Dan109 -> RE: AVGAS farms (5/28/2017 5:33:29 AM)
|
Yeah, I've noticed this since upgrading to CoW and paying MUCH more attention to logistics. Fuel is not taken away from the mothership for not only aircraft readying, but isn't taken for readying surface or submersible launched craft as well. I'm surprised at the official CMANO statement, that they removed a feature that was "too real" for people to handle. Well, sure it adds complexity, but why not just have it as an optional feature to enable if you want realism? Does the Pro version get this capability now? As NI was my first play through with this game, now I realize how much time I was wasting trying to destroy fuel depots, when I didn't have precision weapons to go for the runways or access points (I did it, but I had to use my entire airwing, and then BDA is never accurate to boot). If enabling the capability in the future, I think some dev needs to be done. Surface and Sub units launched from a mothership don't have the full fuel details that normal units have (fuel consumption rate, time to bingo, etc). In addition, I noticed in NI some ships had Helis using AvGas, but the ship ship not carry any AvGas. Land Units showing fuel would also be a future requirement if making a commitment to having a better land model, to help expand the player base (I think more non-owners would prefer Naval/Land to Naval/Air). And of course some units an use multiple types of fuel. All USMC vehicles can use AvGas, as well as diesel. And the LCAC can use both - maintenance rates dropped when the switched from diesel to JP-5. And finally, some logic needs to be added to not allow an aircraft to land at a base where there is no proper fuel available - The only exception I could think of would be Helo Cargo missions (which really don't land, but they NEED to IMO, to have a proper unloading time) and say a Cargo Plane like a C-130 landing to drop off equipment at an improvised airfield, but planners gave it enough fuel to get home (or get to an airborne UNREP point).
|
|
|
|