Feltan
Posts: 1160
Joined: 12/5/2006 From: Kansas Status: offline
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quote:
ORIGINAL: nimitz68 quote:
ORIGINAL: Feltan Sunburn, That is very good rationale, but it fails (in my opinion) in one frequent case: you have, say, and FA-18 with a combat load for ground strike, and you switch to a different ground strike configuration (ex. from Mk82 to Mk84 bombs) -- and you have to start getting ready from scratch. Much of the rationale is to limit sortie rates, and I get that. However, once an aircraft is in a ready state, and it has paid the "penalty" of the long turn around time, the sortie rate isn't going to be impinged upon by reducing the ready time for an aircraft that is modifying its load. Regards, Feltan That's the problem I had with it initially, but it would be a big fix to address 'properly.' If we take the example you give, the re-wait time is an unfair penalty. But if we look at a Nagumo situation where you're going from bombs (land attack) to torpedoes (ASuW strike), the wait time isn't nearly as unfair as your briefings, etc. would have to be redone, not just a reload. So do you introduce a post-sortie maintenance period and then separate target briefing/loadout times? OK, great solution, but more complexity and a significant revamp to the database and another host of numbers to debate/argue. There is a workaround - you can open the game save in scenario edit mode (if you don't play it in that mode) and manually set a ready time you feel is realistic based on what sort of swap you're doing. If you care about the 'validity' of your gameplay, you'll make it reasonable. nimitz68, Fair points, but I am not suggesting the change in load-out for free. Rather, what about 3 hours instead of 6 in the example above? It would allow for the Japanese results at Midway. While I am not familiar with the code for the game, what I am suggesting would be some pretty simple logic to insert (famous last words from someone who has sworn off such statements at work). Regards, Feltan
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