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Old 11-10-2014, 07:13 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Laurwin View Post
About being outnumbered in dogfight... Some pilots became aces by exactly speaking avoiding bad situations... avoiding such disadvantages, and gaining advantages.
Sadly, that sort of ace makes for a boring game.

I don't know how exactly TD has programmed the AI, and if they will choose to make any further changes to it, but I still think that the best mix between realism and fun is to have different levels of aggression compared against different levels of various traits/skills such as gunnery, vision, situational awareness, G tolerance, etc.

Select for cautious aggression, superior distance vision, air tactics, situational awareness/tracking ability, and gunnery skills and you get your "realistic" ace. Select for reckless aggression, superior flying, situational awareness, and gunnery skills to get your "fangs out, hair on fire" dogfighter ace who goes out in a blaze of glory. QMB would automatically have the latter sort of Ace AI. FMB or campaigns could have the realistic type.

Maybe that comes a bit too close to "role-playing" for some folks, but if you're going to realistically model the human element, you have to start modeling human traits, including the basics of human mental and emotional traits.
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