AI should prioritise

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Steve!
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AI should prioritise

Post by Steve! » Mon Jun 06, 2005 7:52 pm

2/3 of my wing decided to devote all its energy to tracking down and destroying an ejected watcher, that I'd forced to eject, meanwhile the convoy, we where supposed to be protecting was destroyed.

Its quite pathetic to watch two, immensely powerful and heavily armoured battle cruisers spend their time chasing an ejected watcher each firing 4 daycorns (even though i'd given them yatari's), while letting the remaining enemies blast up the convoy they are supposed to be protecting!

Personally I think chasing ejected ships is crazy anyway (as they self destruct) but even more so when your objective is under attack. I'd like to see the AI programmed to realise this too!

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Post by Thegreatnick » Mon Jun 06, 2005 8:37 pm

Also, if we are discussing AI, I find that if I have missiles on me, espicially the little yellow ones, that if right conering won't do it, sometimes outpacing them will until they run out of fuel, and then swooping out the way. I tihnk maybe you should/could program in more ways of escaping missiles.
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Steve!
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Post by Steve! » Mon Jun 06, 2005 9:09 pm

Not quite sure what that has to do with AI.... :?

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Post by Old Man Johnson » Mon Jun 06, 2005 9:22 pm

I suppose it would be missile AI? I don't know. Anyway, I also have a problem with the Fuel Depot missions, where the AI wastes all their missiles missing the enemy squadron or blowing up civilians and I end up failing the mission because we all run out of missiles. Ugh.
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Post by cavemaniac1 » Tue Jun 07, 2005 1:47 pm

I also have a problem with the Fuel Depot missions, where the AI wastes all their missiles missing the enemy squadron or blowing up civilians and I end up failing the mission because we all run out of missiles. Ugh.


Too true.

It would be nice if we could order specific ships to do particular jobs - like sending in your heavily armed ships (say banshees and vampires) to take out static targets (fuel dumps/transmitters etc) while ordering your agile fighters to engage the enemy fighters. :idea:

Horses for courses and all that...

I hate having to do all the work myself - after all my wingmen received the same briefing that I did, how come they're messing around tangling with the fighters when they have a mission to complete???!!!! :evil:

During the Battle of Britain, the slower, less agile Hurricanes were directed against the bombers while the nimble Spitfires tied up the escort fighters... In theory anyway! What usually happened was that it ended up as a free-for-all, but the point is, the pilots knew what they were supposed to be doing!! :)
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Post by Thegreatnick » Mon Jun 13, 2005 11:12 am

To reitaerate on my above posts, I think what the AI at the moment does when being locked on by a little yellow in to slow down and turna s sharply as possible. As this might not work, I think possibly the AI should check the fuel and if it's <10 then it should go faster and then move out of the way once the fuel has gone, and thus the steering.
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Post by Steve! » Tue Jun 14, 2005 7:45 pm

It always seems to me that the enemey warriors can often out turn a daycorn, even though given a pretty similar situation, my ship, with a far superior turn of 76, often can't.

Probably something to do with range etc. Up close daycorns tend to miss, I tend to be right behind an enemy as my ship takes ages to slow down.

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Post by cavemaniac1 » Wed Jun 22, 2005 1:09 pm

I also have a problem with the Fuel Depot missions, where the AI wastes all their missiles missing the enemy squadron or blowing up civilians and I end up failing the mission because we all run out of missiles.


Here's a thing - during defensive missions I've been noticing that individual enemy squadron ships are capable of correctly targeting their mission objective (the thing I'm supposed to be protecting, usually a starbase but sometimes factories).

Several times over the last few days I've seen enemy ships calmly ignore a starbase's defensive turrets and attendant civillian ships, then acurately target the starbase itself.

They have obviously been briefed on the mission objective or been given insturctions on which structure to attack.

That's the type of control I want over my ships! My guys would have fiddled around with the outer defenses, then got distracted by the rich civillian ship pickings...

Anyone else noticed this?
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Post by Legacy » Wed Jun 22, 2005 2:31 pm

Yes the enemy Ai is better than friendly, though it contributes to the balance of the game, because I'd rather have one human wingmate htan two or three comps...

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Post by Fighter_Ace » Wed Jun 22, 2005 6:37 pm

Legacy wrote:Yes the enemy Ai is better than friendly, though it contributes to the balance of the game, because I'd rather have one human wingmate htan two or three comps...


Yeah, I can see where your comming from. After all, just imagine if you will, your whole team being just as smart as the enemy's not to mention the fact that your team also has a much smarter human player! Uh, yeah... seems a bit too easy if you ask me. Even though I also sometimes can't stand the intelligence of my wing men. Ok, here is my resolution, to keep the game challenging, you have to command each individual ship to attack a certain object. If you don't give it a command or you forget to, it will default attack whatever... just like they currently do. This way, it keeps you busy and keeps the game hard instead of just having auto-locking super smart wingmen.
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