Post by Dutch Owen on Feb 25, 2020 12:18:15 GMT -5
I think this needs to be written down here and later in the manual. It hasn't been documented clearly yet because it's still evolving, and I've been reluctant to implement much of it because I wanted testers to feel the full effect of the best AI we could do rather than a purposefully limited version.
Now that we're getting to close to a competent (even dangerous) AI, placing limits on the AI's skill based on lower level is appropriate.
Here's the way the skill system works right now.
Every AI unit that has a weapon has a skill level. It is assigned two ways: in an FSCAI mission either explicitly with a skill parameter in the object creation statement, or semi-randomly for anything not assigned in a mission based on the new Options parameter "Default Average Skill Level".
This is a new parameter (as of 0.010.2) and any object not assigned in a mission will be given that skill level exactly, or there is a 50% chance it will receive a skill level one below or one above the default average you give. You can change the parameter any time and the change takes immediate effect. If your setting is "Average" and you want to try a fight against an Ace you can change it on the fly and the next opponent you spawn will be that level or near it. Be aware that once changed all random assignments will near that level ... so any new AI aircraft spawned in the sim will be aces too. The initial setting is "Average" of course.
Skill is a number setting from 1 to 9 with 1 being an incompetent recruit and 9 being an ace with the highest skill-set the AI can give.
Here is the effect of skill on combat ability:
1. Vision range. Lowest skill pilots can only see 5 miles. Highest skill will see you at 10 miles, and the rest are scaled between those extremes.
2. Checking six. Low skilled pilots seldom check their and six higher skills check it more often. It's much easier to sneak up on a rookie than an ace, where it is nearly impossible.
3. Accuracy. The higher the skill the better the odds that when they shoot they will hit you. Rookies waste ammo on low-odds shots too whereas veterans make every shot count if they can.
4. Potency. Above average and higher pilots having an increasing chance, based on skill, to do double damage when they hit you.
5. Turn rate. This is indexed to skill. The higher the skill the tighter they will turn on you. This makes a huge difference.
6. Pitbull mode. Only pilots above the "Rookie" level will engage in "pitbull mode" - relentlessly pursuing you. Lower skills will pursue but not as ruthlessly.
7. Bombing. Higher skills aim better.
7. De-targeting. Below "Average" level pilots will drop you as a target if they lose sight of you (e.g. you or they are in a cloud) but higher levels will stay in the area looking for you.
These skills levels apply to ground units too and affect their ability to spot you and their accuracy in shooting at you.
I may have missed some but I can change this if I do, and we will probably add more effects later.
Low skilled pilots should be easy to defeat. If you are a beginner at air combat choose the lowest average skill and only increase it when you can consistently defeat your opponents. Right now these skills are roughly calibrated to my own skill level - I can beat an "Average" opponent about half the time. I can beat the lower skills nearly all the time, but I have increasing difficulty on up to ace which so far in testing I have not yet beaten an ace unless there was a bug in the code. My skills are increasing, and so will the AI as we get more sophisticated.
Suggestions welcome!
Dutch
Now that we're getting to close to a competent (even dangerous) AI, placing limits on the AI's skill based on lower level is appropriate.
Here's the way the skill system works right now.
Every AI unit that has a weapon has a skill level. It is assigned two ways: in an FSCAI mission either explicitly with a skill parameter in the object creation statement, or semi-randomly for anything not assigned in a mission based on the new Options parameter "Default Average Skill Level".
This is a new parameter (as of 0.010.2) and any object not assigned in a mission will be given that skill level exactly, or there is a 50% chance it will receive a skill level one below or one above the default average you give. You can change the parameter any time and the change takes immediate effect. If your setting is "Average" and you want to try a fight against an Ace you can change it on the fly and the next opponent you spawn will be that level or near it. Be aware that once changed all random assignments will near that level ... so any new AI aircraft spawned in the sim will be aces too. The initial setting is "Average" of course.
Skill is a number setting from 1 to 9 with 1 being an incompetent recruit and 9 being an ace with the highest skill-set the AI can give.
Here is the effect of skill on combat ability:
1. Vision range. Lowest skill pilots can only see 5 miles. Highest skill will see you at 10 miles, and the rest are scaled between those extremes.
2. Checking six. Low skilled pilots seldom check their and six higher skills check it more often. It's much easier to sneak up on a rookie than an ace, where it is nearly impossible.
3. Accuracy. The higher the skill the better the odds that when they shoot they will hit you. Rookies waste ammo on low-odds shots too whereas veterans make every shot count if they can.
4. Potency. Above average and higher pilots having an increasing chance, based on skill, to do double damage when they hit you.
5. Turn rate. This is indexed to skill. The higher the skill the tighter they will turn on you. This makes a huge difference.
6. Pitbull mode. Only pilots above the "Rookie" level will engage in "pitbull mode" - relentlessly pursuing you. Lower skills will pursue but not as ruthlessly.
7. Bombing. Higher skills aim better.
7. De-targeting. Below "Average" level pilots will drop you as a target if they lose sight of you (e.g. you or they are in a cloud) but higher levels will stay in the area looking for you.
These skills levels apply to ground units too and affect their ability to spot you and their accuracy in shooting at you.
I may have missed some but I can change this if I do, and we will probably add more effects later.
Low skilled pilots should be easy to defeat. If you are a beginner at air combat choose the lowest average skill and only increase it when you can consistently defeat your opponents. Right now these skills are roughly calibrated to my own skill level - I can beat an "Average" opponent about half the time. I can beat the lower skills nearly all the time, but I have increasing difficulty on up to ace which so far in testing I have not yet beaten an ace unless there was a bug in the code. My skills are increasing, and so will the AI as we get more sophisticated.
Suggestions welcome!
Dutch