Dogfight behaviour should match original

Issue #31 closed
J. King created an issue

Below is a list of observed behaviours in X-Wing (Windows) during the attached set of test missions. XWVM may or may not implement some of these behaviours (I know some are missing), but testing XWVM rigorously is probably a waste of time: you know already what it does and does not do.

#Notes# * Gunnery behaviour is influenced primarily by pilot rank * Some craft engage at 75% engine power (assumed full power to laser); seems arbitrary * Craft with four lasers have additional behaviours * Craft with missiles have addition behaviour * Use of dual-fire mode by four-laser craft is inconsistent, possibly buggy---more testing needed * Fire distance is for craft moving at the same speed * Craft only fire within a certain angle from front or back, depending on rank; recorded angles are HIGHLY approximate

#Any craft# * Attacks at even power levels unless noted below * Increases laser power after firing many shots, but never seems to run out like the player does while firing constantly * Switches to linked-fire within 0.2km * Craft with four laser switch to dual-fire within 0.4km unless noted below * Fires missiles within 2.5km (when so equipped) * Always fires laser shots in threes: will fire thrice then decide to either: a) fire another three shots b) stop firing c) switch firing modes and fire three shots Therefore: * Pursuant to above, does not switch firing modes after only one or two shots * Pursuant to above, keeps firing while veering after an attack pass if in mid-cycle * Lasers do not reach beyond 0.95km

#Rookie craft# * Fires within 0.4km * Fires within 7deg * Waits 0s for missile lock * Pauses 1.75s every 3 laser shots in single-fire * Pauses 1.25s every 3 laser shots in linked-fire * Craft with more than two lasers do not pause in linked-fire (due to shot cooldown time being higher?) * Craft with four lasers do not use dual-fire mode reliably

#Officer craft# * Fires within 0.4km * Fires within 15deg * Waits 2s for missile lock * Pauses 0.5s every 3 laser shots in single-fire * Craft with four lasers do not use dual-fire mode reliably

#Veteran craft# * Fires within 0.7km * Fires within 45deg * Waits 4s for missile lock

#Ace craft# * Fires within 1km * Fires within 70deg * Waits for full missile lock

#Top ace craft# * Fires within 1km * Fires from any angle * Waits for full missile lock

#A-Wing# * Attacks with full power to lasers (assumed)

#Gunboat# * Attacks with full power to lasers (assumed)

#TIE Bomber# * Attacks with full power to lasers

Comments (8)

  1. David Esparza Guerrero

    As I said, this is gold. I am adding this to the Engine Details document. Thanks, man!

  2. David Esparza Guerrero

    Put on hold after implementing most behaviors. We will need to evaluate if more refinement is needed after next build is tested.

  3. David Esparza Guerrero

    This issue has been dealt with more in detail by several other issues: #267: Lead, Attack, and Break distances by skill level (research) #261: Warhead lock arcs #217: Warheads #218: AI using Warheads #239: AI Turn Rate #238: AI Breaking off too quickly

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