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Old 12-03-2013, 01:59 AM
Pursuivant Pursuivant is offline
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Join Date: May 2010
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Since I seem to be hassling the poor TD AI programmers, I'll continue with ideas on how to "customize" pilot characteristics. Some of these factors are already in the game, even if they aren't obvious to FMB builders.

Information is partially cribbed from Mike Spick's "The Ace Factor" but some is my own ignorant opinions.

First of all, pilot skill isn't a monolithic quality. The best combat pilots aren't necessarily the best acrobatic pilots, or the best test pilots. Instead, there are several factors that make an Ace combat pilot:

Bombing Ability

Courage/Aggression - The willingness to engage the enemy and the ability to not panic in a crisis. In a broader sense, the ability to face danger on a regular basis without developing PTSD. Perhaps the most important factor in making an ace.

Deflection Shooting - The ability to make "snap shots" at a maneuvering target using guns. Most aces had this ability at a high level.

Distance Vision - Most aces had superior distance vision, but not all.

Flying Ability - Acrobatics, formation flying and so forth. Surprisingly, many skilled aerobatic pilots never became aces. No known test pilot became an ace, although many aces went on to become successful test pilots.

Leadership Ability - The ability to use other pilots' skills to best ability and to train new pilots. This ability was possessed to a high degree by "Ace Leaders" like Werner Moelders or Hubert Zemke. Formations led by an "Ace" level leader will be more aggressive and will use more effective tactics.

Luck - The ability to avoid injury and critical hits to vital airplane systems, as well as a "6th sense" which lets you detect danger just before you get attacked. Realistically, there's no way to prove that "Luck" exists, but there's a fair bit of evidence that many aces had more than their fair share of it.

Marksmanship - The ability to hit with long range low deflection shots. Few aces had this skill, mostly they just got close to their target and blasted them. There were exceptions, however, who could regularly hit their target at 600+ meters or bring down an enemy with just a few well-placed shots.

Mechanical Ability - the ability to notice and repair mechanical problems and make the most an aircraft's systems. Most aces had some degree of mechanical ability.

Physical Fitness - The ability to withstand repeated or prolonged High-G maneuvers. Important for any combat pilot, but not all aces were in top physical condition. On the other hand, some aces like Ulrich Rudel were fitness fanatics.

Navigation Ability - The ability to know where you are and to use navigation aids to avoid getting lost or colliding with the ground.

Reaction Time - Most aces had average or better reaction times.

Rocket Shooting Ability

Situational Awareness - The ability to mentally keep track of aircraft and formations of aircraft, as well as their energy state, when you cannot see them. The second most important factor in making an ace.

Tactical Ability/Combat Experience - The ability to "keep your head on a swivel" to avoid being surprised. This includes understanding of the limits of your plane and the enemy's plane, including things like turn speeds, arcs of fire and service ceilings. Knowing capabilities and limitations of enemy AAA and ground targets. Ability to use wingmen and other elements of your formation to best ability in combat. Ability to detect enemy ambushes and intentions. Ability to set up ambushes. Aces had this quality at a high level.

Torpedo Dropping Ability
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