
Either a change in % on something, like 'each star gives them +5% shooting accuracy' - OFFICIAL WORD only !
Or a change of behavior, like "at three-stars they will pro-actively engage targets twice as fast as at two-stars"
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This is the largest type of change. Various combat behaviours are only available to more skilled pilots. This is not a simple case of at level X the pilot can do Y since pilot race also factors into it to give factions unique fighting styles.
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<aicombat>
<skills>
<!-- NB: skills are divided by 3 for this purpose -->
<skill level="0" reactiontime="0.1" />
<skill level="1" reactiontime="0.075" />
<skill level="2" reactiontime="0.05" />
<skill level="3" reactiontime="0.03" />
<skill level="4" reactiontime="0.015" />
<skill level="5" reactiontime="0.0" />
</skills>
</aicombat>
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<asteroid>
<yield richchance="10" richpercentage="90" richvariation="50">
<skill level="0" bonus="0" />
<skill level="1" bonus="25" />
<skill level="2" bonus="50" />
<skill level="3" bonus="100" />
<skill level="4" bonus="150" />
<skill level="5" bonus="300" />
</yield>
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<?xml version="1.0" encoding="utf-8" ?>
<behaviours >
<set name="default">
<normal>
<behaviour name="dogfight1" chance="60" />
<behaviour name="dogfight2" chance="50" />
<behaviour name="chase" chance="40" minskill="20" />
</normal>
<evade>
<behaviour name="hardbrake" chance="5" />
<behaviour name="evasive_loop" chance="65" minskill="20" />
<behaviour name="evasive_simple" chance="50" />
<behaviour name="evasive_roll" chance="5" />
<behaviour name="evasive_spiral" chance="55" />
<behaviour name="evasive_random" chance="40" />
<behaviour name="runaway" chance="10" minskill="50" />
<behaviour name="crazyivan" chance="10" minskill="30" />
<behaviour name="spiral" chance="55" minskill="40" />
<behaviour name="gaindistance" chance="35" minskill="30" />
</evade>
</set>
<set name="drone">
<normal>
<behaviour name="dogfight1" chance="60" />
<behaviour name="chase" chance="40" />
</normal>
<evade>
<behaviour name="evasive_loop" chance="65" />
<behaviour name="evasive_simple" chance="50" />
<behaviour name="evasive_spiral" chance="55" />
<behaviour name="evasive_random" chance="40" />
<behaviour name="spiral" chance="55" />
<behaviour name="gaindistance" chance="15" />
</evade>
</set>
<set name="khaak" default="khaak">
<normal>
<behaviour name="khaak" chance="100" />
</normal>
<evade>
<behaviour name="evasive_loop" chance="65" minskill="20" />
<behaviour name="evasive_simple" chance="50" />
<behaviour name="evasive_spiral" chance="55" />
<behaviour name="evasive_random" chance="40" minskill="50" />
</evade>
</set>
<set name="split">
<normal>
<behaviour name="dogfight1" chance="60" minskill="20" />
<behaviour name="dogfight2" chance="50" />
<behaviour name="chase" chance="50" />
</normal>
<evade>
<behaviour name="hardbrake" chance="10" />
<behaviour name="evasive_loop" chance="25" minskill="20" />
<behaviour name="evasive_simple" chance="50" />
<behaviour name="evasive_roll" chance="10" />
<behaviour name="evasive_spiral" chance="25" />
<behaviour name="evasive_random" chance="40" />
<behaviour name="runaway" chance="40" minskill="25" />
<behaviour name="crazyivan" chance="10" minskill="30" />
<behaviour name="spiral" chance="20" minskill="30" />
<behaviour name="gaindistance" chance="35" minskill="30" />
</evade>
</set>
<set name="teladi">
<normal>
<behaviour name="dogfight1" chance="40" />
<behaviour name="dogfight2" chance="35" />
<behaviour name="chase" chance="30" minskill="2 0" />
</normal>
<evade>
<behaviour name="hardbrake" chance="15" />
<behaviour name="evasive_loop" chance="20" minskill="10" />
<behaviour name="evasive_simple" chance="20" />
<behaviour name="evasive_roll" chance="15" />
<behaviour name="evasive_spiral" chance="15" />
<behaviour name="evasive_random" chance="40" />
<behaviour name="runaway" chance="30" minskill="10" />
<behaviour name="crazyivan" chance="30" minskill="15" />
<behaviour name="spiral" chance="15" minskill="20" />
<behaviour name="gaindistance" chance="35" minskill="30" />
</evade>
</set>
<set name="xenon">
<normal>
<behaviour name="dogfight1" chance="60" />
<behaviour name="dogfight2" chance="50" minskill="10" />
<behaviour name="chase" chance="70" />
</normal>
<evade>
<behaviour name="evasive_loop" chance="65" minskill="20" />
<behaviour name="evasive_simple" chance="50" />
<behaviour name="evasive_spiral" chance="55" />
<behaviour name="evasive_random" chance="40" minskill="50" />
<behaviour name="runaway" chance="10" minskill="50" />
<behaviour name="crazyivan" chance="10" minskill="30" />
<behaviour name="spiral" chance="55" minskill="40" />
<behaviour name="gaindistance" chance="35" minskill="30" />
</evade>
</set>
</behaviours>
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<aiflight>
<skills>
<!-- NB: skills are divided by 3 for this purpose -->
<skill level="0" strafespeed="0.2" strafeacc="0.2" steeringspeed="0.2" steeringacc="0.2" reactiontime="0.0">
<formations>
<formation shape="distance" />
<formation shape="circle" />
<formation shape="halfcircle" />
<formation shape="singlefile" />
<formation shape="lineabreast" />
<formation shape="lineastern" />
</formations>
</skill>
<skill level="1" strafespeed="0.5" strafeacc="0.5" steeringspeed="0.5" steeringacc="0.5" reactiontime="0.0">
<formations>
<formation shape="vshape" />
<formation shape="invvshape" />
<formation shape="triangle" />
</formations>
</skill>
<skill level="2" strafespeed="0.7" strafeacc="0.7" steeringspeed="0.7" steeringacc="0.7" reactiontime="0.0">
<formations>
<formation shape="cross" />
<formation shape="crossback" />
<formation shape="crossforward" />
<formation shape="xshape" />
<formation shape="xshapeforward" />
<formation shape="xshapeback" />
</formations>
</skill>
<skill level="3" strafespeed="0.8" strafeacc="0.8" steeringspeed="0.8" steeringacc="0.8" reactiontime="0.0">
<formations>
<formation shape="invpointguard" />
<formation shape="pointguard" />
</formations>
</skill>
<skill level="4" strafespeed="0.85" strafeacc="0.85" steeringspeed="0.85" steeringacc="0.85" reactiontime="0.0">
<formations>
<formation shape="wshape" />
<formation shape="eagle" />
<formation shape="twin" />
</formations>
</skill>
<skill level="5" strafespeed="1.0" strafeacc="1.0" steeringspeed="1.0" steeringacc="1.0" reactiontime="0.0">
<formations>
<formation shape="vulcan" />
<formation shape="dartvertical" />
<formation shape="darthorizontal" />
<formation shape="echelon" />
</formations>
</skill>
</skills>
So wait.... pilot skills literally have an effect on the ships steering speed? "I am not trained enough to push the ships steering Joystick all the way"?z1ppeh wrote: ↑Sun, 19. Jul 20, 18:28Code: Select all
<skill level="0" strafespeed="0.2" strafeacc="0.2" steeringspeed="0.2" steeringacc="0.2" reactiontime="0.0">
You can do this. Level up a 5* pilot and grab a new one then tell them to attack eachother using the dropdown under the attack command to treat eachother as enemies. Watch the outcome. A 5* is not gauranteed to win, their maneauvers are still chance based, but the dodging and turn speed is better and their turns are sharper leaving the 1* pilot usually mid maneauver whilst the 5* is already running and gunning. Its still an odds based system for who wins... which is why most pilots 'cap out' at 3* to provide an even keel average across the board.Rei Ayanami wrote: ↑Mon, 20. Jul 20, 13:42 A practical comparison between a fleet of 1-star capital ships + 1 star pilot wings vs a fleet of full 5-star capital ships + 5 star pilot wings would also be interesting.
This also shows that skill does not effect L or XL combat behaviour much because they cant dodge anyway. In combat they also dont stick in formation, so the only thing a skilled pilot is good for on an L or XL ship is the behaviours which still are picked randomly but from a larger pool.z1ppeh wrote: ↑Sun, 19. Jul 20, 18:28 Imperial good, you forgot one of the most vital parts:
This shows that ... a low level pilot is terribad at maneauvering using thrusters(their dodging skill effectively) and their steering is a bit shoddy.Code: Select all
<aiflight> <skills> <!-- NB: skills are divided by 3 for this purpose --> <skill level="0" strafespeed="0.2" strafeacc="0.2" steeringspeed="0.2" steeringacc="0.2" reactiontime="0.0"> <formations> <formation shape="distance" /> <formation shape="circle" /> <formation shape="halfcircle" /> <formation shape="singlefile" /> <formation shape="lineabreast" /> <formation shape="lineastern" /> </formations> </skill> <skill level="1" strafespeed="0.5" strafeacc="0.5" steeringspeed="0.5" steeringacc="0.5" reactiontime="0.0"> <formations> <formation shape="vshape" /> <formation shape="invvshape" /> <formation shape="triangle" /> </formations> </skill> <skill level="2" strafespeed="0.7" strafeacc="0.7" steeringspeed="0.7" steeringacc="0.7" reactiontime="0.0"> <formations> <formation shape="cross" /> <formation shape="crossback" /> <formation shape="crossforward" /> <formation shape="xshape" /> <formation shape="xshapeforward" /> <formation shape="xshapeback" /> </formations> </skill> <skill level="3" strafespeed="0.8" strafeacc="0.8" steeringspeed="0.8" steeringacc="0.8" reactiontime="0.0"> <formations> <formation shape="invpointguard" /> <formation shape="pointguard" /> </formations> </skill> <skill level="4" strafespeed="0.85" strafeacc="0.85" steeringspeed="0.85" steeringacc="0.85" reactiontime="0.0"> <formations> <formation shape="wshape" /> <formation shape="eagle" /> <formation shape="twin" /> </formations> </skill> <skill level="5" strafespeed="1.0" strafeacc="1.0" steeringspeed="1.0" steeringacc="1.0" reactiontime="0.0"> <formations> <formation shape="vulcan" /> <formation shape="dartvertical" /> <formation shape="darthorizontal" /> <formation shape="echelon" /> </formations> </skill> </skills>
For capitals the important thing about Pilot skill is it has an influence on engagement range. Highly skilled pilots prefer to stay near max range for main guns, low skilled pilots can go a LOT closer (i.e. well within station turret range). Morale is important too (amongst other things affects how twitchy they are in combat). Can recommend these videos if you're curious about the effects of skills:Max Bain wrote: ↑Fri, 15. Jan 21, 10:36 This also shows that skill does not effect L or XL combat behaviour much because they cant dodge anyway. In combat they also dont stick in formation, so the only thing a skilled pilot is good for on an L or XL ship is the behaviours which still are picked randomly but from a larger pool.
I also have tested this on my own and couldnt noticed a difference in combat results with a 2 or 5 star captain (including crew).
Are your sure that this is not coming from a random picked flight behaviour? At least in my test I noticed no difference and both tried to stay at range.GCU Grey Area wrote: ↑Fri, 15. Jan 21, 11:14For capitals the important thing about Pilot skill is it has an influence on engagement range. Highly skilled pilots prefer to stay near max range for main guns, low skilled pilots can go a LOT closer (i.e. well within station turret range). Morale is important too (amongst other things affects how twitchy they are in combat). Can recommend these videos if you're curious about the effects of skills:Max Bain wrote: ↑Fri, 15. Jan 21, 10:36 This also shows that skill does not effect L or XL combat behaviour much because they cant dodge anyway. In combat they also dont stick in formation, so the only thing a skilled pilot is good for on an L or XL ship is the behaviours which still are picked randomly but from a larger pool.
I also have tested this on my own and couldnt noticed a difference in combat results with a 2 or 5 star captain (including crew).
Piloting: https://www.youtube.com/watch?v=nSsAAtj0Zz0
Morale: https://www.youtube.com/watch?v=0jhMsfni4Lc
As I understand it low skilled pilots can go closer, doesn't necessarily mean they always will - they just have a wider operational range, so are more likely to get into trouble than their better trained counterparts. Personally don't like the risk that they might go too close, so always train them up to the full 5* Piloting before they are given command of a destroyer.