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#1
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And there were others, that got into almost any fight they could pick, most of the times surprising the enemy, were good dogfighters and good marksmen - and thus sucessful. But they lacked tactical discipline. From one of those I would expect to sometimes want too much in a fight and then maybe even misjudge the distance to the ground. For example take Hans-Joachim Marseille, he was a brilliant fighter pilot and superb marksman, but he destroyed more than one plane upon landing. Or take Josef Frantisek, had next to zero discipline, but racked up 17 kills in a few weeks, many of them against foes flying "superior" planes - and he died in a crash for that no technical explanation was found - supposedly he was over-exhausted. Why not? If he is an agressive, confident personality (overly) sure of himself and his abilities, then yes. Tommy McGuire supposedly did so. |
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#2
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It would be interesting if the IL2 AI could model these different types of aces - the "tacticians" and the "dogfighters." The former were generally excellent leaders who trained other pilots to be aces. The latter were generally loners who eventually made one mistake too many. |
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#3
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#4
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But... how would react an ace of energy fighting, when he is forced by the situation to dogfight? Will he perform badly and be shot down easily or will he adapt to the situation, still using his all around ace ability? Even hard to make a gameplay concept here.
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---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible |
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#5
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Maybe it would be easier to give the AI pilots "traits of character". Say gunnery skill, flying skill, tactical skill, leadership skill - and agressiveness (agressive/average/timid) ( and others?). Then have them graded in bad, mediocre, average, good, exceptional. The "average" ace would simply be good at everything- but there should be a few that are only average in one or two traits -and a few that are exceptional. The "average" novice should be mediocre - but there should be a few born leaders, marksmen, flyers among them -and have maybe good gunnery skills. The flying skill would determine how well versed that AI pilot is at maneuvers and how good he executes them -generally. Their tactical skills would determine what maneuvers they fly at what time - as well as their agressiveness. A timid/good flyer/good tactician then could for example choose to execute a split-S as guns defense, while an agressive/exceptional flyer/mediocre tactician would go for a rolling scissors. Same one would maybe try to follow a turning target, while a veteran with exceptional tactics would maybe try a displacement roll. Do AI currently have some form of knowledge of their planes strengths and weaknesses? |
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#6
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Health determines ability to handle injury and G-stresses. Situational Awareness determines spotting distances and likelihood of losing sight of an enemy when he ducks out of sight. Even better, have a way of letting players choose these traits for AI pilots in the FMB. |
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#7
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#8
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Right now, due to the limitations of the AI, enemy formations are rather stupid in their behavior, even at Ace level, or if commanded by an Ace. In effect, they're all "dogfighters" with no great tactical leaders like Von Richtofen, Johnny Johnson or Hub Zemke. |
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