Mr.Frag -> (7/7/2003 10:49:47 AM)
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I understand what you are saying Mogami, with lowered levels of fatigue to CAP and Search, it will certainly help. Does this also apply to ASW operations? The current UV problem is that airgroups get hurt, new pilots coming in are low skilled and end up getting killed in operational losses, more pilots, more planes, more deaths, more pilots, more planes, more deaths, and the skill just keeps sliding downhill. I know at one point UV was patched to cause the less trained pilots to fly more often to try and skill them up, but this has a side effect that obviously was not thought out, that of the death cycle with low skilled pilots. Two options to counter this. Complete withdraw of the air group for months of training because of a few bad pilots OR some ability in the game UI to control who flys and who sits in ground school. Personally, I don't care how it is solved, but due to the scale of WitP, I think some game mechanics need to change to enable people to step back from this grind where you can not play multiple day turns due to the fatigue suicide curve on offensive missions. Due to the number of turns in a WitP game, it would be great if the UI was enhanced in a manner that multi-day turns could actually be played. I do have to look at it objectively, and sometimes picking experts like yourself to beta test leaves an excellent game yet way beyond the normal folks in terms of playability. I remember reading your first post on turn length and wondering ... If it took you 10 hours, with my over"anal"izing, it would probably be more like 20 hours ;)
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