TheElf -> RE: WitP II Air To Air model Discussion (3/19/2006 5:16:22 AM)
|
quote:
ORIGINAL: treespider Why not get rid of altitude increment settings as well or at least group them - Very High, High, Medium, Low, Very Low instead of by feet as is the current case. This is an idea I have been thinking about. Actual performance figures for Aircraft at different altitudes. Would take a lot of research but the info is out there. Would certainly make altitude selection mean something. Rather than calling them low, med, hi 0-10k, 10-20K, 20-30K would make it easier to convert real world stats into the game system. quote:
ORIGINAL: treespider Possibly figure a way to break up strikes into smaller engagements...perhaps tie it to a coordination roll and ammo see below with the discussion of Pacific fighters. Another mutual idea. I'm thinking that each leader has an Tactics Attribute that could be a modifier to a combination of factors such as Aggression, Leadership, Inspiration, and Prestige. Strike Coordination could be a skill that good leaders develop over time based on their overal EXP at the start of the gameand then improved as they fly more and more combat missions. There should also be a distiction as to where an intercept occurs. Pre-target, over the target, Off-target. All of course dependent on the cumulative activity over the target that day, Weather modifiers, CAP availability, Radar coverage, Field conditions, Skill of the Opposing Intercept Leader, Etc. quote:
ORIGINAL: treespider Simulate loiter time and such through op points for air units - Air Units are given op points based on endurance. the unit expends op points to conduct different actions - fight an A2A rd expend op points ---- move a hex , Op points ---- bomb, op points----land and reload, op points --- Units flying Cap over own base will be able to cycle aircraft Units flying longer range missions will not have as much loiter time and will be limited in how many A2A rds they can engage in before hitting an endurance limit.... Yep. Agree. quote:
ORIGINAL: treespider Tie unit experience to the ability to stay in the fight. Yep Agree. Lots of modifiers could help determine this. quote:
ORIGINAL: treespider Get rid of the combat animation...This is not a tactical simualtion and unless we want to get involved with pushing aircraft around a tactical map I see no use in it. Just give us a report ...On such and such a day x number of aircraft attacked such and asuch place and suffered Y number of casualties. I don't need to see that plane 231 was climbing ratta tat tat plane 231 climbing rata tat tat... Are you trying to put me put of work or what? I actually think the Combat Replay could be made to provide more information. More messages with explanations to the player as to why things are happening. Why did the Strike Abort? --> "Weather in the Target area..." or "Unable Rendezvous with Escort fighters" and the Formation Leader's Aggression attribute is not high enough to continue without Escort etc. But I think it SHOULD all be available in an after action report should player A not want to watch the animation. quote:
ORIGINAL: treespider Apply Malaria to the aircraft---op losses. Yep. And malaria could be a dynamic modifier, as in different levels of negatiove modifiers based on level of Airbase development, supplies, Time of year, Location etc. Great Stuff. Keep it coming...
|
|
|
|