WARBIRDS.IO Dev Log

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The two-ship rule

A day after the bots learned to shoot, the first report landed: they're too good now — they hammer you out of the sky. The obvious move was to walk their aim back. But the aim wasn't the problem. The ganging up was.

What “they hammer you” really is

Fly into the furball and most of the time the bots leave you alone — they stay busy with the fights they already have, and your average life is long. But when attention finally lands on you, it lands all at once: a flight leader picks you up, both his wingmen pile onto the same target, and suddenly three or four fighters are hosing you at once until you're a smoking hole. Long stretches of peace, then an instant, unsurvivable pile-on. That is exactly what being hammered feels like from the cockpit — and it wasn't the bots shooting straighter, it was a whole flight ganging one plane.

Doctrine, not a nerf

So the fix is a rule any air force would recognize: no more than two bots commit to one human at a time. A third fighter looking for a fight picks a different one, and a wingman won't pile onto his leader's target once the pair is full. Two honest exceptions: a bot already locked on you stays on you (peeling off mid-fight would look broken), and self-defense always wins — shoot a bot and he will fight you back no matter how crowded the sky is.

Nothing about the bots' aim, range, or trigger discipline changed. When you do get shot at, the rounds are as real as yesterday — the skies are just as lively, and the bot-versus-bot brawls still rage. You'll simply never look back at a whole flight of them stacked on your six again. A fair fight, two at worst, the way it should be.