jmalter
Posts: 1673
Joined: 10/12/2010 Status: offline
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quote:
ORIGINAL: blubasso Well, my first idea was to alternate the days in wich a group of pilotes will fly. Exemple: Day 1: Easy starfing mission, just the Rookies will fly, the others (experienced) stay on ground to have a little chat, sleep and so on. Day 2: Medium/Hard Mission, all the experienced pilots will fly. The Rookies rest. And so on... Low-skill pilots die fast, even on a 'milk-run'. Low-altitude strafing missions are v. vulnerable to the defender's CAP and Flak. Expect lots of aircraft losses, 'cos a low-Exp pilot will wipe out his damaged plane on landing, while a high-Exp pilot is more likely to survive the landing & bring a repairable plane back to base. quote:
I know i can let some airplane in reserve so i could place them off duty, to avoid that the game will take pilots on group reserve. And you can say to the game that a percentage of airplanes will rest, in the percentage mission screen. Do you know? That buttons you click and you will tell to the game: 60% will fly; 10% train and 30% rest, for exemple. With a simple calculation you can count your active airplane, tell the game that a given pergentage of them will not fly and the rest will be the planes wich will fly... Take a tip from the experienced guys here who've answered you post - put your low-skill pilots in rear-area groups for training, & move high-skill pilots into the airgroups that are conducting combat missions. FYI: Combat pilots w/ Exp & relevant mission skills should have #s in the 70s, pilots in the 50s should be training in the rear. Semi-trained pilots in the 60s could go either way, depending on your needs.
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