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Old 02-04-2014, 07:42 PM
majorfailure majorfailure is offline
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Quote:
Originally Posted by ben_wh View Post
1) Gunnery accuracy refinement (toning down) of rookie and regular pilots
Yes for rookie. No for regular. They are pretty bad shots already, and are usually unable to get more than two kills/mission even in a target-rich environment.
-Different solution: generate a level below rookie, and make them bad at everything, real bad-representing cannon fodder thrown at the enemy with zero experience and next to no training.

Consider tuning down torpedo hitting ability of rookie and regulars - it may be only due to my limited statistics, but I don't see any evidence that they hit much worse than veteran and ace - even on the contrary.
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Originally Posted by ben_wh View Post
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
I would be glad if AI with smoking engines, that are not dead yet, or shot off or out controls or ... would try to get home ASAP for now. Even AI that is hit, without any apparent damage should quit sometimes, real life pilots did that for fear of invisible damage sometimes.
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Originally Posted by ben_wh View Post
3) Potentially better BnZ behavior among AIs (This issue can sometimes be seen in set-up such as Ace P-38 AI Vs. Regular A6M Zero AI. 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.)
I don't know if possible, but data like speed of their and enemy's plane, turn time could be made available, with a guessing factor, the worse AI, the more off -representing intimate knowledge of their and enemys plane of Ace.

Quote:
Originally Posted by ben_wh View Post
Communication with AI
Make it possible to specify WHERE the target is - using pilots "o'clock" system, where directly ahead is 12 and so on. Or simpler, use four quadrants. AI already must know where the enemy is relative to others of your flight, as they do warn you and others with "Bandits on your XX o'clock.
Quote:
Originally Posted by ben_wh View Post
11) Potential simple evasive maneuver (with land avoidance) routine for capital ships when under attack
Yes, if possible -but if the cost is losing ships due to collisions, then at least make AI's torpedoing abilities versus groups of ships worse.
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