Quote:
Originally Posted by Storebror
One thing we shouldn't forget is that AI is comparably "stupid" when it comes to draw conclusions based on the facts they know.
Human players can utilize their experience from previous sorties and can adopt promising options even in uncertain or unknown situations.
AI can't do any of this.
AI has a simple tree/branch decision scheme, sometimes leading to rather stupid moves.
In that regards, letting AI "cheat" in another regime to compensate this lack of experience might be a valid decision to some degree.
Best regards - Mike
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Experience is not needed to have an option to disengage - besides the obvious out of ammo/fuel low option. A script can decide if numerical superiority has gone, a script can decide if positional advantage has gone, and a script can track losses, a script can count friendly planes in sight and so on.
Experience is neither needed to obey your commander. Which current AI does not and most times not at all. I have the experience, and if I tell them we do the mission my way they should not question it -if all goes south, I will have to face the music, not them.
Experience is not needed to shoot semi-accurately at nearly non moving targets, at least if you have been through flight school (possibly with the exception where pilots were needed fast and anyone half capable of making a landing stick was allowed to fly(e. g. Germany end 44).
And you don't need experience to set a limit for maximum contacts to be able to track. Script can do that. Trow in some parameters, as distance to enemy, current LoS, movement across or away/towards, time in LoS, etc and it will be better than all-seeing, and if done decent maybe will let us forget for a few moments we are battling ones and zeroes.