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How many skill levels are modeled for AI pilots? Will pilots increase in
skill with experience?
Ace, Veteran, Experienced and Green. Skill level of AI pilots will be balanced according to player's skill, to keep good playability. Any of AI pilots can do sometime (randomly) flight mistakes, like human….
How configurable will the game be? Can we choose enemy ability or accuracy?
Can the player choose an easier flight model?
Shortly speaking the answer is for all modes of Singleplay it is possible to set:
- Wind/Turbulence - On/Off
- Flutter effect - On/Off
- Stalls/Spins - On/Off
- Blackout/Redout - On/Off
- Mid-air collisions - On/Off
- Engine overheat - On/Off
- Engine reactive effect/Torque - On/Off
- Realistic landing/Gear damage - On/Off
- Take Off/Landing - On/Off
- Cockpit shake - On/Off
- Invulnerable/Damaging - On/Off
- Realistic gunnery - On/Off
- Ammo limit - On/Off
- Fuel limit - On/Off
If all described above settings are "On" - then it is realistic mode for serious simmers.
For multiplay, before player will begin the flight, his client part will download the settings of server settings (other player who owns dedicated server or common dedicated server). That means that the player will play with the same settings as all other players, connected to such server and everyone will be in equal conditions. So, if some server has realistic settings - all connected to such server will have realistic settings on their client part of IL-2 online. If server has dummy settings - all clients will load automatically such settings before the game. In other words, if someone sets IL-2 Online or LAN server - all clients will play with settings of such server and can't change to the easiest mode that to be bad guy. The receiving code of such settings will be secured from bad guys.
In addition there are Mission Builder for single- or multiplay and Quick Mission builder where you can create own flights with the adjustable settings.
In Quick Mission builder player will be able to:
- Select aircraft (any of flyable with the release or from add-ons),
- Amount of friends in air and their AI skill for each plane,
- Loadout of each friend plane,
- Amount of enemy planes in air and their AI skill for each plane,
- Loadout of selected enemy plane(s),
- Time of Day: With smooth changes of the sun position 01:00 - 24:00
- Weather: Clear, Good, Hazy, Poor, Blind, Rain/Snow, Thunder-storm
- Situation: None, Advantage, Disadvantage
- Map: Available all (or almost all) of our maps of the sim.
- Target: None, Armor division (column or in action), Ship(s), Bridge, Airbase, City
- Defense: None, Light AA (Including fire from the ships), Heavy AA
AI. Do you model the pilot losing sight of his target? Is there a panic
model in place?
Yes, it is modeled a bit.
Will AI pilots use the same flight model as the player?
Yes, basically FM is the same, but with necessary changes for AI. AI pilot and brains of a simmer are incomparable things. Normally things are like AI reaction is inadequate to reaction of the man...That to do such reaction adequate - we need to do some changes in flight model, which doesn't means that it is simplified or is non-realistic. Also, there are different planes and we have to create different AI and FM's for each type.
Tell us about the mission editor. What are the key features?
We didn't decide at all yet what to give in hands of end user. At least it will be mission builder, where user will be able to create own missions for single- or multiplay coop missions. It will be possible to set area, location of ground troops (tanks, ships, etc) and air forces with all necessary parameters for both sides. Any mission, later could be send to player's friends. Others, that to play it, will need only the sim itself, and if necessary - the new models of objects or maps from our own add-ons (if used)
Mission builder will be incorporated into the sim. Other tools, perhaps we'll give later for downloading. We'll look at simmer's reaction.
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