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Combat A.I.
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KLeth





Joined: 20 Dec 2005
Posts: 52 on topic
Location: washington
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PostPosted: Fri, 6. Jul 12, 21:37    Post subject: Combat A.I. Reply with quote Print

Hey,

has anyone else thought it really annoying that A.I. fighters/Capships all have the same strategy of close in, stay close, get behind?

I mean, even destroyers/Carriers close into 500M

here is what I would like... Varrying tactics for different shiptypes that is maybe based on threat level with ships moving to different ranges and attacking from different vectors with some calculation of something like
"if myshipsize > target then TacticA"

I don't know what language X scripts run, but. if I could get rid of the "hard bank right circular fights" it would be real sweet. make the enemies fly more like a WWII flight sim, now THERE would be a challenge.

Thoughts?

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TonyEvans





Joined: 15 Jan 2012



PostPosted: Fri, 6. Jul 12, 23:32    Post subject: Reply with quote Print

I wouldn't mind having a command that keeps the carriers stationary, and they launch fighters to attack only fighters and bombers, then land again.

But yea, X3 is missing quite a few desirable qualities.

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KLeth





Joined: 20 Dec 2005
Posts: 52 on topic
Location: washington
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PostPosted: Tue, 10. Jul 12, 00:16    Post subject: Reply with quote Print

I've thought about changing the flight dynamics to change the gameplay, but decided that some changes would not bee to good. like dropping angular acceleration to 0... that would be fun, save that the A.I. has no idea how to fly like that (collision insurance nightmare!)

is there even a way to mod the A.I. to give it more options, or flightpaths?

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