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Originally Posted by ben_wh
2) (With respect to Treetop 64's comment) It is also my experience that the AI for BnZ planes tend to go into turn fights with slower but more maneuverable opponents. Furthermore, sometimes the high turn rate makes it easier for an AI pilot to to move the nose around for a shot, and this makes for some very interesting (some may say unhistorical results) in many occasions. e.g. Ace Bf-109F Vs novice/regular I-16/LaG-3 (as pointed out above) and Ace late US fighters Vs novice/regular Zeroes.
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Yes, AI seems to get in trouble when fighting in a much faster less agile plane - and tries to TnB -with usually disappointing results. Though in some situations they seem to get it right, F4F(good) vs. A6M often turns out okay.
Quote:
Originally Posted by ben_wh
3) Self-preservation instinct - it was pointed out before that AI may not necessarily want to only retreat when its own plane suffers significant damage. Highly unfavorable tactical situation may also prompt this reaction (as graphically illustrated by major.kudo). This may help address issues of high loss rate in battles - e.g. whole flight wiped out in a fur ball - which is not very often historically since at some point the rest of the flight would retreat. This may apply for bombers as well - if 2/3 of their flight went down and there is no fighter escort - would they still press on to the target?
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Also AI should consider avoid picking fights in unfavourable positions -if they still can. Real life pilots couldn't tangle endlessly with the enemy on most missions, limited by mission objective and by time (or fuel). And AI should sometimes give up attacking well defended targets(ground&air). There should be a difference in willingness to retreat depending on situation and airforce - while a USAAF rookie flying P-400 in the beginning of 1942 would probably retreat in next to any situation where there is no numerical superiority, an ace piloting an A6M in the IJN in 1942 would even try to attack in an unfavorable position in numerical inferiority.
Quote:
Originally Posted by ben_wh
4) Linked to (2) above is whether AI can be made sophisticated enough to use team tactics. It is admittedly a very difficult task, but if, for example, AI can be made adopting 'Hit and Run' tactics, forming 'Lufbery Circle' or initiating 'Thatch Weave' then it would truly take offline battles to a new level.
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It's "Thach Weave". And they kinda do use that. Ever noticed how the AI tends to do their evasive turns towards their wingmans paths - so if you follow them you'll end up in front of AI's his guns? And when you are locally outnumbered, the AI that doesn't get engaged often climbs and positions itself to swoop in after you made a mistake or got dragged down by its wingmen.