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Originally Posted by Furio
In my opinion, however, we should pose ourselves a simple question: why all these good ideas aren’t already implemented? As far as I know is because they’re anything but easy, and the most difficult issue is about decisions.
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AI coding can be difficult no doubt. The challenge is not only to have competent AI but also believable AIs with behavior that feels human for the player. Still, the objective here is to stimulate new ideas - the hope is that (i) perhaps DT can find a smart way to code some of the suggested behavior mentioned, or (ii) some other current / future sim developer will come across this and influence their future work.
Quote:
Originally Posted by Furio
... For this reason, I suggested some sort of time out and some simple tools to allow the one and only human mind in offline missions – the player – to take decisions. I understand that is not a perfect solution, but it represents a progress, perhaps in the only viable direction.
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Interesting - can you elaborate what you mean by this and how this can be accomplished in-game? Via the command menu? (e.g. 'Attack my Target!', 'Section -> Tactics -> Hit and Run', 'Section -> Tactics -> 'Form Lufbery Circle!'?) Would like to learn more.
Regardless, I personally liked the expanded 'Drop Bombs on my Command' and related options from 4.11. It provides the human player with more options and control without breaking immersion. More control to the flight lead on flight behavior/tactics would be welcomed.
Cheers,