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Old 08-25-2015, 10:33 PM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by major.kudo View Post
- Gun shooting of AI more inaccurately. In particular, Rookie and Average.
Possibly. I think that AI accuracy levels for fighters are more or less right, but rookies still seem to be too good at estimating distance and deflection.

I've also argued that there should be a level of quality below Rookie to simulate pilots who have no business being in a combat zone. (e.g., RAF fighter pilots fresh from training school in summer of 1940, many Soviet replacement pilots in 1941-42, and most Japanese and German replacement pilots from 1944 on).

Quote:
Originally Posted by major.kudo View Post
- AI Decision to "return to base immediately" by more less damage.
Two issues here.

First, in the heat of combat you might not be aware that your plane has has taken some types of critical damage - other than obvious signs like fire or sudden loss of power output or maneuverability.

Second, in a dogfight, unless you can plan your disengagement and successfully implement it, you don't have any option other than to fight until the end.

But, I don't think that IL2 is modeling either of those things. Any engine damage, any fuel leak, any pilot injury, or serious damage to any other aircraft systems should be an automatic disengagement from a dogfight for all but the most aggressive or desperate pilots.

Average or rookie pilots should have the strong possibility of panicking when their plane is damaged, meaning that they disengage even when it is tactically unfavorable to do so.

Exceptions might be made for bombers, where often it made more sense to stick with the formation than fly back to base alone through hostile territory.


Quote:
Originally Posted by major.kudo View Post
- If the prudence of AI can be set at QMB and FMB, it's more better.
I'd love to see this and I've been nagging TD for it for years. Currently, individual AI pilot qualities are modeled within the game, but there's no way for mission builders to access them. I don't know if the limits of the game engine prevent this, or if TD just doesn't have the resources to build the necessary user interfaces.

Quote:
Originally Posted by major.kudo View Post
Isn't there a way which raises the survivability of these other AI?
In the game, no, other than aggressive management of your wingmen to make them break off attacks.

For the future:

1) Option in FMB (possibly QMB) for certain aircraft to fight more defensively than normal.

- Extremely Defensive - Avoid enemy planes, break off combat if attacked, don't take anything other than the easiest shots (e.g., less than 10 degrees of deflection, within 100 meters for most weapons, 50 meters for LMG).

RTB if pilot or crew is injured, if there's engine damage or fuel leaks, if the radio is shot out, or if there's serious damage to other aircraft systems.

- Defensive. Avoid enemy fighters unless you've got numeric, altitude, and positional advantage, don't make repeated attacks, break off from dogfights if it is safe to do so, don't take anything other than easy shots (e.g., less than 20 degrees of deflection, within 200 meters for most weapons, 100 meters for light MG).

Against bombers, only attack if you've got altitude and positional advantages. Make a single attack from a quarter where the bombers' defensive fire is weakest, at maximum effective range for your weapon (300-500 meters for cannons, 300 meters for HMG, 200 meters for LMG) and then disengage.

Return to Base if there's engine damage, injury to pilot or crew, serious fuel leak, or serious damage to any other aircraft system.

- Aggressive. Avoid enemy planes unless you've got at least one of numeric or altitude advantage, break off from dogfights if you're disadvantaged and its safe to do so.

RTB if there's engine damage, serious fuel leak, serious damage to pilot or crew, or serious damage to any other aircraft system.

- Very Aggressive. Current AI.

2) Introduce more "Human Factors"

- Rookie and Average pilots might "freeze" or hesitate rather than taking shots. (This can also simulate pilots forgetting to charge their guns due to over excitement.)

- Rookie and Average pilots might lose their nerve - especially when attacking large formations of enemy planes. They either refuse to attack or take shots from excessively long ranges.

- Rookie and Average pilots, and possibly hard pressed Veteran pilots, might panic, causing them to break off combat even though its tactically disadvantageous to do so. This is particularly true if the pilot is wounded, his plane is damaged, and/or he is attacked by surprise.

- All pilots should suffer the effects of fatigue during prolonged combat, particularly at altitude, or in fights where they pull lots of Gs. Once fatigue reaches a certain level, maneuverability and ability to pull further Gs suffers. When fatigue reaches a critical level, pilots will attempt to disengage from combat.

- Introduce Discipline Levels.

- Undisciplined. Pilots will regularly ignore their superiors' commands, particularly if doing so would endanger their lives. They will automatically break formation if attacked. If they break off combat, or refuse to engage in combat, they will ignore commands to return. If they engage in combat, they will refuse commands to disengage. If they break formation, they will eventually rejoin in their own good time.

Undisciplined + Aggressive pilots will break formation to chase enemy planes, assuming other conditions are favorable.

- Disciplined. Current AI.

- Very Disciplined. Pilots automatically obey their superiors' commands unless physically unable to do so. If they RTB, they can be ordered back into combat, even if it is suicidal.

3) Introduce more tactical options in the FMB.

- Alter course to avoid: fighters, bombers, flak, ships, ground vehicles, cities. This option allows planes to be even more defensive, as well as simulating planes which are trying to avoid being spotted.

- Seek & Destroy: fighters, bombers, flak, ships, ground vehicles. Planes will go out of their way to find targets of the specified types, and will attack them preferentially.

- Ignore: fighters, bombers, flak, ships, ground vehicles. This option allows for suicidally heroic "straight in" attacks.

- Hold formation: Planes hold formation no matter what, unless incapable of doing so, or ordered to break formation by their commander. Typical behavior for most bombers, doctrine for early war British and Soviet fighter pilots, and for early to mid-war Japanese fighter.

- Maneuver to avoid: fighters, flak. This option allows planes to maneuver within formation, or break formation, if attacked. If "hold formation" and "maneuver to avoid flak" options are combined, the entire formation will randomly "zig zag" to spoil flak gunners' aim.

Last edited by Pursuivant; 08-25-2015 at 10:42 PM.
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