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Old 03-04-2009, 09:36 PM
planespotter planespotter is offline
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Default Straight wings interview

Oleg Oleg Oleg

Q: When playing Il-2 offline, many commented on inadequate AI behavior. Completing offline campaigns offered little excitement for that very reason. Will the quality of AI change with BoB?

A: Oh really? Have you seen better AI in any other sim? Generally, it was offline gameplay that drove most of our sales, and not the online modes. Of course, it’s more exciting to fly against a live opponent. AI will be smarter in BoB. We’ll even consider whether the pilot is tired or hurt, whether he’s a good shot or a master of aerobatics, and whether he’s a trooper or a coward. Other things, too… I’ve said too much already


It's one thing to have pride in your work, and another to be blind to its flaws. Have you flown against the AI in Battle of Britain 2 Wings of Victory lately? While IL2 is the benchmark in so many other areas (still) BOB2 is your AI benchmark, not your own IL2 AI.

In addition to different/more maneouvres being available to AI pilots with different levels of experience, the AI is very reactive, transitioning very smoothly from offensive to defensive and back again as needed. And above all, unpredictable - like a human pilot you never know what it is going to do.

My favorite AI elements in BoB2 WoV:

The Bf110 Lufberry: Bf110s when outnumbered will sometimes (not always) start a 'Lufberry', the circling maneouvre used by 110 pilots to enable them to cover each other's vulnerable rears. They'll hold it as long as they have energy and then scatter in all directions. Very historically accurate.

The Me109 'bunt': again historically accurate, the 109 can bunt or make a sharp dip, to get distance on a pursuing Spit or Hurricane whose Merlins stall if they try to do the same.

Individual AI experience levels: while the average experience in a staffel or flight may be eg Veteran, individual pilots in that flight may be Ace or rookie. The campaign game tracks their experience levels as the campaign progresses, increasing them as they gain 'experience'. Very real-life.

Cooperative AI: the AI pilots are aware of where their nearby comrades are which simulates radio contact between them. If I am on the tail of a Spit or 109, trying to get a deflection shot, it is not unusual to see it go into a slow turning climb or a short stretch of straight and level flight. Stupid? No! I immediately check my six and often I will find the AI has called for help and is cooperating to lure me into making an easy shot for his wingman who has gotten onto my tail! A perfect sucker move and insanely immersive when it happens to you.

Now you may say elements of these are coded into IL2 AI...but I can only say the experience of them in practice is completely different between the two sims. IL2 has many areas where it is miles ahead of BoB WoV, but it is behind on the AI.

The question above also related to the AI in campaigns saying offline campaigns were not immersive because of the AI. I disagree with that one - it's true that IL2 dynamic campaigns just seem to be a series of random and unconnected missions (go here, do that, repeat) but the scripted campaigns, mostly by players and third parties, were brilliantly immersive. I'm glad to see SoW is still going to accomodate players building their own scripted/branching campaigns.

Last edited by planespotter; 03-04-2009 at 09:41 PM.