ivan-ivanov-1902 Posted November 13, 2024 Posted November 13, 2024 How would you rate such a move by ED; a restriction for AI to shoot at allied units and weapons?
Dangerzone Posted November 14, 2024 Posted November 14, 2024 As in have the AI do some friendly fire / teamkilling? While I'd have no objection to anyone having this feature as an option if they want it - I honestly don't believe it would bring good return on investment in the ED ecosystem. I suspect it would be something that would be very seldom used, and AI is already problematic enough with it's logic, without introducing more functionality that could go buggy. Taking dev's off more important tasks to implement this, with the additional risk - I see little to no gain, to outweigh the negatives personally. (My own observation - there may be a bigger picture I haven't seen). The only scenario I could see this being handy is a similar scenario I played in Raven One. Where you go into a simulated dogfight environment. With that, I'm fairly sure they despawned the wingman, and spawned in an enemy at the same time. Once the simulation was over, they reversed that back. As such, I'd suggest anyone wanting this feature code in a 'flip' function in lua. I imagine that it could be done by obtaining the position of a unit, along with the unit's parameters, and then despawning them, and spawning in a unit with the same parameters. There may be some API missing, such as the ability to specify matching fuel, and armaments (if any were previously shot off), and damage - but it worked reasonably well for Raven one.
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