CCIP-subsim -> RE: Ready Times Redux (7/20/2017 8:58:53 PM)
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There is no formula - if you take a look at the blog post that was linked, you'll see that the turnaround times are standardized on a per-loadout basis, with two additional systems (surge/sustained, quick turnaround) coming into play for certain loadouts and situations. There's no dynamic calculation for the loading time because it involves many factors that will, realistically, never be possible to model in CMANO - everything from mission planning to, say, crew duty times. Instead, the turnaround system is mainly there to give scenario designers a set of rules to work with to achieve the sort of game pacing needed. The problem otherwise is purely game logic: yes, the situation with the turnaround may be a bit frustrating in this one instance, but on the other hand, what'd be even more frustrating is trying to sort out a different system. How do you propose, for example, the game distinguish between a player messing up on the one hand, and a player intentionally bending rules to get completely unrealistic sortie rates? This is why the limitations were introduced in the first place, to overcome the old Harpoon problem of basically infinite sorties, and "fixes" to it which introduced limits, but completely inflexible ones. CMANO, on the other hand, places the ready times in the hands of the scenario designer. So again, it bears repeating: if you are being prevented from a rapid turnaround, this is probably intentional.
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