A more accurate description would be "you _can_ order the launch of a single Sidewinder on lock-on-after-launch mode in high-parabolic trajectory with minimum loft time and with thrust-vectoring engaged, but you don't _have_ to."
From the first line of code, one of our primary design guidelines has been "minimum number of clicks per desired action".
Units, either acting individually or as part of a group or a mission (or both), follow sensible defaults with regards to detecting unknown units, identifying them, prosecuting them if relevant to their tasking, and avoiding enemy fire. These default behaviors can be tweaked by various mission-specific settings (if X do Y), RoE settings (which can be automatically inherited or overriden, a _major_ time-saver) and other options.
The player can intervene manually to finetune an action if he thinks he can come up with something better.
If you have browsed on our product page and watched the videos, you've already seen the units launch weapons and take other actions completely on their own, after being given only the most general directions by the player. This is not accidental.
And we are continuously working to refine the tactical AI to do even better.
< Message edited by Sunburn -- 1/12/2013 5:26:35 PM >