Author Topic: AI gunners revisited (thread # what on this?)  (Read 2556 times)

Offline Arlo

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AI gunners revisited (thread # what on this?)
« on: March 18, 2014, 01:51:55 AM »
Disclaimer: I've been flying B-17s a lot lately to gain AH bomber perspective. I've enjoyed it. I think gunning for yourself is fun and challenging. This is just something that harkens back to my time doing tabletop war games (something I have neither the time nor patience for with both family obligations and the advent of PC games and the internet). I remember keeping track of my bomber crews and it added an element of sophistication that I appreciated (something I appreciate in Silent Hunter IV with my sub crews).

So here goes - AI bomber gunners - just a discussion is all.

What if ... our bombers did indeed come with AI gunners? Every position filled - single bomber or formation, the game mimicked you having a crew. What if their skill level varied per gunner? Let's say, initially, if you never spent any perks on them they represented rookies that could hardly hit anything at all and wasted a lot of ammo? We'll call that skill level 20. You could fly around with them and they would at least spray tracers in fear and desperation (that's sometimes enough to daunt the less skilled would-be aggressor). Players could still man a gun as well. Specifically a gun. No control of other gun positions on their plane (or on the other planes in a formation). Let's say you'd like to increase your gunner's skill (individually or as a whole). You could spend perks to do so. Perhaps a perk point bumps up one gunner by 10 points of skill. Spend six and you max him out at 80 (representing a gunner that's pretty much a crack shot and wastes less ammo). Spend 30 points and you can make a single B-17 quite a bit more dangerous. Spend 90 and you cover a full flight 'Dead-eye Richards.'



Now, as the illustration states, lose any of those gunners and their replacements are rookies again. Lose the whole plane (or a whole flight) and training (or, well, buying) begins anew. It would also be fun to give them individual names and such (imo).

This isn't a necessity by a far margin and I still Like the game, as is (not to mention, though I am, that I don't really know the code versus fun versus sacrifice of other potential fun things. Just a thought I'm sharing.  :D

Offline bozon

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Re: AI gunners revisited (thread # what on this?)
« Reply #1 on: March 18, 2014, 03:20:01 AM »
That is what wart thunder game is for.

No RPG elements in AH please.
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Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline Arlo

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Re: AI gunners revisited (thread # what on this?)
« Reply #2 on: March 18, 2014, 03:32:00 AM »
That is what wart thunder game is for.

No RPG elements in AH please.

The only RPG element in my suggestion is naming the AI gunners.  ;)

Offline LCADolby

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Re: AI gunners revisited (thread # what on this?)
« Reply #3 on: March 18, 2014, 05:59:49 AM »
Yay buff pilots having hissy fits about how their AI gunners suck and get them shot down.
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Offline ReVo

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Re: AI gunners revisited (thread # what on this?)
« Reply #4 on: March 18, 2014, 07:01:17 AM »
I'm sorry Arlo but this strikes me as a terrible idea. I think the last thing Aces High needs is more AI controlled guns.

 :salute

Though perhaps we can work out some kind of trade if you'll back my 109T..  :uhoh
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Offline Lucifer

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Re: AI gunners revisited (thread # what on this?)
« Reply #5 on: March 18, 2014, 07:45:25 AM »
Yea, no more AI plz !

I'm sorry Arlo but this strikes me as a terrible idea. I think the last thing Aces High needs is more AI controlled guns.

 :salute

Though perhaps we can work out some kind of trade if you'll back my 109T..  :uhoh

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Offline bozon

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Re: AI gunners revisited (thread # what on this?)
« Reply #6 on: March 18, 2014, 07:48:19 AM »
The only RPG element in my suggestion is naming the AI gunners.  ;)
I was referring to increasing gunners skill by spending perk points.

Sorry Arlo, base acks and puffy acks are bad enough. I do not want flying acks as well. The gameplay result of AI gunners will be B17s doing loops while blasting away with deadly accuracy at planes 1k out, in all directions.
Mosquito VI - twice the spitfire, four times the ENY.

Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline Hoplite

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Re: AI gunners revisited (thread # what on this?)
« Reply #7 on: March 18, 2014, 09:36:18 AM »


Yea verily...  :lol

Offline Arlo

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Re: AI gunners revisited (thread # what on this?)
« Reply #8 on: March 18, 2014, 01:55:47 PM »
Bailing costs all perkie gunners on that plane (a bone for those frustrated by bomber bailers).  :D

Offline Arlo

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Re: AI gunners revisited (thread # what on this?)
« Reply #9 on: March 18, 2014, 02:06:45 PM »
I was referring to increasing gunners skill by spending perk points.

Sorry Arlo, base acks and puffy acks are bad enough. I do not want flying acks as well. The gameplay result of AI gunners will be B17s doing loops while blasting away with deadly accuracy at planes 1k out, in all directions.

Loops. Huh. Didn't think of that. Yes, code it where formations won't fall apart in loopty loops.  :lol (J/K)

Think of an 80% level gunner as an AI that can shoot like 999000. Think of a 20% level gunner as a new player that sprays and prays and only hits the fighters that help from their end. Think of a 50% level gunner as bout average. They could be coded to focus on the closest threat (one plane only) or coded to focus on the closest threat in their arc of fire (thanks for that). Granted, when their fire is split so is the overall lethality per opponent (firepower-wise).  :)

Offline palef

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Re: AI gunners revisited (thread # what on this?)
« Reply #10 on: March 18, 2014, 02:09:52 PM »
I don't care about any of that I just want to meet Stiffler's Mom.
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Offline Arlo

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Re: AI gunners revisited (thread # what on this?)
« Reply #11 on: March 18, 2014, 02:14:38 PM »
I don't care about any of that I just want to meet Stiffler's Mom.


Offline Volron

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Re: AI gunners revisited (thread # what on this?)
« Reply #12 on: March 18, 2014, 03:12:04 PM »
I don't find the AI gunners in WT an issue, unless you do the box standard 6 o'clock approach.  So I don't see how it will be much of an issue here.  That being said, 1 plane and you can have AI.  Formation and you have to gun for yourself or find someone to gun for you, maybe.

The thing is, it shouldn't cost you anything to take AI buddies in 1 plane.  Now if you want a formation to have AI gunners, THEN I can see it costing you perks to have them "AI'ed UP".

I would have to say no to the "skill up" bit however.  If I want to play WT, I'll go there. :)

As for the AI gunners themselves, it would need to be coded that they are affected by maneuvers made by the pilots.  In other words, a Lancaster can't be a Lancastuka without his gunner suffering from the maneuvers.  If I were to dogfight in my Ju-88, my gunners wouldn't be firing on anyone due to the extreme maneuvers I would be putting her through.  Ask LedMagnet. :)  Though I have a question in regards to the Lancaster when it came to doing it's corkscrew.  During the maneuver, I see points where a gunner could take a shot, but was it something they would do, or were they busy holding on and giving the pilot information? :headscratch:
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Offline Arlo

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Re: AI gunners revisited (thread # what on this?)
« Reply #13 on: March 18, 2014, 03:26:48 PM »
As for the AI gunners themselves, it would need to be coded that they are affected by maneuvers made by the pilots.  In other words, a Lancaster can't be a Lancastuka without his gunner suffering from the maneuvers.  If I were to dogfight in my Ju-88, my gunners wouldn't be firing on anyone due to the extreme maneuvers I would be putting her through.  Ask LedMagnet. :)  Though I have a question in regards to the Lancaster when it came to doing it's corkscrew.  During the maneuver, I see points where a gunner could take a shot, but was it something they would do, or were they busy holding on and giving the pilot information? :headscratch:

I could see code tied to rudder, elevator and aileron input. Sure ... yank and bank and your gunners shut off (even the player that's gunning for ya).  :D

Offline Volron

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Re: AI gunners revisited (thread # what on this?)
« Reply #14 on: March 18, 2014, 04:26:38 PM »
I could see code tied to rudder, elevator and aileron input. Sure ... yank and bank and your gunners shut off (even the player that's gunning for ya).  :D

Don't have to worry bout us when we gun.  The screen jumps so bad I have to check to see if it's not me running at 1 FPS. :lol
Quote from: hitech
Wow I find it hard to believe it has been almost 38 days since our last path. We should have release another 38 versions by now  :bhead
HiTech
Quote from: Pyro
Quote from: Jolly
What on Earth makes you think that i said that sir?!
My guess would be scotch.