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RE: Consolidated wish list

 
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RE: Consolidated wish list - 8/2/2007 8:30:05 PM   
HMSWarspite

 

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I have thought about this for a while. There are probably different approaches required for different aircraft catagories, but I have always thought that skill level should be a factor (and the posts above are very similar to the ideas I have been having). For any encounter I would weight the list by skill. So if all pilots are the same skill, they all have an equal chance of being the casualty. If skills vary, the chance of being shot down should be weighted by (1-pilot skill)/unit_total_(1-skill), for each pilot (so a hypothetical 90 skill pilot has 1/9th the chance of being shot down as a 10 skill pilot). This would tend to make 99 skill ace pilots very much less casualty prone in big formations, with the newbies getting chopped more often. However, if a unit gets massacred, the aces will go as well! To improve this even more, the combat could be like this:

Fighter vs Fighter. Attack in skill order (highest first), and pick targets randomly, weighted as above (they pick on the newbies because they are a little bit out of formation, or given the less sexy positions in the formation away from the lead etc), then use the target skill as a modifier to the chance to shoot down (I have always assumed this is the case, but I just thought I would check). This would mean the skilled pilots get the kills, but find it harder to shoot down the experts.
[Edit: New thought. Rocket attacks should be random targets to reflect the inaccuacy, and general point and pray aiming systems]
Figher vs bomber. Attack in skill order as above. This time, maybe a random (linear) choice in target, or maybe roll against skill. If they pass, start from the top of the bomber skill list, if they fail, start from the bottom, or weighted random choice? This would reflect the silled pilots going for the leads, and the less skilled tending to pick on the newbies or the fringes of the formation.

I know this is complex, and maybe random vs random is good enough (certainly for bombers), but I have stats for fighters that show the chance of getting shot down after the first combat drops significantly for fighters, and continues to drop very quickly until about 5 combats by which time it is about 1/10th of what it is in combat 1 (note: I am doing this from memory, since I can't find the right book, but the principle is definitely sound. Also Combats is not the same as flights, the unit has to engage the enemy, although not necessarily fire guns, and the newby may just be confused the whole time and never get close to firing!)

How's about something like skill based shoot down chances guys?


< Message edited by HMSWarspite -- 8/2/2007 8:33:22 PM >


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Post #: 31
RE: Consolidated wish list - 8/2/2007 9:19:40 PM   
Dixie


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During night raids (as most people are no doubt aware) by 1943 the RAF flew in a stream.  The entire squadron would not be occupying the same small area of airspace as a daylight formation would and the first a/c from a squadron could be any member of that unit.  The 'form up' consisted of circling above the UK until height was reached when (in theory) the whole stream would turn on their course.  Even if the squadron did fly together in the stream picking the squadron leader from the other planes would be nigh on impossible.  Obviously such losses occured, but certainly not on the scale of 5 commanders lost from 10 a/c I had shot down in a raid.

PS: Is it ready yet?

PPS: How about now? 


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Post #: 32
RE: Consolidated wish list - 8/3/2007 12:55:41 AM   
harley


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quote:

ORIGINAL: Dixie

PS: Is it ready yet?

PPS: How about now?



You sound like my boss at work...

For all suggestions - remember that these line-ups will occur thousands of times per day, so less complexity the better. It's very hard to duplicate the operational/tactical circumstance of each flight, so this is going to have to be a one-size-fits-most selection, and I have some ideas on that...

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RE: Consolidated wish list - 8/3/2007 1:26:00 AM   
jcjordan

 

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I would vote for a random chance as thats what combat basically comes down to if it's your time, it's your time but with some kind of modifier for skill/exp because better pilots would be able to get to live another day. Not terribly complex just a simple random selection from the list with a modifer for difference between attacker/defender exp.

PPPS - Is it ready now???

How about that Quagmeyer?

(in reply to harley)
Post #: 34
RE: Consolidated wish list - 8/4/2007 9:33:03 PM   
HMSWarspite

 

Posts: 1401
Joined: 4/13/2002
From: Bristol, UK
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quote:

ORIGINAL: harley


quote:

ORIGINAL: Dixie

PS: Is it ready yet?

PPS: How about now?



You sound like my boss at work...

For all suggestions - remember that these line-ups will occur thousands of times per day, so less complexity the better. It's very hard to duplicate the operational/tactical circumstance of each flight, so this is going to have to be a one-size-fits-most selection, and I have some ideas on that...


In that case: NF vs night bombers, skill order vs random
F vs day bombers skill order vs random
F vs F skill order vs reverse skill order.

If you have to do (literally) one size fits all, I think Skill order vs random for all would be the way to go (IMHO). However, the number of attacks a given pilot makes per sortie is also not quite right (too often do I see 3 and 4 kills in a few minutes. Maybe a vastly reduced chance of multiple kills in quick succession...

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Post #: 35
RE: Consolidated wish list - 8/4/2007 9:50:59 PM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
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quote:

However, the number of attacks a given pilot makes per sortie is also not quite right (too often do I see 3 and 4 kills in a few minutes. Maybe a vastly reduced chance of multiple kills in quick succession...


well, at night, that is how it happened ?

once you got into the stream, you were busy

busting up stragglers, well, depends on what is what and where

overall though, it is Fuel, you got the gas, you can stick with the fight and the longer you are in the fight, the better chance you have of getting into fights

of course, where it gets to be a pain, you spot a straggler, dive down into a bounce, you are now low, and can be the target of a bounce yourself

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Post #: 36
RE: Consolidated wish list - 8/4/2007 10:48:57 PM   
17poundr


Posts: 27
Joined: 4/13/2007
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I hope that the interface will be as intuitive as possible. I would like to see some of the features from TOAW-3 borrowed. For example, make the unit symbols as military'ish as possible, not grotty picturs of mini planes, of if so, then make them realistic, like the ones in Pazer general (the fist pc version, where even the small airplane pics, were all clearly easy to identify as the plane they reprecented).

Hex based map would be exellent if possible, also as then it would be easy to see a combat range just by telling it in hexes...

Also, an intuitive menu of options for each unit by usage of the right mouse button would be ace!

I have seen only too many games ruined in having to unnesessarily go and click a little icon, where the right mouse button menu, would serve the same purpose much better!!!

Also, to make attacks as realistic as possible, a 'combat planner' option somewhat similar to the one in toaw-3 would be good. I would hopefully have options for grouping various units into larger units, and also give options as to which units would fly 'tail end charlie', and which units at which altitude... All of this ofcourse is easy then to factor in by commonsence tables, that the computer will compute with great ease, after all counting is what it does in essence!!!

Having a turn based, but 'being able to effect the enemies turn, or a very slow realtime action, so that commands can be given without the panic that some games have in their realtime fighting...

After all, the planners of ww2 air combat had hours or days to set up op's, and a staff of many men, so when one man has to make these desicions, it's ridiculous to have a timeline like a real air battle, unless you can freese the time and change orders to some units....

Infact the way that the game Combat Mission does it, where you give orders, the enemy gives their orders, and a minutes worth of combat with the troops following those orders ensues, not perfect but it works...

All I'm saying is that the planning should have lot's of options, as to what kind of things to hit, wether to give autonomous raiding capacity for the escorts if not have used up their fuel/ammo in defending their escorted planes...

Also, air op's not only as strat bombing, but also, coastal command anti sub and later anti German shipping mostly off the coast of norway, would be good to include... The desert has a very versatile combination of missions for the airmen, with the RN aviators co-operating with RAF medium bombers in doing exellent night time interdicion to the axis trying to avoid the growing allied air interditiction by driving their trucks only at night. The allies would have RM aircraft carriers off the coastline of the axis main coastal highway, and let their Albacore's come and loose off flare's, in various places of the highway, when an axis truck convoy was thus spotted, the Albacore/s in question would radio the co-ordinates in for the loitering allied medium bombers (usually wellingtons), who would come in, to the contiually lighted up axis trucks, and carpet bomb them with scores of small bombs! This kind of operational variety would be great to have!!!

And also the full spectrum of axis wartime production should be able to be targetted, not only those that were in ww2.
To make my point clear I'll borrow the words of Hermann Göring, who said in Nuremeberg to allied aviation interviewers, "We never understood why you tried to find a 'choke' point in (for example)ballbearings, if you had hit our explosives industry, something we constantly prayed wouldnt happen, our capacity to conduct war would have been seriously compromised!!!

This was ofcourse talking of targets that were in range of the 43.early44 USAAF, but after the Aviano, and B-17 'shuttle raids'(the ones that landed onto Red Army concuered territory, and then flew back, and btw on one occasion were hit bad by JU-88s, when for political reasons their P-51s were not allowed to lift off to give cover, as the red airforce was supposed to do that but they were nowhere to be seen on that day..)! When these two kind of raids got to the ploesti airfields, then a real 'chocke point' was found, but it could have been found much earlier by hitting the explosives industry...


All, I'm saying is that try to make it realistic, give lot's of options, and the inevitable fog of the party being bombed, being allowed to move and give camouflage of all kinds to their factories, bridges ect, airstrips, ships and their ports ect ect... An option for the defender to try and confuse the enemy as to where their assets are and to move them if possible, and to use plans to confuse the enemy (such as using flares of the same colour in the wrong places to confuse the Bomber Command night raids, or the usage of smoke screens to confuse the USAAF bombers, or the usage of swapping bomber airfields to fighters ones, as the brits did, or using autobahn as runways as the germans did, ect)...

And, please think of playability! The right mouse click menu for options of action for a selected unit, is the best way to improve intuitive play imho.

Also automatically lighting up the area of range, and when given choise of different weapon loads, with (for fighters), various drop tank combos, then the area of the lighted up range automatically changes... And please include light bombers and even fighter bomber of the USAAF 9th bomber force, or RAF Mosquito and beaufighter units, or German light-tactical bombers... Also, their missions that frequently were in suport of ground troops, sometimes even special forces, would be great to see included... Also in Normandy fighting the D-day landings, and operations Goodwood, Cobra and later on Market-Garden, Varsity ect, had massive carpet bombing by huge numbers of allied heavy bombers... Somethign that the Germans did also on a smaller scale in their assault phase...


Ok, I hope that something of what I wrote about will be considered, or is already under consideration.... And please allow expandability, so that your game can receive patches that not only fix bugs, but can give new options, or even (and I dont mind paying for this), expanding theaters of war, or even 'what if' planes, campaigns ect... Or applying the same game machine to Korea, Vietnam (great scope here, Rolling Thunder ect)!, to the Arab-Israeli, Russian Afganistan-Checnya, desert storm, anti Serb, Afganistan and Iraq-2003 onward, to ww3 in Europe with 50s, 60s, 70s, and 80s options to see what the difference in the modernized equipment would do... All the way to modern 'what ifs'...

So, you see, that to make the game a hit, so that such expancion scenario packets can be sold, I beg of you to really think of the playablity, and look at how toaw-3 has a great capacity to simulate classic Avalon Hill boardames with it's intuitive, but still classic game play screen... please try to apply this to your game!

AS for the air combat, (if there is to be such a dimention, I do not know), for me Sturmovik is the measuring stick, only that in Sturmovik for beginners sometime one flew and flew without ever finding the enemy that was so ellusive, please try to look at the classic lucas arts games of Secret weapons of the lufwaffe, and see how one can find the enemy with ease, without making it an automatic process...




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Post #: 37
RE: Consolidated wish list - 8/4/2007 11:58:39 PM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
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quote:

ORIGINAL: 17poundr

I hope that the interface will be as intuitive as possible. I would like to see some of the features from TOAW-3 borrowed. For example, make the unit symbols as military'ish as possible, not grotty picturs of mini planes, of if so, then make them realistic, like the ones in Pazer general (the fist pc version, where even the small airplane pics, were all clearly easy to identify as the plane they reprecented).

I not sure we talking about the same game :)
we will have Aircraft tops, Line-box, and Icon to show raids, planes in the air, most of the old timers play with the line-box


Hex based map would be exellent if possible, also as then it would be easy to see a combat range just by telling it in hexes...

no hexes, game is based on miles, if you have the range to fly 300 miles, you can fly out to 300 miles, unless something happens to make you drop fuel or burn gas, you start to run low, you turn for home
so LW tactic of trying to force US Fighters to drop tanks works, only, 4 planes running into a FG will only force a few planes to drop tanks, the rest will hold on to them and carry on



Also, an intuitive menu of options for each unit by usage of the right mouse button would be ace!

well, pretty much, if you got the range, you can reach the target, if you don't have the range, you will not be allowed to go, now escourts, may not be able to fly all the way to the target, but will fly part way, and the limit they can go will be shown on the target plot


old engine that is being rebuilt, so lot of the engine can only use what it was designed for, Harley and Waynno have done great work with getting the game to work better then it did before, but we can not use what is standard now, when it wasn't able to be done then


I have seen only too many games ruined in having to unnesessarily go and click a little icon, where the right mouse button menu, would serve the same purpose much better!!!

Also, to make attacks as realistic as possible, a 'combat planner' option somewhat similar to the one in toaw-3 would be good. I would hopefully have options for grouping various units into larger units, and also give options as to which units would fly 'tail end charlie', and which units at which altitude... All of this ofcourse is easy then to factor in by commonsence tables, that the computer will compute with great ease, after all counting is what it does in essence!!!

raid planning can be as HARD and detailed as you want, or close to as simple as you want, you can have the staff did most of it, or you can do all of it yourself, fighters can be set based on 10s, 100s or 1000s feet, so if you want the 56th FG to fly at 2560 ft above the raid, you can do so, or use the standard of 2000 (I like around 4000-5000 ft above, if I got enough units, then some above and some below that)

also, we have a number of waypoints to be used to plot the raid, which can be used with the UI or with the mouse clicks



Having a turn based, but 'being able to effect the enemies turn, or a very slow realtime action, so that commands can be given without the panic that some games have in their realtime fighting...


we have standard time, and some speed up times, you can also stop the game, also, if you set to patrol or intercept, the game stops



After all, the planners of ww2 air combat had hours or days to set up op's, and a staff of many men, so when one man has to make these desicions, it's ridiculous to have a timeline like a real air battle, unless you can freese the time and change orders to some units....

Infact the way that the game Combat Mission does it, where you give orders, the enemy gives their orders, and a minutes worth of combat with the troops following those orders ensues, not perfect but it works...

All I'm saying is that the planning should have lot's of options, as to what kind of things to hit, wether to give autonomous raiding capacity for the escorts if not have used up their fuel/ammo in defending their escorted planes...

Also, air op's not only as strat bombing, but also, coastal command anti sub and later anti German shipping mostly off the coast of norway, would be good to include... The desert has a very versatile combination of missions for the airmen, with the RN aviators co-operating with RAF medium bombers in doing exellent night time interdicion to the axis trying to avoid the growing allied air interditiction by driving their trucks only at night. The allies would have RM aircraft carriers off the coastline of the axis main coastal highway, and let their Albacore's come and loose off flare's, in various places of the highway, when an axis truck convoy was thus spotted, the Albacore/s in question would radio the co-ordinates in for the loitering allied medium bombers (usually wellingtons), who would come in, to the contiually lighted up axis trucks, and carpet bomb them with scores of small bombs! This kind of operational variety would be great to have!!!


Shipping as of now is not in, we had hoped to be able to work it in, but it is still on hold for later, with out the ships, alot of the anti ship units have also been put on hold


And also the full spectrum of axis wartime production should be able to be targetted, not only those that were in ww2.
To make my point clear I'll borrow the words of Hermann Göring, who said in Nuremeberg to allied aviation interviewers, "We never understood why you tried to find a 'choke' point in (for example)ballbearings, if you had hit our explosives industry, something we constantly prayed wouldnt happen, our capacity to conduct war would have been seriously compromised!!!

targets ? well, we got lots of targets the player can pick from, and with in reason, all of them effect something (odd, the Mauser works was never bombed (think it took some damage once, but as a side effect of another target) the people who worked there never understood why they were never targetted)


This was ofcourse talking of targets that were in range of the 43.early44 USAAF, but after the Aviano, and B-17 'shuttle raids'(the ones that landed onto Red Army concuered territory, and then flew back, and btw on one occasion were hit bad by JU-88s, when for political reasons their P-51s were not allowed to lift off to give cover, as the red airforce was supposed to do that but they were nowhere to be seen on that day..)! When these two kind of raids got to the ploesti airfields, then a real 'chocke point' was found, but it could have been found much earlier by hitting the explosives industry...

Close, but it was a massive night raid, so the 51s wouldn't of been able to do much, but it was a massive raid and did very good damage

All, I'm saying is that try to make it realistic, give lot's of options, and the inevitable fog of the party being bombed, being allowed to move and give camouflage of all kinds to their factories, bridges ect, airstrips, ships and their ports ect ect... An option for the defender to try and confuse the enemy as to where their assets are and to move them if possible, and to use plans to confuse the enemy (such as using flares of the same colour in the wrong places to confuse the Bomber Command night raids, or the usage of smoke screens to confuse the USAAF bombers, or the usage of swapping bomber airfields to fighters ones, as the brits did, or using autobahn as runways as the germans did, ect)...


some is already in, some really can't be done


And, please think of playability! The right mouse click menu for options of action for a selected unit, is the best way to improve intuitive play imho.

Also automatically lighting up the area of range, and when given choise of different weapon loads, with (for fighters), various drop tank combos, then the area of the lighted up range automatically changes... And please include light bombers and even fighter bomber of the USAAF 9th bomber force, or RAF Mosquito and beaufighter units, or German light-tactical bombers... Also, their missions that frequently were in suport of ground troops, sometimes even special forces, would be great to see included... Also in Normandy fighting the D-day landings, and operations Goodwood, Cobra and later on Market-Garden, Varsity ect, had massive carpet bombing by huge numbers of allied heavy bombers... Somethign that the Germans did also on a smaller scale in their assault phase...


Ok, I hope that something of what I wrote about will be considered, or is already under consideration.... And please allow expandability, so that your game can receive patches that not only fix bugs, but can give new options, or even (and I dont mind paying for this), expanding theaters of war, or even 'what if' planes, campaigns ect... Or applying the same game machine to Korea, Vietnam (great scope here, Rolling Thunder ect)!, to the Arab-Israeli, Russian Afganistan-Checnya, desert storm, anti Serb, Afganistan and Iraq-2003 onward, to ww3 in Europe with 50s, 60s, 70s, and 80s options to see what the difference in the modernized equipment would do... All the way to modern 'what ifs'...

So, you see, that to make the game a hit, so that such expancion scenario packets can be sold, I beg of you to really think of the playablity, and look at how toaw-3 has a great capacity to simulate classic Avalon Hill boardames with it's intuitive, but still classic game play screen... please try to apply this to your game!

AS for the air combat, (if there is to be such a dimention, I do not know), for me Sturmovik is the measuring stick, only that in Sturmovik for beginners sometime one flew and flew without ever finding the enemy that was so ellusive, please try to look at the classic lucas arts games of Secret weapons of the lufwaffe, and see how one can find the enemy with ease, without making it an automatic process...

this will not have any flight simming in it, it is all Stat






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Post #: 38
RE: Consolidated wish list - 8/5/2007 4:09:50 PM   
Knockout Dropper

 

Posts: 20
Joined: 7/9/2007
Status: offline
How about a smoke battalion that can be activated during the german's reaction phase?  Say you get ten of these,and they have to be positioned before the day's raids. Either the player can activate them for a few hours(which would be kind ofdifficult from a programming standpoint, since nothing like that already exists), or the computer can automatically employ them.  They could add obscurity to the target that could reduce the damage to or completely obscure the target.

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Post #: 39
RE: Consolidated wish list - 8/8/2007 12:53:09 AM   
HMSWarspite

 

Posts: 1401
Joined: 4/13/2002
From: Bristol, UK
Status: offline
quote:

ORIGINAL: Hard Sarge

quote:

However, the number of attacks a given pilot makes per sortie is also not quite right (too often do I see 3 and 4 kills in a few minutes. Maybe a vastly reduced chance of multiple kills in quick succession...


well, at night, that is how it happened ?

once you got into the stream, you were busy

busting up stragglers, well, depends on what is what and where

overall though, it is Fuel, you got the gas, you can stick with the fight and the longer you are in the fight, the better chance you have of getting into fights

of course, where it gets to be a pain, you spot a straggler, dive down into a bounce, you are now low, and can be the target of a bounce yourself


I was referring to day attacks - I had one make 3 kills in 5 minutes, on a formed unit only the other day (not odd as a one off, but it happens too often)

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Post #: 40
RE: Consolidated wish list - 8/8/2007 3:01:07 AM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
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quote:

ORIGINAL: HMSWarspite

quote:

ORIGINAL: Hard Sarge

quote:

However, the number of attacks a given pilot makes per sortie is also not quite right (too often do I see 3 and 4 kills in a few minutes. Maybe a vastly reduced chance of multiple kills in quick succession...


well, at night, that is how it happened ?

once you got into the stream, you were busy

busting up stragglers, well, depends on what is what and where

overall though, it is Fuel, you got the gas, you can stick with the fight and the longer you are in the fight, the better chance you have of getting into fights

of course, where it gets to be a pain, you spot a straggler, dive down into a bounce, you are now low, and can be the target of a bounce yourself


I was referring to day attacks - I had one make 3 kills in 5 minutes, on a formed unit only the other day (not odd as a one off, but it happens too often)



hmmm, that was a good attack if it was on a formed unit !, I have seen it happen with stragglers

it does happen, but I think it is rare enough, that most games do not end up with 150 kill pilots

the game does have a very heavy loss rate, so over all, I think it should something to enjoy when it happens then something to make sure never happens

remembering that Ace in a day, is something that happened, and happened more then most people would think, and other then night combat/Sweep trap, is something we are not going to see

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Post #: 41
RE: Consolidated wish list - 8/14/2007 2:59:53 PM   
medaloffairness

 

Posts: 21
Joined: 8/11/2007
Status: offline
Hi to everybody,

maybe this is a feature which would be interesting in a patch after the release:

The German night fighter should have the chance to patrol over British Bomber airflieds in order to have the advantage of sighting a bomber when the pilot wants to land. This was done in 1943 and 1944 in real as well.

Positive effects in for the game:
The German player has the opportunity to act and not just to react.
The gameplay gains a new dimension in night combat, because the bombeer squadrons may be will be moved behind the Themse in order to avoid such attacks. The effect would be that the max-load of bombs will decrease due to the further distanze they have to fly.

Possibility to include it in the game:
Allow german night fighters to patrol over enemy bases.
Increase the chance for identifiying a target bomber because of the position lights it has in order to avoid crashes during the landing phase.

What do you think about that?

Regards Chris

(in reply to Hard Sarge)
Post #: 42
RE: Consolidated wish list - 8/14/2007 3:11:20 PM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
Status: offline
there some hassles with it

for one, it was against, Hitlers orders (now there were cases where it did happen, 410s snuck into daylight bombers just as they were landing)

Hitlers orders were for no Bombers to be shot down over the water or over England, he wanted the people to be able to see the bombers crash

a couple of pilots who had success over England early in the war, were told to shut up and not make such reports again, or face the higher ups

then, there is the Allied Night Fighters who are on defend duties, not all units are in the game, a number that did not really go on Off missions have been kept out, England is suppost to be seen as having fighters in the air at all times

then there is the hassle, if the GE can send over units, why can't the Allies Defend


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Post #: 43
RE: Consolidated wish list - 8/14/2007 8:38:56 PM   
medaloffairness

 

Posts: 21
Joined: 8/11/2007
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Hi HS,

thanks for the prompt reply.

I understand your arguements. Over and above of it I have not found that much records of German night intruders over British Airfields in 1943 and 1944.

Another question. Is it taken into consideration that the American bomber pilots can go back to America when they finished their 25 mission or 30 (I don`t know)? Like the Memphis Belle. I read about the Memphis Belle that it was the first B17 which was allowed to fly home after their 26 mission in order to increase the moral of the troops. Some months later the number of needed mission were increased to 30. Is this the same in the game?

Regards Chris


(in reply to Hard Sarge)
Post #: 44
RE: Consolidated wish list - 9/6/2007 3:04:06 PM   
vils

 

Posts: 251
Joined: 1/11/2002
From: Stockholm, Sweden
Status: offline
Another wish:

When a american bomber reaches 25 missions, i want a message that they have entered the lucky bastards club. This ofcourse should give a bonus pts.


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Post #: 45
RE: Consolidated wish list - 9/6/2007 8:09:00 PM   
Hard Sarge


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From: garfield hts ohio usa
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LOL

of course then you would also need a pop up for 35 and later 50

be even a Bit ruffer for the CW BC crews


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Post #: 46
RE: Consolidated wish list - 9/6/2007 8:37:28 PM   
Przemcio231


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From: Warsaw,Poland,EU:)
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Ok so maybe a feature that highlits occupied airfields during the replay im playing old BTR and this sucks as i got lots of airfields but i can't see wich is occupied by wich unit becouse searching is to time consuming

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Post #: 47
RE: Consolidated wish list - 9/11/2007 3:56:49 AM   
Charest

 

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Hi there, I'm an old-school veteran of BTR, I've been on the ancient fan site, especially with Jean-Luc and I forgot about the game for about two years when I heard about this superb project. I followed the discussions here for a while, and I thought I would register and participate in the discussions as I think it's the best way to speed up the availability of this game!

My main wish has been discussed before and it's about the death ratio. I'm a dedicated LW player and it always bugged me to see my historical aces getting shot by some unknown pilots and in some bizarre situations all the time...

I was thinking of two things, one feasible and one probably not.

First, would it be possible to increase the general survivability of pilots who are shot down over land? I was thinking of a slight improvement for low-experience pilots that would improve with the general experience level. That would permit to a few aces and 99 xp pilots to remain available to the LW, especially in the late war.

I know the other thing would be really hard to implement in a game of this scale, but the way to fight in the luftwaffe was totally different and more elitist... something this game fails, in my opinion, to represent.

What I would see is a special xp (or even just 99) which would really give benefits to the pilot, but that would be really harder to have... like only aces and a couple of gifted pilots with lots of experience. I always thought that there was not enough difference between 99 and 70ish pilots in the game. But that's just my two cents.

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Post #: 48
RE: Consolidated wish list - 9/11/2007 11:05:28 AM   
von Shagmeister


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quote:

ORIGINAL: Charest


My main wish has been discussed before and it's about the death ratio. I'm a dedicated LW player and it always bugged me to see my historical aces getting shot by some unknown pilots and in some bizarre situations all the time...

First, would it be possible to increase the general survivability of pilots who are shot down over land? I was thinking of a slight improvement for low-experience pilots that would improve with the general experience level. That would permit to a few aces and 99 xp pilots to remain available to the LW, especially in the late war.



The unhistorically high ratio of KIA pilots to a/c losses as always bothered many of us. The ratio has recently been modified and I'm happy to say is in a much more realistic range now.

As for formation leaders always seeming to get shotdown, I believe the programmers have identified code that causes this but I'll let them confirm it.

In real life experienced pilots getting shotdown by relatively inexperienced pilots happened more often then you would think, it all boils down to circumstances - fatigue, tactical situation, weather etc. All things being equal you would bet on the experienced pilot winning in combat, but situations are seldom equal. Modelling the circumstances accurately is the hard part.

< Message edited by von Shagmeister -- 9/11/2007 11:08:35 AM >


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Post #: 49
RE: Consolidated wish list - 9/11/2007 2:06:05 PM   
Charest

 

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This is enough to convince me to buy the game! And as I don't dare to ask when, can I ask how much the game will approximately cost?

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Post #: 50
RE: Consolidated wish list - 11/4/2007 1:15:43 PM   
Brutus

 

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From: Germany
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I'm playing an allied campaign of old BTR against the AI right now, after a very long abstinence from BTR, and one thing drives me crazy again: the messages about the REC missions reaching their targets (or proceeding to their secondary targets etc.). They appear even on message level 1, although I don't need them. I would not like to see them even on message level 2!
I don't know how you handle the messages in the new game, but if you did not redesign this until now, please take the time to change this! The BC messages could also need a closer look...

The most luxury way would be to allow the player to set which messages he wants to see for every kind of mission or plane type. If that's too much work, I would be happy if at least the most superfluous messages woulb be banned to message level 3

Thank you guys, I look forward to the new game!

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Post #: 51
RE: Consolidated wish list - 11/5/2007 2:42:04 AM   
Charest

 

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To comment on the Brutus post, I would say that a customisable message level would be great, since I always wanted to know how my aces are doing without knowing the recon infos, for example.

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Post #: 52
RE: Consolidated wish list - 11/5/2007 9:31:31 AM   
vils

 

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From: Stockholm, Sweden
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i second that, i have been wasting alot of time recently and i am playing allies on mid april 1944 long campaign, and i have to say the recon popups is more a nuicance than interesting, would have been great if one could flag it in a check box to be included in the ongoing reports, as then i would have skipped them.

Alson, a thning that has been oversighted in this game is the lack of info whenever a new squadron arrives on the scene, we have to go search through the airfields every turn.

No biggies ofcourse, but slimlinging a game is a good thing :)


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Post #: 53
RE: Consolidated wish list - 11/6/2007 12:25:50 PM   
harley


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quote:

ORIGINAL: Charest

To comment on the Brutus post, I would say that a customisable message level would be great, since I always wanted to know how my aces are doing without knowing the recon infos, for example.


one of my pet peeves, too... It's on my to-do list after I've done Ron's to-do list

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Post #: 54
RE: Consolidated wish list - 11/6/2007 4:40:08 PM   
Charest

 

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Good to hear! Keep up the good work!

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Post #: 55
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