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Old 06-12-2011, 11:56 PM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Crumpp View Post
That is good idea to reward game players who operate their virtual machine correctly.

Real pilots follow published procedures because they understand the engineering margins are narrow and the procedure is in place to get the best performance from your engine. The procedures are there for a reason, to keep your engine developing the maximum power it can deliver.

In the real world, the penalty for abusing your engine is reduced power and an increased risk of catastrophic failure. It should be the same in your game.

You start out with a given potential for maximum power and as you abuse the engine, that power potential is reduced. By the time you finish slamming the throttle, improper propeller use, mixture control use, supercharging gearing misuse, not adhering to temperature rates, and running the motor over-boosted, you could end up with a 900 hp engine at the end of the sortie. No funny noises, just a gradual loss of power. That means your performance will noticeably degrade as you abuse the engine. That loss would effect the airplanes combat performance.

It is not realistic to consider hours flown or previous abuse. It is a game and cannot simulate such things. You get one airplane and at the beginning of the sortie it is new. Depending on how you treat the engine you could land with the same power potential or you could land a worn out aircraft that is no longer combat effective.

This would have to be clearly published in the game manual along with "proper operating procedures" or the whining would be legendary.

Such a system would reward the players who understand their aircraft and can integrate proper operations with proper tactics. You would have a much better simulation of WWII air combat.
This is a good suggestion for "brand new aircraft each sortie" gameplay mode.



Quote:
Originally Posted by Strike View Post
You know what I'd like to see? That would be really "original" and probably attract more "full-real" guys and let the rookies practice taking care of their planes?

I'd like a system where each fighter base has a set selection of planes.

As a player spawns the plane he selects is withdrawn from the pool and sent into action. (we already have server software that does this for IL-2)

If the player returns to base, this plane will be stored in it's current state (with all damage and wear) and put into maintenance or rearm/refuel rotation to bring it up to 100% again.

So now imagine you are pounding a base in an "all-out huge air-campaign online" server. The players that spawn from that base will eventually wear out their planes and decrease the operational effectivity of it.

In a base-capture scenario this would be essential so that the attackers won't feel that the defenders don't constantly spawn in 100% airplanes when so many have been "wounded" and limped back to base..

So back on topic to the original poster, this would create a chance that when you select your plane, it could be partially repaired or have significant wear on certain components due to damage and repairs/field-repairs giving it altered performance during the next missions.


It's just a piece of the larger idea of having more things play a role in the large ongoing campaign. Imagine airfields depending on factories to replenish them with brand new aircraft, ammo, fuel, spare parts etc so that it would be essential to protect these factories in order to keep the war going! Raiding trains/shipping would also cause the amount of supplies that make it to the frontline to decrease.

World war II online anybody? Yes, but in theory it could be applied with success here too
And this is exactly what i had in mind in terms of how a dynamic campaign should be handled in the future, offline or online. In fact, this might already be possible for someone who knows how to code in C#.

Great suggestions in both cases
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