Dimitris -> RE: Reload Times Under v. 3.8.0 Inclusive (7/16/2007 10:38:34 AM)
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Guys, this thing has been discussed to death both in the old Yahoo H3 group and on its successor, the Harpooner's Point. A short refresher: http://www.harpoonhq.com/phpBB2/viewtopic.php?t=2840 Craig: I can understand that your ANG buddies would find some issues with the CRTs as currently implemented. Nobody claims it's a perfect model and God knows you can punch holes through it all night. (FWIW, my personal grievance is that it catastrophically delays staging base-hops). I do hope, however, that they understood the reason behind it and laughed equally hard at HC and pre-v3.4.9 H3's "30 mins for all!" model. CRTs as currently implemented are imperect, but they are a giant step forward from what we previously had. Now, if another way can be found which refines the RL constraints even more realistically then by all means it should be discussed and attempted to be implemented. quote:
Simple. Any non Bomb/Gun weapon in the DB has to reload from a munitions dump. So we just add one little widget weapon called "Surge" into load outs for Surge operations. If you want to get REAL accurate follow up with a "Slow Surge" that is an intermediately step. Thus you DB editors/ Scenario editors that want lower Reload times get your wish. You players that want flexibility and realisim get your wish. The only problem is you DB editors have to now make THREE loadouts for each aircraft and each loadout for the aircraft.... And maybe one "Surge" and "Slow Surge" for each aircraft type (to prevent the CAP fighters stealing the Strike aircraft's surge ability. It is a good thing we are not limited to PFedit anymore people! A fair idea, but I envision two problems with it: 1) How do you instruct the AI to load up Surge-loadouts during, say, the first two days and then follow up with non-Surge loadouts? 2) How do you prevent a human player in either single player or multiplayer from cheating? For example, loading a B-52 with a "Surge CAS" loadout in 30 mins and then instructing said B-52 to go strike a hardened target on the other side of the world? quote:
Coincidently you can calculate real world load out times not by the mission but rather by the WARLOAD. For example an Average USAF ANG crew can re-load an A-10 with 2 Mk84 based weapons (GBU-10/24), 4 AGM-65 Mavericks and 2 AIM-9 Sidewinders in under 15 minutes (i have seen it done in a drill) Their exact time excluding reloading the GAU-8 30mm cannon was closer to 11 minutes... and that includes a loader failure (It stalled and took about 1 minute to re-start! So DB designers. Please provide feedback to your thoughts. This has also been discussed extensively before. CAS & hot-pad intercept missions are frequently limited only by the re-arming/refuelling cycle and this is reflected in modern DBs (like the DB2000) which grant CAS & some DCA loadouts very short CRTs, and hence a high sortie frequency. Most other missions however are limited by other factors such as package form-up, detailed briefs & debriefs, crew rest & preparation etc. Please refer to the link above for elaboration. I do hope you can understand my reservations. I am all for finding a better way to model RL air ops. The CRTs were a huge success because they were easy to implement and constituted a big improvement over the previous status quo. Are they perfect? No. But it's the best we have right now. Any practical, feasible alternative that improves on that model would of course be highly welcome and appreciated.
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