Quote:
Originally Posted by ben_wh
If I recall correctly, in Rowan's MiG Alley, not only are there training and behavioral differences among AI pilots in Russian, Chinese and North Korean MiG squadrons, but recent successes or defeats in the dynamic campaign also affected AI behavior. For example, AI squadrons that had been successful in recent missions exhibited more aggressive behavior, while those that suffered attrition sometimes hanged back or disengaged more readily. In some missions you would see some brightly painted MiGs from an expert squadron and you knew you'd be in for a tough fight. In such case the AI behavior was very successful in raising the immersion factor in that you, the human player, suspended your disbelief and almost attributed human quality to your computer-controlled opponents.
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Yeah, a dynamic AI would be great, but it's only possible in campaign games which the Il-2 engine is not designed for (campaigns are generated as a series of static missions by 3rd party applications like DGEN and DCG). IF the AI were composed of various openly accessible skills (as major_kudo suggested on the pattern of CLoD, and many others opposed with reasonable arguments), THEN it would also be possible to dynamically affect AI behaviour via 3rd party campaign generators. I mean we could create "brave" AI squads without corresponding good shooting skills, and the like. Just brainstorming, don't shoot me.