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#1
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#2
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Suggested improvement: Can we have a variety of actor voices instead of just the one or two?
Detailed description: I've been wondering about this for a while, sorry if it's been posted/explained previously. It sounds to me like the same voice is being used for every pilot, or at the most there are two different voices. It is not only confusing in general, but doesn't do much for immersion when every voice on the radio sounds identical. I know there can't be 10 different actors, but at least 4 would really help. Proposed benefits: More varied sounding chatter, improved immersion, increasing the general sense of 'polish' of the game. If money were an issue, perhaps see if volunteers from the community could help record additional voices. -thanks for starting this thread. |
#3
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Not going to read all the replies but: AI=AI, Player=P ... = then a p not a
![]() 1. If AI plane/s in formation are attacked by P then formation should scatter. this does not happen in many fights, maybe they are out of ammo or have a assigned route? Its silly though when they dont react at all until they get blown out of the sky, in reality the pilots would break hard to escape. =SCRAME/escape attempts etc 2. Get the ground control comms working, they hardly if ever seem to respond to me when I have used them in missions. Also if you declare an emergency it would be cool if firetrucks and ambulances rushed to the runway! 3. If a hostile AI is chasing an allied AI and you fire on and hit or near hit the hostile AI it should re-assign itself to escaping you asap, no chasing the other aircraft if it puts the ai in the middle at high risk. 4. Better directional communications and help, headings in NSEW, or ability to request them. More squad interaction. 5. Change the UI/interface so that comm number menus dont overlap with top info/announcement panels. |
#4
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I will jump in to agree with the people posting about asking Buddye for his help. His work on the BoB2 AI is very good. The air combat tactics in that game are pretty good (more than what I think should be satisfactory for a modern WW2 combat sim) and he seems to be very willing to offer help.
I sometimes imagine BoB2:WoV with CloD's graphics and damage model and I salivate. If it's at all possible, put Buddye to work!
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Pilot #1 (9:40 hours flying time, 3/0/1 Fighters, 7/2/0 Bombers). RIP No.401 Squadron Forum ![]() ![]() ![]() Using ReconNZ's Pilot Log Book |
#5
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A competent AI is a requirement to really enjoy COD. When you get large groups of aircraft in engagements even when online you stll have to have AI in the mix. It might take days to put together enjoy people to make large air combat scenario. I just don't see large numbers sim pilots of aircraft on British and German sides to enable those scenarios without AI.
Last edited by nearmiss; 01-01-2012 at 05:20 AM. |
#6
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THIS. Get in contact with user Buddye asap is about the best I can recommend. As a programmer he might find better words for your programmer to work to than simple gamers. And get a copy of BoBII:WoV urgently for your team studio, very small expense and might help your judgement and study of AI performance tremendously. Good luck!
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Two weeks. Be sure. |
#7
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Please too add radio com - wingman, group ect rtb!
Comms for attack for wingman dosent work too. Please add too comm for wingman return to formations. Improve too communications with tower - always we havent confirmation for take off and landing. Ect. Its very easy too check all il2 series comms and add here in CoD.
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webmaster of YoYosims, JG300 founder ![]() www.yoyosims.pl Win 7 64, i7 930@3.76, GA-EX58-UD3R, 8Gb Patriot Viper II, ATI 7970 3Gb, 5 x SSD, res.1920x1080 27'', X-Fi Extreme Music + 5.1, TrackIR 5, TH Warthog, Throtlle Quadrant CH, Saitek Combat Pedals, Go Flight GF-P8, Saitek: Pro Flight Radio Panel, Pro Flight Switch Panel, Pro Flight Multi Panel, Instrumantals Panels, iPad2 for maps [FSX, DCS Ka50, A-10C, TOH:Hinds, RoF, CoD] Last edited by _YoYo_; 05-29-2012 at 07:15 PM. |
#8
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AI:
By far the most glaring issue is that AI planes need to use the same flight model as the player and most importantly, stop performing extremely fast ''F16'' barrel rolls! This has always been the biggest issue with the AI. The AI doesn't bail out of an extremely crippled aircraft on many models such as the Ju88 or He111. The Do17z is fine. They currently only bail out when the aircraft catches fire. When it's obvious the aircraft won't make it make down safely they just insist on slowly turning circles trying to keep altitude and hold off the inevitable until they stall and plunge into the ground or sea. If the aircraft is obviously not going to make it they should abort the aircraft just like Il2 1946 had it. Hope this is what you are looking for. Fighters badly leaking coolant or oil still go looking for fights. They should break off and return to base as it will inevitably lead to their death. Thanks Black6! Last edited by trademe900; 05-29-2012 at 09:39 PM. |
#9
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Also for AI: Some aircraft fires are put out within a few seconds of catching fire: Example: Plane X hits plane Y's aileron and it catches fire. Currently Pilot of plane Y would INSTANTLY bail out in panic. As for programming language I think an aircraft fire that does NOT deal damage to the pilot, should have a 5 sec delay to allow the AI to "discover" the fire and bail out. So again: Plane X hits plane Y's aileron and it catches fire. Pilot of plane Y waits 5 seconds before deciding to bail out. If fire is extinguished BEFORE 5 seconds has passed, it will ignore the fire and keep fighting. 2nd example: Plane X hits plane Y and cockpit catches fire. Pilot bail out instantly. Also a huge improvement for me: AI evasive manouvers: Based on Pilot Y's skill level: Example rookie: Plane X fires at plane Y: A second or two after Plane Y takes damage, it tries to do a violent evasive manouver and has a chance % of stalling the aircraft. (panic) Example ace: Plane X fires at plane Y: Almost instantly after plane Y has taken damage, the plane will perform a defensive manouver to try and throw off plane X. (Ie: Barrel roll, sharp turn, negative dive, etc...) Thanks for asking us for help ![]() Plane X fires a plane Y: |
#10
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Just a suggestion, not sure if feasible:
When a group of BF110s are attacked they should fly in a defensive circle to cover each other. Ive read about this tactic in multiple books and sounded very common early on. It would be cool to see AI doing it. More info here: http://forum.1cpublishing.eu/showthread.php?t=15311 IL2 1946 had awesome AI and radio coms! |
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