesn't necessarily have to follow them.

4) The ability to specify particular offensive and defensive tactics for your section/flight/squadron - things like "Thatch Weave" or "Lufberry Circle" and whatever the period name for "Drag and Bag" was.

5) Some ability for the player to program AI behavior - allowing him to make custom formations or implement his own squadron/flight tactics.

6) Some control over AI landing routines - so a flight/squadron leader can command badly damaged planes to land first/divert to auxiliary airfield.

7) Ability to command AI planes to leave the fight - i.e., "Break off," to stop attacking. "Go home," to leave the fight and return to base. "We're scrubbing the mission," to tell your entire squadron/flight to return to base without engaging the enemy - this is appropriate if planes in your flight/squadron collide or get badly shot up by flak before you ever reach the target, making it suicidal to continue.

Ability to control AI aggressiveness - from "be very careful" to "whatever the cost". This is appropriate for campaigns where you need to conserve planes/pilots or where certain missions make or break the campaign.

9) Differences in AI pilot behavior - especially for campaigns. Some pilots might be slightly better or worse at flying or gunnery than their nomimal skill level would indicate. Some might have better or worse eyesight - limiting or improving spotting ability (e.g., Greg "Pappy" Boyington's eyesight wasn't all that great - he often left the job of spotting distant bogies to the rest of the pilots in his flight). Some might be particularly reckless, prone to panicking in a crisis or outright cowardly. Some might be "by the book" while others might be willing to innovate new tactics. Actual "personality" for the people in your squadron would be fun, and give you even more incentive to keep your squadron-mates alive.
Reply With Quote