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i would like to hear your thoughts about the aircrafts interface

 
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i would like to hear your thoughts about the aircrafts ... - 1/19/2003 9:03:21 AM   
astharoth

 

Posts: 40
Joined: 1/11/2003
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we know that one of the most important element of the game is the aircraft, everyone is giving good ideas but how do you see the interface?

here is my vision with some new idea from the board

the mission stay the same except that we take out "Training"
and "stand down" instead each primary mission would come with
more parameter also, a good feature would be to indicate
in paranthese "how many plane there is" beside a % value
such as cap, naval search etc

-for airfield,naval,port,ground attack everything stay the same for
primary and secondary mission choices

parameter would be:
- Effort % (the % indicate numbers of active, other are resting.
0% mean that the squandron is standing down.)

-From the active pool the parameter are:
-Training (set a % of the active pool)
-Cap or naval research %
-Maximum hexe mouvement (this would be handy, let say you set
it to 6 that mean that it wont attack anything farther then 6 hexes.)

below the last parameter it would have:
"Number of planes flying primary objective()"

other mission would be based on this with parameter according to mission type

also, it could have a button that transport you to a target preference screen.


another thing that could be added is:
"must be escorted by at least (#) fighters"
Post #: 1
- 1/19/2003 9:15:51 AM   
pasternakski


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good luck.

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And the people let me down.
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(in reply to astharoth)
Post #: 2
- 1/19/2003 9:16:59 AM   
astharoth

 

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Joined: 1/11/2003
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this is just a wishlist :-)

(in reply to astharoth)
Post #: 3
- 1/19/2003 9:58:32 AM   
Nikademus


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Joined: 5/27/2000
From: Alien spacecraft
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Personally i think the aircraft interface is excellent the way it is now as it allows a fine level of control not possible with PacWar.

However in terms of improving this functionality......the best i've read so far is the addition of a "CAP only" button (with % of course) so that taxed FG's can focus on defense.

To that i'll add one of my own.......the addition of a maximum range button (LBA only) for naval attack to eliminate the semi-frequent penny packet attacks at extreme range issue thats been causing so much angst.

(in reply to astharoth)
Post #: 4
- 1/19/2003 11:06:53 AM   
astharoth

 

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Joined: 1/11/2003
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cool nike, i have mention the max range,

but what about if you want to train half your pilot and send the other half to mission? you cant do this

what about if you wish to supply a base with only 60% of the effective to be sure there is not to many damage\destroyed plane due to fatigue? you cannot do this

what about if you know a base as many cap defending it and you want to be sure your bomber go there escorted by at least 30 fighter? you cant do his either

(in reply to astharoth)
Post #: 5
- 1/19/2003 11:19:51 AM   
Nikademus


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From: Alien spacecraft
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If your pilots 'really' need training above and beyond on the job training, then the FG (or BG) in question should be transfered to rear areas where it can be focused on ;)

As it is now, remember that once pilots reach EXP 50 that training missions only produce results very slowly. Actual combat will probably produce faster results assuming he survives long enough

If the pilot is <50, he shouldn't be at the front unless circumstances warrent it. Giving pilots enough time to aclimatise is an essential strategy.

On escorts....with the % button you can tailor your escort levels fairly well but not to the exact plane. Given the game's operational level, trying to assign planes on a per unit basis would be excessive and taxing on the player. The only games i've ever played that allowed such are tactical carrier wargames like Carrier Strike

(in reply to astharoth)
Post #: 6
- 1/19/2003 11:33:47 AM   
astharoth

 

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"On escorts....with the % button you can tailor your escort levels fairly well but not to the exact plane. Given the game's operational level, trying to assign planes on a per unit basis would be excessive and taxing on the player. The only games i've ever played that allowed such are tactical carrier wargames like Carrier Strike"

oh thats why ive seen 50 of my dauntless attack ennemy CV tf
with 0 F4F3 escort and i had all my f4f3 squadron set to escort with like 20% cap. 80% of my planes has been slaughtered.
it wasn't a matter of range cause both planes had the radius to attack the cv tf

(in reply to astharoth)
Post #: 7
- 1/19/2003 11:48:08 AM   
Nikademus


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From: Alien spacecraft
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right, it was a FOW snafu resulting in your escorts getting seperated from their charges.

It happened during the war. Alot :)

(in reply to astharoth)
Post #: 8
- 1/19/2003 12:32:58 PM   
CommC

 

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From: Michigan, USA
Status: offline
It's good to want things.

Wait, I hear the strains of "Dream Weaver" wafting in the background...

(in reply to astharoth)
Post #: 9
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