Request for AI (fighter) pilot improved gun management.
Posted: Mon Jul 12, 2004 12:36 pm
Milo.
Would it be hard to improve how the AI Fighter Pilots use multiple primary weapon groups.
Say that my fighter has two primary gun types. Lasers and Ions. Lasers having longer range, lower damage and higher velocity while Ions having shorter range, higher damage and lower velocity. This makes the Laser gun better for suited for the initial longer range engagment and for the chase situation. While the Ion is more suited for the close in kill shot.
Today when you have multiple primary groups the AI just now and then fires of a single shot with the 2nd group. It never switches over to the 2nd group.
To make this simple what I would like to see is 2 situations when the AI switches gun group.
Always use the gun that has the lowest possible max range as long as its cap is over 20% charged.
In my example this would mean that the pilot at longer range starts out with the laser gun then swiches over to the ion as he gets closer, when he drains the cap he quickly swiches over to the laser till the ion is back over 20%.
At ranges past the Ions max range he will not swich when his Laser cap is down because he cant use the ion at this range.
This is roughly how I as a human pilot do use multiple primary guns and its very powerfull. Problem is that ballancing the Wing Commander ships (virtually all of them have more then 1 primary gun group) is very hard when the AI is as dumb as it is now.
For example the Dralthi that has 2 lasers and 1 tachyon gun is very weak when AI uses it but extreamly lethal when a player uses it just because one can use the tachyon in the right situation, while the AI is just peckin with the lasers all the time.
Would this be to hard to implement?
Tex
Would it be hard to improve how the AI Fighter Pilots use multiple primary weapon groups.
Say that my fighter has two primary gun types. Lasers and Ions. Lasers having longer range, lower damage and higher velocity while Ions having shorter range, higher damage and lower velocity. This makes the Laser gun better for suited for the initial longer range engagment and for the chase situation. While the Ion is more suited for the close in kill shot.
Today when you have multiple primary groups the AI just now and then fires of a single shot with the 2nd group. It never switches over to the 2nd group.
To make this simple what I would like to see is 2 situations when the AI switches gun group.
Always use the gun that has the lowest possible max range as long as its cap is over 20% charged.
In my example this would mean that the pilot at longer range starts out with the laser gun then swiches over to the ion as he gets closer, when he drains the cap he quickly swiches over to the laser till the ion is back over 20%.
At ranges past the Ions max range he will not swich when his Laser cap is down because he cant use the ion at this range.
This is roughly how I as a human pilot do use multiple primary guns and its very powerfull. Problem is that ballancing the Wing Commander ships (virtually all of them have more then 1 primary gun group) is very hard when the AI is as dumb as it is now.
For example the Dralthi that has 2 lasers and 1 tachyon gun is very weak when AI uses it but extreamly lethal when a player uses it just because one can use the tachyon in the right situation, while the AI is just peckin with the lasers all the time.
Would this be to hard to implement?
Tex