Good thread!
Based on discussions in other threads concerning the integrity of the original campaign, we will need a flag of some sort to activate 'improved AI' features. Anyone making improvements to the AI would check the flag. Even simple updates in this can change the way the campaign plays dramatically. The flag should probably be on an options menu and be saved so the player only has to select it once.
Some things I've been toying with in the back of my mind:
1) I suspect the part fighter/bomber spinning/bumping may be due to initial positioning. The fighters/bombers must move from their initial positions to their 'prefered' formed positions when the mission starts. Since there is no collision detection between them, they bump. I've not noticed if a strictly AI wing has this problem or not, just with the AI ships assigned to the players wing.
Possible solutions:
a) Improve the collision detection logic. Drawback here is if we're not careful we could take a hefty performance hit. Especially if there are a lot of ships in the mission. Co-op multiplayer missions could take a hit here as well.
b) Increasing the distance between the 'formed' ships might reduce the bumping some.
c) Provide a feature in FRED2 that would allow the mission designer to position the AI ships in the preferred 'wing' formation relative to the lead ship. It might be difficult to back out what these relative distances are but I don't know, I haven't looked at it enough to know. We might update the logic allow the prefered wing formation to be selected similar to Homeworld while we're at it.
d) Improve the turn rates and logic of the AI ships if the player is at zero or low velocities. They seem to jump and turn too quickly if the player is sitting still. In fact they probably shouldn't move at all if the player is still. Perhaps not let the formate logic kick in until the player is above a certain speed. If the player is sitting still, he should be able to rotate around and look at his wingmates without them running around trying to get behind him.

2) AI teamwork improvements
a) Currently an AI ship may put out a call for help if damage gets below a certain level. Perhaps this could be updated to change the orders of the nearest AI friendly to attack the damaged ships attacker (if the friendly AI ship is within a certain range of the damaged ship).
b) This may already be available in FRED2 but if not, it should be. Allow the mission designer to set up wingmates within a wing. When setting up wings, allow one ship in the wing to be given an 'attack' order and another ship in the wing given a 'protect wingmate' order. The second ship would 'protect' the first ship until the lead ship is destroyed then change to new orders (probably the lead ships orders).
3) Bomber run improvements
a) Currently bombers fly within range of their targets and stop (if they target is still). Update the bombers 'paths' logic to model an actual bombing run. The bomber would follow the current path logic, release its load. if its taking damage, the bomber would move a 'safe point' on the other side of its target, then turn and make another run.
Some questions I have on this one, if the bomber is being attacked by a fighter, should it break off its bombing run and engage the fighter? I'm thinking only if it's a good distance from its bombing target.
Those are my suggestions anyway. I return you to your regularly scheduled thread...
