Mac_Messer Posted October 14, 2013 Posted October 14, 2013 This entirely relies on the attacking player making huge mistakes though. The best you can do against a good player is buying time until friendlies show up. As long as you can see him approach, you should be able to dodge, but it's never 100% guaranteed and the attention it takes for tracking him forces you to give up situational awareness making you vulnerable to anything else attacking you. You also lose energy with each dodge, while the player with the advantage never has to commit when he sees you make a sharp dodge, allowing him to keep the advantage. Yup, it`s just a video giving some basic info on 1v1 engagement. Doesn`t really hold water when it`s a multiple aircraft engagement. LW squads deploy tactics aimed exactly at the evasion maneuvers presented in the vid. In such situations normally the defensive aircraft stays relatively fast, evades the attacker time and time again until the friendlies arrive, wthiout performing offensive maneuvers (which only make him vulnerable to the 2nd attacker). At the same time he tries to lure the attacker to sacrifice some of his energy or altitude. In my opinion, in this video, the attacker loses too much of his energy everytime when he makes an attack. A good B&Z performer wouldn`t let that happen, as he is already out of reach of the attacked when he makes his move. The B&Z veterans are able to anticipate the location of the enemy and choose the exact angle of attack at a turning prey to open fire. It`s performing B&Z attacks with minimal E loss, if any.
hiro Posted October 16, 2013 Posted October 16, 2013 thanks for the pics and all the cool stuff to participate in. Also the AI explanation is good and a solid base. Also comparison from ROF to BOS is helpful to establish a yardstick to measure things. Yeah and work on the game instead of constructing a mega site with tons of flash and shockwave applets and videos! :D can't wait to see guns blazing and damage model and AI in action + more on air combat as stated
imaca Posted October 26, 2013 Posted October 26, 2013 Hi, thanks for very interesting post. I am curious about how human characteristics may be going to be modelled for example: field of view; target fixation, high Gs, etc causing reduced SA; morale; fatigue etc.
FlatSpinMan Posted October 26, 2013 Posted October 26, 2013 Did you know there are two subsequent updates?
heinkill Posted October 31, 2013 Posted October 31, 2013 Here is some high praise indeed. I pointed the BDG AI expert, Buddye, to this thread as he has many many years writing code for games, specialising in AI code, and did miracles with the BoBII AI routines. Here is what he said of the AI principles outlined in this thread... "I did do a quick scan of this documentation. Sounds like they are somewhat like BOBII but more modern with some improvements." That's a ringing endorsement! Can't wait to see it in action....
Dakpilot Posted October 31, 2013 Posted October 31, 2013 I hope it lives up to it, because that is praise indeed and from a source that is universally looked up to, fingers crossed, can benefit offline and online Cheers Dakpilot
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