f3if3i: Azrapse, you mentioned before that dog fights would be over very fast when you enable leading.
But what about introducing an inaccuacy factor depending on AI skill level? Even at the highest top ace level they shouldn't be able to lead their shots perfectly. Even human ace pilots cannot lead perfectly all the time.
This should extend dogfights dramatically.
Also light armored and unshielded fighter craft should be able to evade shots before they are hurt in the first place. Not always. Depending on skill factor and a random factor. This would make TIE fighters attacking a corvette not a suicide attack every time. I believe even unshielded craft can take out a capital ship with a high enough skill level. In analogy to fighters attacking a B-52 bombers in WW2 for example.
Yes. Initially, when fighters were all using target leading, I implemented something like what you proposed.
Lets say that the target lead point of your target is like 30 meters in front of it at a particular moment.
A perfect accurate AI would aim its ship towards that point for shooting, right?
Well, what I did was to add some error to that distance depending on the AI rank of the shooting ship, gaining an error of 25% for every rank below Top Ace.
So, Top Ace would have an error of 0%.
Then, Ace would have an error of 25% of that distance. It would shoot at 30m-25% = 22,5 meters in front of its target, instead of 30 meters in front.
Veteran would have an error of 50%.
Officer, an error of 75%.
And finally Rookie would have an error of 100%, that is, not target leading at all, and shooting at were the ship is, instead of where it is going to be.
That sounds nice, but it leads to really short combats, still. I mean, much shorter than in the original game, that is what matters here.
The cause is, apparently, because most Rebel ships are assigned higher AI ranks than most Imperial ships. In the test mission, all rebel ships are Top Ace (Y-wings Red and Blue, and even the shuttle Hasti), while most TIE Fighters are rookies (Alpha, Beta, Delta) or officer (Gamma).
That means that in the first clash between Y-W Red group, and T/F Alpha and Beta, the TIE fighters are destroyed in less than 5 seconds.
In the original game, however, Y-W Red (2 ships) face T/F Beta and get engaged in dogfighting for many many minutes, while T/F Alpha isn't even bothered and keeps performing its close escort mission on the shuttles, because Y-W Red doesn't even get close enough to them, engaged by T/F Beta.
The dilemma here is that as a game, it works well. Top ace pilots slaughter rookies without breaking a sweat. Combat is challenging because you need to be evading enemy fire all the time, etc. It is much closer to later games in the series, especially XvT.
The problem is that it didn't work like that in the original X-Wing at all, leading to very different results, and much different mission balance.
With target leading, the mission is a piece of cake. You can let other friendly ships basically wipe out Alpha and Beta in no time, and when Hasti and Y-W Blue come, they promptly destroy Gamma and Delta, so the player is barely needed at all, only for inspecting the shuttle carrying Ackbar.
It is a delicate task to try and handicap the AI so much that dogfights aren't trivial between highly disparate AI ranks, while at the same time not making AI ranks meaningless.
It doesn't help that the original game sometimes does things hard to explain. For example, Y-W Red 1 doesn't do any fighting, just flies around, while Red 2 kills anything that gets close to Red 1.
That seems wrong, but I affects the pace of the mission and the balance, and I don't know if it is a bug that was allowed to be, or it is some intended behavior that I don't totally get.
Can someone please test Y-W Historical Mission 6 (both in DOS and Windows versions) and report if they see Y-W RED 1 actually engage in combat with enemies, just so that I can discard that is something that only happens in my computer?