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Old 07-06-09, 06:48 AM   #8
Nexus7
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Join Date: Jun 2004
Location: Switzerland
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Quote:
Originally Posted by Hawk66 View Post
Don't know if this was discussed before, but haven't found a corresponding thread.

I'm currently trying to improve the behaviour of AI-Subs and asking myself if it's realistic, that torpedos always gets distracted by decoys.

Is that 'real life' behaviour or should there be a modifier like that a torpedo gets only distracted with a probability of 50% ?
Nobody will tell you the real life behaviour.

I abandoned DW long time ago for different reasons. Also, I played 95% multiplayer games so not much experience vs AI either.

Anyway, I had a good experience in SC.

For me personally the strive for realism can easily become a killer of the fun factor witch (for me) is much more important. I am always a little sceptic when i read that world (realism)... because you'd need the real data and the people that have that information can't share it.

But I want to add my 2 cents anyway:

In SC, the use of the decoys was a matter of
1. good tactical awareness
2. high rectiveness (adrenaline was a great help)
2a. Always be ready to keep the enemy busy with a counterattack (most of the times)
3. correct decoy settings (depth) and type
4. perfect timing when to fire the decoy(s)
5. correct evasive maneuvering (speed / perfect timing in starting the maneuver / correct evasion angle)
6. maintain / regain tactical awareness ASAP

The decoy was there to allow you the bit of extra time, covering your boat, to have you do all that. (A decoy never detonated a torpedo).

In other words, nature of the decoy pretty simple, but requirement to the player were very high to achieve a successfull evasion (decoy as toy lol). You do a single "error" -> you die. "The art of evasion"

The AI can't do that AFAIK, and since we can't access the code and Sonalyst has gone AWOL, it will be some kind of compromise, but not to be found in real data, instead in personal taste...
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