Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
|Jul 2 2016 Anchor|
So... since the forums have been pretty dead, I figure I might as well put all my wants together in one place, rather than restarting a whole bunch of dead threads. It's something that'll probably get edited in the future, but yeah, in no particular order, here it is...
Would Be Nice/Whenvever Can Be
When Pigs Fly
So, right now the AI intelligence slider seems to control multiple behaviors, like the likelihood of AoA use, countermeasures use, evasion, fire rate, etc. Some other things like revenge also seem to operate independent of the slider. While it is useful for Skirmish, it can be problematic in campaigns, especially when a player wants AI to be predictable in a satisfying way so as to produce the intent of the level designer. These problems are manifest especially when one finds that one mission playthrough might have AI staying concentrated in one area, and another with one or two errant AI streaking out to a fairly empty section of the map, resulting in a long period of dead time while the player chases them down, or finding.
AI profiles would be a system wherein all of the behaviors of an AI are set and then saved as a personality. It would also be best if these personalities could be interchanged using the scripting system (ex: Axe-neutral, Axe-aggressive, Axe-defensive, Axe-protective, etc).
Edited by: IbizenThoth
|Jul 4 2016 Anchor|
I'm going to add some stuff onto this:
optimizations to improve framerate in large battles
the ability to split units into operations and only deisplay a specific opertion on radar (think ace combat 6)
sequencing for sound effects so you can actually hear your vulcan gun spin up
waypoints as 3d hitboxes that can be scaled in the editor
the ability to script complex maneuvers by making the AI try to follow splines. can be things like thach weaves, etc
AoA improvements/rebalances so you're not just a turret and cobras slow you down more quickly
multiplayer whitelists for planes and sp weappons
skin sharing via multiplayer
that was longer than I thought it would be
|Jul 5 2016 Anchor|
Honestly, I think the game still has its issues with favoring more maneuverable fighters overall. I have a pretty comprehensive list of things I'd like for a flight model overhaul, but more short term, it'd be nice to have something in between that will prevent highly maneuverable 4th gen fighters from sweeping the floor with contemporaneous designs without high maneuverability in mind. There's also the fact that older aircraft flying at high speed are almost invulnerable to aircraft of parity, due to the low accuracy of missiles and the difficulty of lining up a gun shot. I'm talking about you Ghostly Eyes! Of course, one can do the Pixy thing, but it's not a favorable proposition most of the time, as it becomes a test of simple reaction times against the opponent.
I think the following would probably help in the short term:
The reasoning for 1. is because it is required for the rest to be effectual.
Now the reasons for 2. and 3. should be pretty obvious. 2. prevents aircraft from exploiting AoA without consequence, as it should also be scaled in such a way that all aircraft will lose speed faster than they can regain at full throttle. 3. essentially puts a soft upward limit on AoA, as at a certain point, the aircraft cannot turn. Of course, the balance between 2. and 3. will be interesting.
Retention of speed in 4. is mostly to allow players to "store up" speed for use in AoA maneuvers while not constantly being in afterburner.
The purpose of 5. in particular is to prevent high speed maximum turn rate battles into nothingness. Turning as hard as you can will slow you down, no matter how fast you are going. In fact, because of 6., it should slow the player down even more quickly.
7. is generally to prevent people from getting into un-escapable stalls that point the player into the sky and won't let you turn your nose down to regain speed.
Some other things to consider adding side by side with those would be reduction of input delay/initial turn rate time at higher speeds (more air moving over the control surfaces more quickly should probably translate to faster transitions, especially since they're not actuated by human muscle power), and an afterburner cooldown/overheat like the gun overheat mechanics.
As far as scripting aircraft maneuvering goes, I really think that making something like Thach Weaves possible has more to do with formation flying and being able to define inputs for the aircraft (100%-0% yaw, pitch, roll, throttle input), since it has a lot to do with the relative positions of aircraft rather than the absolute positions. Splines might be more useful with scripting more specific flightpaths (landings, escortees) for missions specific actions and for cutscenes. Honestly, I'm pretty sure that most complex maneuvers are almost impossible to program into AI bots, maybe the rolling scissors, since that just requires the bot to reason that it needs to keep its lift vector pointed at the enemy aircraft and keep pulling up until it has its sights set.
Nergal01 I stopped supporting Vector Thrust. AMA.
|Aug 1 2016 Anchor|
Does TS still ever feel like reading new thread like this anyway?
Edited by: Nergal01
'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is
|Aug 9 2016 Anchor|
I've seen your suggestions before, but back then I had other things at hand, but now this list will be useful since there is not much I really want to add above all else. I have some questions.
ST 6 - you mean longer reload time but reloading all stored ammo immediately?
LT 5 & WBN 8 - I didn't understood this point.
Q1. they are mostly the same, it forces priority in picking a target in this area before anything else. It would be better if the AI would actually patrol around this area.
Q2 no, but i'm not seeing the usefulness
Q3 yes a lot of them use booleans
Q4 this should be yes, but I believe it fell victim of the complexity of the Ace AI as it is possible for the AI to give priority at that moment to other unit Q5, this is useful if you want to store of some information, like how many times the player has flown over an area. Or killed specific enemies, much earlier in the mission Q6 not sure if I understood the question
"Music looping/sequencing" it is impossible because of the technology the engine uses
"the ability to script complex maneuvers by making the AI try to follow splines. can be things like thach weaves, etc" I wanted to do that but never came to a good way to make it possible. but if you have an exable I would gladly give a look
|Aug 9 2016 Anchor|
Didn't realize when I wrote the original post that the option for distance to waypoints was already present as an option in the editor. It would still be nice if the radar waypoints appeared in the radar maps.
ST6 - Pretty much. I think it would be more satisfying. Some kind of holdover/store for chaff/countermeasures would also be appreciated too. Ace AI in Skirmish are sorta a pain to fight against since they seem to just spam flares until they're out.
LT5 - So I listened a little to the Ace Combat 04 voice lines a while ago and the Sky Eye clips stood out a lot to me. It occured to me that the missions in campaign felt really quiet without the voice call outs made by the AI. I'm not sure what the workflow for the VAs in Hollow Thunder worked, but it seems like it might have been a missed opportunity to have AI call outs from Mystic/Fennec/Bastille pilots as AC had, especially for things like calling out Ash's missiles for him/warning him when fired on. I don't really know how the logistics for voice packs alongside scripted lines would be unless voice packs could be disabled by triggers. I feel like the Bastille guys and Fennec would feel more like characters if they interacted with you more during the missions.
Also, since it's been forever since the default voice packs were removed, they displayed text at the top of the screen when playing, correct? It would probably also be helpful to have the clips take lower display priority than scripted text when displayed/played at the same time.
That said, listening to the chatter tracks for AC4 helped me realize how much damn work goes into a campaign. Props on what you were able to release.
Q2 - I'm mostly interested in setting neutral units green as I'm not quite sure how to prevent an AI from attacking enemies. For example, preventing AI from prioritizing non targets/forbidding them from shooting at other units. As the AI sometimes decides randomly to attack other units, I was wondering whether there were a way to make targets expressly outside of the AI's consideration for targeting. One example was when I was putting together the Hero1 and His Mook Army scenario, I had a difficult time preventing the F-5s from engaging the arsenal ships while still being set to destroy the flak guns scattered throughout the map. I had to resort to setting them to attacking SAMs first, which is sorta a suboptimal solution.
Q6 - I guess not as important as the other questions, but in the wingman command menu, there're commands for allies like the cover options and other AI behavior settings. Are there editor settings that would allow for all of the same behaviors for all of these or are certain things not yet implemented like the formation flights
Edited by: IbizenThoth
|Aug 20 2016 Anchor|
IbizenThoth, sorry for the delay and thanks for the clarification.
I'm going to pick all the short term suggestions for upcoming updates, I believe it should be quick and easy to do all for a single update.
As for the enemy AI, I also agree they can be very unpredictable to the point in hinders the mission making, there should be more granular options how to restrict their behavior in scripted missions.
Related to that the wingman commands, it is not fully completed, maybe it is at 65%, what is left is to complete the formation flight behavior, the code for that to happen was very close to completion but it still needs some work to be put in practice. it may be a stretch for the next update but I'll see if I can look at that another update.
|Aug 20 2016 Anchor|
I don't, I can't even remember how I thought of that, all I know is war thunder has some way to make AI planes fly in pairs (in pve missions.) They might know other maneuvers as well. For some reason their plane AI is way better than their tank AI.
|Sep 21 2016 Anchor|
If it's possible, I'd like the ability to make a co-op or pvp mission from the editor (player 1 spawn, player 2 spawn, team 1 spawn, team 2 spawn, etc) and of course the ability to select the mission from the multiplayer menu and host a lobby with it.
I don't want any actual missions, just the ability to do it. IDGAF about an Ace Combat Infinity like mission, I just want to be able to host any mission.
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