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#1
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Last edited by majorfailure; 01-26-2014 at 12:32 PM. |
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#2
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Regarding national difference in AI behavior - I thought about that and often wondered whether 'doctrinal behavior' can be implemented. However I can imagine the debate people will have regarding how their national AI should behavior vis-a-vis that of another country's ... Last edited by ben_wh; 01-26-2014 at 01:09 PM. |
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#3
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On a more controversial level, RAF pilots reported that Italian fighter pilots performed more aerobatic maneuvers than Luftwaffe pilots did, and Luftwaffe pilots noted that the Soviets were much more willing to use aerial collisions as a tactic (the "Taran") - at least early in the war. Late war Japanese and German pilots noticed that some American pilots were undisciplined and aggressive - in that some were willing to break formation or otherwise take risks to "rack up a score." Then there are well-known situations where pilots of a particular nation had good reason to behave in a certain fashion. For example, Kamikazes were known for being not very good at maneuvering, but willing to hold formation and take massive losses when any other pilot would have maneuvered defensively. As another example, some U.S. fighter pilots reported that in 1944-45, German fighter pilots would occasionally bail out as soon as they got into a hopeless tactical situation or took damage. (This makes sense - Germany had airplanes to spare at that point, but not enough pilots to fly them, and any German pilot the USAAF encountered was probably bailing out over friendly territory.) |
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#4
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OK, summarizing ideas and implications so far:
1) Gunnery accuracy refinement (toning down) of rookie and regular pilots 2) More detailed engagement/ disengagement / retreat logic based not only on plane status (damage, ammo and fuel level) but also on tactical situation, for example - Number of opponent Vs friendly - Whether flight/section leader is lost - Relative height to opponents - Skill level of the AI, among others 3) Better command/communication - ability to ask wingman to check your six, for example 4) Potentially better BnZ behavior among AIs (this may need to be considered more since this is relative to the plane match-up: one plane is an energy fighter in a match-up but may be a turn fighter in another) 5) Doctrinal/national behavior by time frame - ideas: Vic formation for Commonwealth planes in 39-40; random (infrequent, occasional) kamikaze behavior for damaged Japanese planes in 44-45 - this one will needed to be teased out more as well; not sure whether AI behavior by nation is feasible / desired by players Would love to see this refined / expanded further by others. Cheers, |
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#5
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This is an interesting thread, with many good ideas.
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. An “AI” reacts according to a string of possibilities, strictly predefined. If there is any deviation from what is predefined, AI will not take any decision, or will take the wrong one. 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. Of course, I appreciate the effort of all other people here. This thread is a sort of brainstorming session, and something useful should come out of it. |
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#6
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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, Last edited by ben_wh; 01-27-2014 at 11:23 PM. |
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#7
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The player sees a plane smoking being sent around by control tower, or the player’s plane is smoking, or leaking fuel, and is sent around. The player hits a key meaning: “Taking Over Mode”. He hits a second key meaning: “Controller”. He assumes the controller role, the same way as shifting through crew positions. He hits a third key meaning: “This Plane Must Land First.” He hits the call number of the plane. He hits again the first key, returning to his pilot’s position. The controller’s voice imparts the correct orders, and AI planes shift positions allowing the correct landing sequence. It’s perhaps possible to make the whole thing even simpler, but the only real issue I see is… numbering of the planes, when there are several planes with the same call number. A smart and realistic numbering would be of help in many other situations, but is outside the scope of this post. Another situation is absurd concentration of AI planes on the same target. Again, we can think of an appropriate list of commands. First key: “Taking Over Mode”. Second key: AI pilots behaviour. Call numbers of AI controlled planes’ affected by order. Third key: order: “Ignore your present target”. First key again: exiting “taking over mode” and returning to your pilot’s position. I say it again: I’m not expert and I’m using just common sense, but the whole thing looks reasonable to me, and can be reduced to just one concept: player takes decisions. |
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#8
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Would it be possible to alter the default behaviour of formations of aircraft when a mission is started to match that as set in the mission builder .For example I am working on a missions for the Solomon islands and have a Squad of B-17 air start in 2 v formations .By Default the game always spawn in echelon right formation so the two second flights from each v have to drift across into echelon left .The Ai seem to do it ok after trial and error in the FMB but for a large group of players this leads to all kinds of confusion unless a detailed explanation is given in the brief and those joining actually read it
eg .Mission Air start at 6000ft: Heading 270deg :indicated airspeed 160mph : Starting positions follow... B-17 5th Bombardment Group 70% Fuel 20x250lb Bombs flight 1 echelon right in starboard section of lead v: fligh2 echelon left in port section of lead v: flight3 echelon right in starboard section of v : fligh4 echelon left in port section of trail v. Target etc........ Bird
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ASUS Sabertooth 990FX R2.0 AMD FX-8350@4GB Watercooled 2X8GB Crucial 1866 - 2x XFX HD 7970 Black Edition in X-Fire, Water Cooled 1900X1200 Native res OCZ AGILITY 3 240GB O/S WINDOWS 7 Home Premium OCZ AGILITY 4 240GB WESTERN DIGITAL 500GB Last edited by 6BL Bird-Dog; 02-01-2014 at 12:47 AM. |
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#9
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As I see the main problem now is that issuing orders in real-time in any other way than voice communication is handicapped due to the fact that we have only two hands (already busy with flying and doing all the 'engeneering work').
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#10
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I understand that some aspects of my idea are detrimental to immersion, but some AI behaviour can be even worse. The choice is up to the player, as always, and I would surely prefer the ability to take decisions to the frustration of helplessly watching a good mission going nuts. |
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