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#1
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Right dimlee.
We've lately adopted the 4.13 AI into the good old Ultrapack 3 which we run on our SAS Gameserver (where we're sporting COOP missions mostly, with lots of AI) and it turned the game into something completely new, where we yet have to figure out all the new moves AI has learned. majorfailure has a lot of good points there. What I'm trying to say is that regardless of it's superduper abilities in terms of situational awareness, AI already now sucks bad in many other elements of the fight. Let me give you a few examples:
This is why I'd suggest not only to think about how and where AI uses superior powers at the moment and how to tone them down, but also how and where AI currently lacks desireable abilities and how to improve them. Because if we'd just tone down AI's situational awareness, this would have to be compensated elsewhere, and with AI's current abilities the only compensation available would be to give the superpowered AI flightmodel even more super powers of to make the snipers even more sniper like. I don't think anyone would want AI to become more stupid and more deadly by surprise. Best regards - Mike
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'Armor' is a fantasy invented by your C.O. to make you feel better. |
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#2
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@Storebror
What your examples describe can be summarized as 'bad leadership', and an inexperienced or inept human squadron leader would make the same wrong decisions (allowing to be lured away instead of disengaging and regrouping, or issuing 'each on his own' instead of 'together to the Walhalla'). |
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#3
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Regarding AI bombers.
Some observations - since I resumed my online adventures couple of years ago. - B-17, B-25, He 111, SB hold formations quite well. Slightly damaged bomber still stays in. Quite a task to break a formation without large calibre cannons. - Blenheims and Beauforts keep well in pairs, but not in a group of 3 or 4. - B-25 formation of 4 can be broken (occasionally) by flying through it without firing a single shot. Leader turns left, wingmen turns right, etc. Yet to see the same with other types. - I have not seen AI bomber aerobatics for long time. (But I see it offline, B-29 and TB-3 are most notorious).
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Q: Mr. Rall, what was the best tactic against the P-47? A: Against the P-47? Shoot him down! (Gunther Rall's lecture. June 2003, Finland) |
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#4
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Quote:
But still - I don't see why giving the AI an ability to disengage would weaken them and then they need strengthening in another department? And to add to your stupid AI collection - try attacking a flight as lone wolf, do it as flight leader, they are all over you in seconds. Do it as second in a flight and you can usually pick off one or two planes before reaction is initiated. |
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#5
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Quote:
Teaching the AI to disengage and to evade combat would involve longer sessions with less action and more advantage-seeking intermissions. I’m personally for it, but it’s a matter of gaming preferences. Perhaps better shooting at non-evading targets would compensate for the more evasive AI and re-establish the sort of balance as we have now. On the other hand, it’s unpredictable how all this would affect single-player campaigns where mostly the AI is fighting the AI. My point is that what might be desirable against human opponents could easily lead to stalemates in AI-AI encounters and would possibly break many single-player missions and campaigns designed and playtested with the non-evasive AI we have at present. |
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#6
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Quote:
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#7
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Good idea, if it can be done that way. Seems there's an agreement in
1. a skill-based delay in the re-acquisitioning of targets (which weakens the AI); 2. better AI shooting at non-evading targets (which strengthens the AI); 3. an evasive AI which makes it more difficult to overrun AI squads (optional). Last edited by sniperton; 04-25-2017 at 03:30 PM. |
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#8
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I've been asking for something like this for years. Mission/Campaign builders should be able to set the level of AI aggressiveness in both FMB and QMB, for both offline online missions.
There are times when you want the AI to be insanely aggressive - like in a QMB fighter sweep mission or online dogfight server. But, there are also times when you want the AI to be cautious, such as during many historical campaigns. |
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#9
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It seems the AI perform a little more realistic if you don't set a target.
Example: I want a group of zeroes to intercept a flight of SBDs. If I set the zeroes waypoint to the sbds, and set the SBDs as the target, the zeroes will stop at nothing, and follow the SBDs to the end of the world, unroll they are all shot down or the zeroes are all shot down. Now if I just set the waypoints close together, but do not assign the SBDs as the target, the zeroes will still attack the SBDs while close, but will not follow and hunt the remainder down once the SBDs are away from that particular waypoint. |
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#10
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Interesting observations. Could you perhaps figure out how close the Zeros have to be to the SBDs to attack them without any scripted order to do so? Probably this is the range where combat AI is activated in any case, irrespective of the mission script. Learning this threshold would open up new perspectives for mission and campaign design.
Last edited by sniperton; 04-28-2017 at 12:29 AM. |
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