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Player-Exclusive Mechanic

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Designing Video Game A.I. is hard. Some are so competent as to render the game Nintendo Hard, while others are blatantly stupid. But in general, you expect computer-controlled characters in multiplayer games to be capable of doing everything the player can. This trope is for when they can't.

This is not about the player exploiting Good Bad Bugs, but rather when the item or ability in question is explicitly designed to be capable of something that both the AI and the player can do (sometimes depending on context), but the AI for some reason does not. This can be particularly infuriating (or alternatively, worthy of relief) if the action is an interface command. In some cases this may be an Anti-Frustration Feature, or a case of Dynamic Difficulty where the computer only starts using them when you get good. Sometimes general difficulty setting choice (the "Easy", "Hard", etc. settings) may also regulate what they can and cannot do.

Common forms include:

  • Many non-Fighting Games featuring a block/counter mechanic only have the Player Character able to do it.
  • Computer characters frequently can't crouch or jump.

Do note that this trope is clearer to see in multiplayer and/or competitive games (such as fighting, racing, rhythm, etc), since we can gauge out what the computer characters can, and should, do in any given situation. In single-player/non-competitive games (mainly action, platformers, etc.) the players are supposed to do things that the enemies cannot (and vice versa) and thus it's universal — the exception of this is the Mirror Boss or Super Powered Mooks, in which those characters look and act the same as the PC, except for some technical differences (whether they have an access to the things that the PC normally doesn't — Secret A.I. Moves — or conversely, they cannot do some things the PC can — this trope).

Another case is when a player character in the non-competitive games suddenly becomes a boss (especially when there's a selection of playable characters), or when a boss is Promoted to Playable; this follows the same convention as above. Just as bosses with Secret A.I. Moves are liable to have a Redemption Demotion when they're playable, bosses with this trope will have a Redemption Promotion.

Yet another case (in line with the above) is when you have someone who's normally playable as a Non-Player Companion, or vice versa. When it happens, said someone may not be able to use their full potential and abilities as opposed to when they're controlled directly by the player.

Also note that, in some cases, both this trope and Secret A.I. Moves can appear together.

The supertrope to some forms of Tactical Door Use. Compare Artificial Stupidity (aka "Player Exclusive Tactics") and A.I. Roulette (the latter when the AI chooses not to use the action randomly). Contrast Artificial Brilliance, My Rules Are Not Your Rules, and Secret A.I. Moves. This can potentially result in Gameplay Derailment. May overlap with Unique Protagonist Asset.


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    4X Games 
  • In Master of Orion the computer can't direct more than one attack per turn. That means when you and the AI are busily blowing up the helpless civilians on each other's planets you can get several times as much damage in with a smaller fleet.
  • Civilization:
    • The AI has a mixed history for nukes. Some versions never let the AI use them. Others have the AI spawn them out of thin air. Later versions tend to play fair.
    • AI players will never (or almost never) propose defensive pacts or permanent alliances, meaning they won't form alliances with other AI players. This helps prevent the game from being (too much of) an exercise in Gang Up on the Human.
  • Only the players have to deal with naval attrition in Europa Universalis since the AI simply cannot handle it.

    Action Adventure 
  • The original Assassin's Creed had the player character instantly drown if they attempted to swim, while the AI didn't even attempt to enter the water. In all other installments, the player character can swim, but enemies still drown instantly, allowing for easy getaways if the player is ever able to swim away. No justification is given for why even characters armored as lightly as the player have Super Drowning Skills, even though the game lampshades the player's new ability.

    Beat 'Em Up 
  • In Dynasty Warriors 7, players with a character's EX Weapon equipped gains access to the Ex Attack when a player performs a certain charge attack. Which the computer doesn't use.
    • Also the player can change weaponsnote  for better range, attack power or just because. The AI on the other hand are stuck with the same weapon.
      • Which was fixed in Dynasty Warriors 8, at least partially. The AI is still stuck with the same weapon, but they can switch it to another alignment note in order to either get an advantage on the player, or at least cover their weakness to the player's weapons alignment. So no extra reach or attack power for the AI, but they can now cover against Storm Rush.
  • Hyrule Warriors has an Elemental Powers system which the player can use to their advantage, by hitting enemy officers with a weapon of the element they’re weak to, they’ll take extra damage. Noticeably, this only applies to the player, the AI can never deal extra damage through an elemental advantage.

    Card Games 
  • At lower difficulty levels, the AI in the Magic: The Gathering: Duels of the Planeswalkers games will never activate the "pumping" (paying mana to temporarily increase power and toughness) abilities of certain creatures.
  • Setting Trap Cards in Yu-Gi-Oh! Dark Duel Stories. No AI duelist in the game, even the bonus bosses, possesses a Trap Card in their decks. Therefore the mechanic is solely usable by the player.

    Fighting Games 
  • In the arcade version of Street Fighter II: Champion Edition, the AI-controlled Sagat would never use the Tiger Knee special. Meanwhile, the player character had no problem doing this. Apparently it was an unfinished special move that lacked new sprites, sounds and needed a unique button combination. It was later fixed for Street Fighter II: Turbo and every incarnation since.
  • In Guilty Gear: The Missing Link, AI-controlled opponents can use most of the mechanics available to human players, including some fairly obscure ones. The one exception is teching — even the bosses will never do it, allowing the player to get away with things that would be either impossible or completely suicidal against other humans.

    First-Person Shooters 
  • In the original Half-Life, Gordon Freeman can climb ladders and duck to fit through crawl spaces; the other NPCs cannot (other than animals small enough to fit in the crawlspaces). This limits, for example, how far Barneys can accompany you as backup.
  • AI players in Left 4 Dead and Left 4 Dead 2 can do nearly everything the player can, except for inflicting Friendly Fire damage and wield thrown weapons like pipe bombs or Molotov cocktails.
  • Halo 2: A human player flying a Banshee in campaign can use a fuel-rod cannon as a secondary attack. The AI can't. This was rectified in subsequent Halo games.
  • In the Borderlands series the AI will never intentionally target Exploding Barrels (though they may still hit them when they were aiming at the player).
  • Bots in Team Fortress 2 cannot use unlockable weapons (though this can be averted with mods). Even with just stock, Engineer bots cannot haul buildings (instead detonating their old ones when the time comes to move the rear lines forward) and Soldiers/Demomen cannot Rocket Jump.
  • AI Heisters in PAYDAY 2 cannot do most of the actions the players would use the "Use" key for, such as carrying loot bags, picking locks, placing drills, etc. They can still help teammates get back up from being downed, but they do so with unique animations and voice lines that don't show up when a human player helps up another player.
  • In Counter-Strike, both the FAMAS and the Glock 17 have a alternate fire burst mode that only human players are able to use. But if you give a bot a FAMAS or the Glock while they are on burst fire mode, the bots will try to use them, but not to the effect a human player can.
  • The developers of Killzone 3 were unable to program the AI to use the jetpacks with any level of competence. This lead them to disabling three of the game's jetpack-centered maps in the game's Botzone mode.

    Party Games 
  • Mario Party: Star Rush: Only the player that lands on a Boss Space will be in the boss minigame at first; the others have to wait until their character reaches the boss space before they can join, with the length they must wait depending on how many spaces away they were. Players can mash the A button to reach the boss space sooner, but the computer players will never make use of this, so players can easily reach the boss first, even if their computer rivals were technically closer.


    Racing Games 
  • Crash Team Racing:
    • The computer-generated racers will never use shortcuts (when there are any), not using certain weapons normally available for players (turbo boosts, warp balls, bubble barriers, etc) nor will they leave trap weapons when they're offscreen.
    • The beaker (normally a trap weapon) is able to be thrown forward, and the roller bombs (normally a forward-fire weapon) can be rolled backward. None of the computer characters do this.
    • The boss racers in the Adventure Mode works differently. They still leave trap weapons (constantly) even when they're far behind or in front of you (and in Pinstripe's case, he also rolls the bombs backwards) but the other limitations above apply.
    • Averted in the Time Trial mode against Oxide's ghost, as he's able to use shortcuts in the track.
  • In LEGO Racers, the AI opponents never achieve the level two turbo start, never power-slide when turning, and with one exception never use track shortcuts. The exception is Veronica Voltage, an opponent in the Time Trial mode, who is also immune to track edge friction (rendering beating her Nintendo Hard).
  • Quite possibly the most infamous example is Big Rigs: Over the Road Racing. In this racing "game", moving is a Player Exclusive Mechanic. Corrected in a patch, where the AI can now move, but actually crossing the finish line is still firmly in the player-only domain.
  • Mario Kart:
    • In Super Mario Kart, opponents in a race are unable to use items generated from item boxes. The AI compensates in several ways.
    • Computer opponents in Mario Kart 8 cannot obtain the Crazy 8 item.
  • In Forza Motorsport 3 and previous games, NPC opponents would not upgrade their vehicle, leading to most races in your upgraded and tuned vehicle being ludicrously easy. Odd, when the entire game is about sim racing with heavy customization. Forza 4 and onward correct the issue, with NPC opponents in the singleplayer upgrading their vehicle to each race's maximum Performance Index rating.
  • In Top Gear for the SNES, the player (or players) each get three nitros per race. The AI opponents are not allowed any at all. This game also holds an exception to the player exclusive mechanic - the player has fuel, and must pit on the longer races to refuel. The AI opponents naturally don't have this mechanic and don't have to pit at all. However, in one player mode, the screen that would be player 2's is used by an AI literally named "Computer". Computer not only has to pit, but indeed consumes fuel faster than the player even if the player is driving the car with the highest fuel consumption! Computer's immunity does not extend to allowing it to use nitro, however.
  • AI racers in Jak X: Combat Racing never get the Supernova weapon. This is very justified, given that the Supernova instantly destroys every vehicle in front of the user and races would consist of a constant chain of deaths if the AI had access to it.
  • In Need for Speed: Carbon, crew members are exclusive to you only. AI-controlled crews on the other hand don't potentially have members with blocking, drafting or scout abilities.
  • Pac-Man World Rally has two examples:
    • The Guardian item, only obtained via powersliding. Consider that opponents never powerslide (aside from the "buggy"-looking instance in Toc-Man's Factory). As a result, outside of Battle mode, only the player can get an item that grants full protection against all hazards except for bottomless pits without the need of Pac-Mobile.
    • For some reason, only human players can activate Pac-Dot or Fruit switches, as AI opponents will just drive right over them with nothing happening.

    Real-Time Strategy 
  • Warcraft III: While the standard AI will hire zeppelins (and occasionally use them, but only if there is no other way to reach an enemy base), they will never buy ships, mercenaries, or neutral shop items, or use instant-reviving taverns.
  • The Level Editor for StarCraft has several grades of AI available for map builders. The ones labeled "Campaign Easy" and "Campaign Medium" are restricted on what units and buildings they are allowed to construct (for instance, "Zerg Campaign Easy" will only build basic zerg units such as zerglings and mutalisks). Mind you, these were designed for the early stages of the singleplayer campaigns, where the player is also restricted in what units to build, so in the original context it was more a matter of keeping the playing field level. It only really qualifies for this trope if these AI settings are used in a game without an equivalent restriction on the human player.
  • Dawn of War:
    • Several moves/upgrades are never used by the (skirmish) AI, such as ork Burna Bombs, Imperial Guard bunkers, various morale-reducing abilities, or Tau commander weapons. That last one is particularly stupid, as it deprives them of both a short-range anti-infantry and long-range anti-armor weapons.
    • Campaign missions do feature these special abilities, but as part of a script rather than the AI actually being smart (such as a Burna Bomb trap, Imperial Guard missions where every building is pre-garrisoned with a squad...).
  • In Command & Conquer: Tiberian Sun and Command & Conquer: Red Alert 2, the rules.ini files had a special flag called "AIBuildThis = no" on some of the units/structures that the player could build.
  • Empire Earth: In skirmish matches, the AI never builds wonders (which give map-wide bonuses) or heroes (which give local bonuses to units). The idea of clearing out defensive towers before landing transports also eludes them from the Stone Age to the Space Age.

    Roguelike Games 
  • In FTL: Faster Than Light, the player is capable of doing a number of things that enemy ships and crew should be capable of doing, but don't for some reason:
    • You can manually fire your weapons or have them fire as soon as they're ready. Enemy ships can only fire weapons as soon as possible, missing out on the opportunity to perform a coordinated Alpha Strike against you.
    • You deploy your cloak manually. Enemy ships always use it as soon as it's fully recharged, tactics be damned.
    • Enemy crew are programmed to take specific actions depending on context. If an enemy crew member has started attacking an upgraded door, they will continue to do so until they breach it, even if another door in the same room is opened up, even if that door goes to the same place they're trying to go to; meanwhile you can always simply have your crew stop attacking and do something else. Furthermore, enemy crew will avoid oxygen-deprived rooms at all costs even if it is essential to do so (like repairing the ship's shield system), while you can just freely move your crew across an airless room to get to where they need to go.
  • In Enter the Gungeon, players have Blanks, which clear the screen of enemy bullets and stop them firing for a moment, like a shmup Smart Bomb without the damage. Bosses will also use Blanks when their health reaches certain thresholds, clearing out player attacks and setting themselves up for their next phase.
  • In NetHack pretty much anything the player can do NPCs can as well, including not only using any available items, but using them in creative ways. However, there are a few exceptions, some to make the game fair and some because the developers felt it wasn't worth the programming effort:
    • Items NPCs won't use:
      • Scrolls of genocide, which would be an instant game over. NPCs won't even genocide the player's pet.
      • Rings of conflict or taming items, which could turn the player's pet and neutral NPCs against the player.
      • Wishing items, which could be used to gain powerful items.
    • The player can periodically pray to their god for healing, regardless of their class. Even NPC clerics can't do this; they can only cast cleric spells.
    • There are several methods of scaring monsters so that they won't attack you, or won't even step onto a particular square. None of these work on the player.
  • Almost all of the classes in Streets of Rogue can show up as NPCs (and if you include custom content, literally all of them as well as custom characters can), but in spite of having identical stats there are many things the NPCs can't do. Special abilities are a major example, even though they technically still have them you will never see things like bouncers stomping, cops arresting criminals or shapeshifters jumping into a new body (although a few are implemented, like thieves pickpocketing people and cannibals eating bodies to heal). Items are also an example since NPCs can carry anything and use consumables when given them, but aside from wielding basic weapons they will never choose to use anything they're carrying or see sitting on the ground even if it would obviously be in their best interest to do so.

    Role-Playing Games 
  • Baldur's Gate: resting heals your party and recharges your spells, but injured enemies won't recover. (the game does not allow you to rest while enemies are in sight, but you can escape outside an area or in a closed room and return later to finish the battle)
  • Solatorobo: During the racing portions of the game, enemies never drift into turns, collect but don't use the speed-boosting crystals, and use items infrequently.
  • Almost all items in Persona 3. This is exceedingly frustrating, due to the game's Manual Leader, A.I. Party. Despite a shared item pool, your party cannot use anything but the two weakest healing items. As such, if your character is incapacitated through a status effect and you don't have a member that knows the counterspell, you're left as a passive observer until it wears off.
  • Pokémon:
    • In the main series games, the player has access to an increasingly wide range of items that can be used in battle at will, while the vast majority of opponents use no items at all, and those who do only do have very specific items used at regular times. (Most commonly are gym leaders and Elite Four members with a pre-determined number of full restores, and occasionally another 'strong trainer' will use a stat-raising item such as an X Attack.)
    • Also in the main series, the player seems to be the only trainer to be able to foresee the Pokémon his/her opponent will use next and switch the active Pokémon without taking a turn if necessary. This is called the "Shift" battle style and it's enabled by default on the options screen. However it only works in single-player mode Single Battles against the AI. In multiplayer battles, or those at post-game battle facilities you don't get the opportunity for a free switch-out when your opponent sends in their next Pokemon.
    • And more broadly, the player is able to switch out their Pokemon any time, but AI opponents almost never do; while they've been capable of it since the first generation, it's limited to only certain trainer types and driven by probability, meaning most players will likely not see it. In later generations it's more likely to happen when the opponent has no usable attacking moves (e.g., the player's Pokemon is immune to all attack types the opponent has), but it's still quite rare, leading many players to not realise it's even possible for years.
    • In Pokémon Colosseum and Pokémon XD: Gale of Darkness, the player can use the "Call" command on Shadow Pokémon that have entered Hyper/Reverse mode (which occurs during the purification process) or on their sleeping Pokémon to wake them up. In XD, the player can also use the Call command to raise their Pokémon's accuracy for free.
    • In the Pokémon Mystery Dungeon spinoff series, holding and using items is not player-exclusive. However, having an inventory is — enemy mons only have access to the "held item" slot, and can't store anything more than that. This is probably because it would be really annoying. It's also justified in-game by the fact that you have a bag to hold those items in. Enemies obviously don't have such a convenience.
    • Pokémon GO:
      • There are some moves that can induce status changes such as buffs or debuffs; and those are only limited to PvP use. During Raids or Gyms, the moves are completely different — and are more often than not, horrid. This is because if a Raid Boss is capable of spamming something like, Leaf Tornado to constantly lower your attack or Ancient Power to buff itself, it quickly becomes annoying and sometimes, makes shortmans virtually impossible.
      • AI opponents in Raids or Rocket battles cannot use exclusive moves from events such as Psystrike for Mewtwo, Blast Burn for Charizard or Meteor Mash for Metagross. Instead, they will only have their regular movepool.
      • Rocket Grunts, team leaders, and event NPCs will never use their shields like the player can. Only Team Rocket leaders, Giovanni, and team leaders on the master league will use their shields. Likewise, AI trainers will never swap out their Pokémon, even if they have one that could take advantage of the player Pokémon's type.
  • Final Fantasy XIII: AI controlled characters will never use full ATB skills and since you can't change characters in-battle, you're stuck with only using 1 character's full ATB skill each fight.
  • Granblue Fantasy: If you use a Light character against a Dark enemy and vice-versa, your team will always receive 75% from the opposition's damage while enemies receive 150% from your party. In other words, you will always deal more damage, and the enemies will deal lesser damage to you in a Light versus Dark matchup. This can be used for the players' advantage when fighting Granny in unlocking Tier 4 classes.
  • Mass Effect plays with this trope - the first game usually builds enemies from the same stat and skill templates as the squad, with a few Secret AI Races such as batarians, and also exclusive equipment here and there on both sides - the exceptions to this rule are obvious - Husks, Thorian Creepers, and the Final Boss to name but three. But Shepard has almost exclusive access to Unity/First Aid in all three games, which revives and restores the Hit Points of the entire team. Mass Effect 3 allows other player characters to use the ability with a radius restriction with the Medi-Gel Transmitter Gear, but, being playable, it's still played straight. And they never meet Shepard, anyway - preventing an aversion of We Cannot Go On Without You, as the third game adds a new, more shooter-conventional revival mechanic which is still this trope.
    • The final battle and Armax Arsenal Arena superboss of the Citadel DLC both use both this and Secret A.I. Moves in spades. Shepard's clone cannot use some mechanics such as shooter-conventional revives, shield and health gates, Real-Time Weapon Change (or even non-real-time) and Brooks doesn't get the unshielded ragdoll and biotic protection that Shepard's AI teammates get, but they get the ability to use First Aid as an Auto-Revive for both him/her and Brooks, restore Deflector Shields with it, as well as get a full heal under fire even on Narrative (which would logically be Insanity for the enemy) up to five times before going down, and Brooks hits hard with her Crusader shotgun on high difficulties, while Shepard's squad would do Scratch Damage on as low as Normal. The Heavy Melee clash would technically count as a Secret AI Move, as mechanically, the clone initiates it, and the player breaks free by mashing the melee button. This goes so far as the superboss, consisting of versions of the clone of every Character Class, being unable to clash with classes that don't wield the appropriate Omni-Blade or have mastery of their Lazarus gifted, in this instance biotic powers beyond one bonus power.
  • In The Elder Scrolls IV: Oblivion, NPCs are incapable of scaling uneven ground (be it jumping up or climbing down) and will be forced to switch to either magic or bows to attack the enemy. It's possible to endlessly kite the City Guards by placing a rock or fence between you and them and just jump over it, while they have to walk all the way around it. Fixed in The Elder Scrolls V: Skyrim, where NPCs can scale small walls, albeit often taking stupid paths to do so.
  • The The Legend of Heroes: Trails of Cold Steel games both play this straight and subvert it.
    • The first game in series introduces Link attacks via the Arcus unit which can only be performed by members of your party who are "linked" via the Arcus units which also give them ability to use Magic from Technology. Beginning from the second game in the series you begin encountering with increasing frequency opponents which can use this as well.
    • Cold Steel III introduces the Brave Order system, which allows your characters to use special buffing moves, such as decreasing the delay between turns in the game's Turn-Based Combat system or greatly increasing the rate of critical hits while also buffing the party. In Cold Steel IV, you encounter select opponents (specifically members of the Ironbloods or Ouroboros) who have the power to use "Dis Orders," such as Frozen Prison which delays your party's turns by 200%, cancels any order you may have issued previously, and locks you out from issuing any order of your own until the Dis Order wears off. Played straight in The Legend of Heroes: Trails into Reverie where while the Arcus Links and Dis Orders are still present for enemies, players now have an exclusive command called the "Valiant Rage" where at least 5 characters (all four in the active party and at least one in reserve) can attack all the enemies either by using regular attacks or arts. Meanwhile, the third Valiant Rage mechanic heals all of your characters.
    • Overdrive is a purely straight example. It appears only in Cold Steel II, perhaps due to being considered rather overpowered. Overdrive can be used with two linke characters, initially Rean and other characters, but later with most characters if you fight the Trial Chest monsters. During Overdrive, the two linked characters get three turns that are completely interrupted. Overdrive also restores 30% of HP, EP and CP and clears all status ailments upon being activated. All normal attacks and crafts unbalance enemies in Overdrive, and casting of all arts is instant, including the extremely powerful Lost Arts.
    • Break is a mechanic that appears beginning in Cold Steel III. Only enemies can be broken, never your characters. All enemies have a break gauge, with certain types of attacks dealing greater "Break Damage." Most strategies recommend breaking enemies as quickly as possible due to the benefits that come with it. Enemies that are broken are entirely unable to act. Normal attacks and crafts will always unbalance them, allowing your characters to build Brave Points to use Orders or activate Rush or Burst attacks. Additionally, the player can use moves that manipulate the turn order to keep enemies broken indefinitely, though this becomes harder to do in Cold Steel IV. There are a couple of things that balance this - powerful enemies can go into an "Enhanced" status after you knock off a certain amount of their HP, which generally both restores HP and seriously buffs them up. Their break gauge restores completely but then depletes faster at this point, but they become much tougher to deal with. Also, particularly in Cold Steel IV, some enemies have the ability to completely reset their break gauge upon reaching a certain HP threshold, even before going into Enhanced.
    • S-Break is a mechanic that returns from previous installments. While some players incorrectly use the terms "S-Break" and "S-Craft" interchangably, they are actually two different but related things. S-Break is a mechanic that allows a player to instantly use their S-Craft (a powerful attack that depletes all CP [Craft Points]), stealing the opponent's turn. It is often best used to steal a way a turn effect that would be beneficial to the opponent, such as a guaranteed Critical or Deathblow. Additionally, a valid and often-used strategy is to have the player character attack or use an item to restore CP or cure a status ailment, then activate S-Break while the animation for this is happening. It is also possible to spam this to activate multiple S-Breaks, allowing some or all of your characters to act before the opponent can, to finish them off or break them.

    Simulation Games 
  • X-Universe series:
    • Non-player-piloted ships never use their WASD strafing thrusters. It makes more sense in X2: The Threat and previous games where its an optional ship upgrade, but less so in latter games where it's a built-in component on every ship
    • X3: Terran Conflict introduced M7M missile frigates and M8 bombers to the X series, both of which are designed to fight by pouring enormous salvos of missiles into the target from well beyond gun range. The player can remotely command their M7Ms and M8s to do so using the Barrage command, but AI ones use the same AI as every other ship class, meaning they will fire missiles rarely and singly. This goes for both NPCs and Player Mooks, and is fixed in the Expansion Pack Albion Prelude.
    • Only the player is capable of causing NPCs to bail out of their ship. Every NPC-on-NPC battle ends with at least one death. The behavior is rectified in the Xtended Game Mod for X3: Terran Conflict, where NPCs can cause each other to bail out. However, it can cause some Disc One Nukes, such as finding an abandoned military Space Fighter worth 1,000,000+ credits waiting to be claimed after the pilot bailed out during a pirate attack.
  • The Yellow Squadron in Ace Combat 04: Shattered Skies cannot fire QAAM missiles, even though they fly one of the few plane models in the game that can carry these missiles. That's because QAAMs are ridiculously overpowered in AC04 (one shot kill plus nearly impossible to shake off), and if the Yellows were allowed to use them, in addition to their other advantages, the game would become literally unwinnable.
  • Operation Flashpoint: With good aim and a lot of luck, you can shoot down enemy helicopters with pretty much any weapon by shooting the crew through the windshield when they line up for a pass, or simply filling the vehicle with holes until its engine quits. Of course, you'll never last long enough to do so if you stand out in the open, but if some good cover is at hand and you have the nerve to try, it's possible. The AI never try to shoot at helicopters with anything but guided anti-aircraft missiles.
  • In the Escape Velocity series, AI ships will generally only pursue the player or halt and fire long-ranged weapons, never performing any of the various tricks that relied on momentum (notably the "Monty Python", where the player accelerates away from the enemy and turns around, essentially coasting in reverse while firing all weapons). They also generally would not jump out of the system during combat, except for certain mission bosses.

    Tabletop Games 

    Turn-Based Strategy