D-Scythe Posted April 11, 2005 Posted April 11, 2005 AI, though vastly improved in V1.1, still seem a bit...'AI' to me. Some things had been improved - wingman engaging their leader's target, for example - but other near-show stopping bugs are still there. Goods - Read the V1.1 Readme ;) Tons of stuff in there (turning off radar in dogfights, etc.) Areas of Possible Improvement - AI fighters still light their burners and chase you at their max speeds, often burning up all their fuel before the fight even begins - Reaction range for fighters on CAP and Sweep are still insanely high - AI still seem to have that super, 360 degree, perma-padlock eyesight that makes it impossible to sneak up on them - Active radar missiles like the AIM-120/R-77/MICA EM are still being used in the same manner as SARH missiles - AI still pretty stupid, usually starting and ending an engagment with a beeline after their target, and continuing the pursuit until they are destroyed, the target is destroyed, or they run out of fuel Suggestions for Improvement - Reduce engagment ranges (Maybe "Sweep: 90 km, CAP: 75 km, Escort: 60 km"? :) ) - Fighters assigned Sweep and Escort will give priority to enemy fighters in an engagment (prevents Escorts from chasing cruise missiles, for example) - Afterburners are used less to conserve fuel (probably worked on already) - Reduce AI omnivision - Fighters with multi-target TWS ability (e.g. F-15C, M2000) make use of it; e.g. AIM-120s/R-77s shouldn't be treated like SARH missiles - have a 3 minute chase rule or something - if a running target isn't within range after 3 minutes of pursuit, the fighter disengages - Maybe have AI fighters beam a hostile fighter whenever it is locked on by it, until they enter their own missile range, then they turn and engage as per normal
Recommended Posts