Rudd
Posts: 1501
Joined: 7/10/2013 Status: offline
|
quote:
ORIGINAL: hellfish6 I'd be a bit hesitant to do something air-centric at the moment, until we get something like an aircraft maintenance effect system (not a full-fledged maintenance simulator, mind you, but something that allows the player to deal with delays/changes to air ops caused by maintenance issues). I've been a part of real-world air ops in the past and every day something happens to delay, abort or cause changes to an air campaign, even among the best airforces in the world. In other words, aircraft experience in-flight emergencies that require aborts, or random chances for maintenance failures/issues that disrupt the normal aircraft ops cycle - doesn't have to be detailed, but just like some kind of failure table that you roll against every time you launch an aircraft, modified against sortie rate (the more times you launch that aircraft without a maintenance stand-down, the more likely the failure) and maybe side proficiency (better air forces do better maintenance). There are reasons why a carrier in the real world only does X number of sorties a day when it could physically actually launch far more. And also reasons why beloved planes that are maintenance hogs (F-14) are retired before they are obsolete. not sure if LUA scripting permits anything like that. I'm sure the C:MANO devs have a plan to address all of this in the future. Hell, you could probably make a whole game out of just dealing with Air Tasking Orders for an air campaign (Flint 15 experiences IFE, has to divert. You failed to slot in a CSAR team to secure the aircraft at the divert location. Flint 15 is arrested by local authorities. Game over.) Not exactly what you're asking for but wouldn't the 'sustained' air ops tempo(20hr ready times), with different ready times at the scenario start, be a simple solution to simulate some of the above concerns.
_____________________________
|