ATAG_Snapper |
05-17-2012 01:14 PM |
Quote:
Originally Posted by salmo
(Post 426872)
Its a rare occurance lately for me to spawn on ATAG red bases & not have flak going off over the base. It's rather disconcerting & quite frankly, I've taken to leaving the ATAG server when the blue boys are persistetly over the bases.
Don't get me wrong, war is war, & no quarter should be asked or given, but I think we need to find ways to discourage players from hovering over bases loking for the easy kills. More flak needed at bases? A proximity timer script increasing the chances of some aircraft system failure if over a base too long?
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Another perspective that we are addressing is that for a number of pilots there isn't enough to do, so "airfield suppression" (vulching) becomes a prime activity. This naturally keeps the action low as defending pilots seek to drive off the intruders -- all the while bombers of both sides are flying high above unmolested and unescorted. This is an over-simplification, of course; not everyone vulches, and bombers do get escorted and do get shot down.
Trust me, we have tried beefing up flak batteries, plus static and AI air defenses, even assigned limited numbers of the pre-patch "über Spitfire IIa's" to a coastal airfield. This generated tremendous controversy at times and was met with only dubious success at the best of times. Up 'til now our hands have been tied with the limitations of the CoD coding. In many cases our AAA efforts resulted in gamestopping lag on the airfields -- the extra processing load was too much for the existing code to handle.
Certainly positive incentive is preferable to negative. With the coding performance improving, we can design missions where BOTH sides have a lot to do up high. Further, if the bombers get through it will be detrimental to the losing side, beneficial to the winning side. Players will be rewarded for getting their aircraft back to a friendly airfield, penalized if they don't -- that kind of thing. All these design efforts are to encourage gameplay to evolve towards a more realistic (as possible in a sim) Battle of Britain experience. We don't have a Goering or Dowding to dictate Rules of Engagement, so we will work on mission design instead.
Any and all suggestions are always gratefully appreciated!
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