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Thread: Immelmanns, Split-s, half-loops and loops and solo games

  1. #1

    Lightbulb Immelmanns, Split-s, half-loops and loops and solo games

    I've redrawn the solo tables for ww2 to make the AI planes more lethal and less "dumb". But it isn't enough for me.
    I wanted to use a 2.5D dimension with some sort of altitude.
    Altitude for solo games is, imho, more work than fun and adds little.
    So I've come with this and for those who want to, I'd like to ask for some testing.

    Reverse Manoeuvres

    Immelmann - Fast straight - Reverse - Fast straight (Can't fire after the Reverse manoeuvre)
    Half-loop - Fast straight - Reverse - Stall (Can't fire after the Reverse manoeuvre)
    Split-S - Stall - Reverse - Fast straight (Can't fire after the Reverse manoeuvre)
    Looping - Fast straight - Reverse - Stall - Reverse - Fast Straight (Can't fire after the 1st Reverse, the Stall and the 2nd Reverse manoeuvre)
    Inverted Looping - Stall - Reverse - Fast Straight- Reverse - Stall (Can't fire after the 1st Reverse, the Fast Straight and the 2nd Reverse manoeuvre)

    Each time a AI plane rolls to make a Reverse manoeuvre roll it the following Table:

    Up or Down Table
    1-4 - Reverse manoeuvre going up
    5-6 - Reverse manoeuvre going down

    Then place a fast straight or a stall. Then when the next manoeuvre is due roll again:

    Reverse manoeuvre going up Table
    1-2 - Immelmann
    3-5 - Half-loop
    6 - Looping

    Reverse manoeuvre going down Table
    1-5 - Split-S
    6 - Inverted Looping

    This way the AI plane manoeuvre maintains a degree of secrecy and becomes more differentiated. Nor the player or AI planes are able to fire after certain manoeuvres are made as explained above.

    Have fun.
    I'll test this in the next few days.

    Happy New Year!!

  2. #2

    Default

    I'll have to give these a go. Thanks Joaquim!



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