Improve AI's tactical decision making ability:

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AI#1 and AI#2 (is AI#1's enemy) and both "see" each other. All variables are the same for both AIs including altitude, skill, morale, fatigue, location, etc...

If AI#1 is "on patrol" and
AI#2 is "going home" or "landing" or "taking off" or "attacking" (ground structure or balloon) or "in transit" or "forming up" then
AI#1 should still be able to attack AI#2 and not ignore it.

If AI#1 is escorting bombers and weaker than AI#2, then
AI#1 will not run away, but instead it will attack AI#2 to defend bombers.

If AI#1 is weaker and "on ground" or "on alert" then "take off" to intercept and
AI#2 is "on transit" or "on patrol", then
AI#2 will not run away and attack AI#1.

For example, (Jan 1917) First encounter of 5 Pups (4 HAs) from 8 RNAS with 4 Alb D2s (Skills=Ace) from Jasta 2, the Albs all ran away heading for home base - no shots fired. Then the Pups attacked their airfield at Douai while the same 4 Alb D2s continue on their landing pattern to land. Result - Easy unobstructed Airfield attack.

(Jan 1917) 4 Pups (3 HAs) from 8 RNAS on patrol over the front encounters 4 Alb D2s escorting 3 DFWs. The Albs all ran away heading for home base. Result - All DFWs easily shot down.