I took some time to really think about this but quite honestly all I can offer is an opinion and some snippets.
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Originally Posted by 41Sqn_Banks
I'm totally with you a dynamic campaign is not realistic. But how to create a semi-dynamic campaign? Which are the dynamic variables, which are static?
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Quite honestly I think only the missions can be dynamic, not the setting and the "strategic environment". At first at least I think you should concentrate on making the missions dynamic enough to be believable (use of submissions, triggers, events etc) and logging damage states to static area targets once that is possible (i.e. airfields, bridges, radar stations, railway installations etc). The second step would be to give these things a meaning: damaged railway means impact on supply situation in an area and - if possible - rerouting of supply trains to another line (with all the congestion this overload of traffic causes), damaged airfield means lower maintenance states for your squadron if the hangars are down, etc etc pp ...
Quote:
Originally Posted by 41Sqn_Banks
If looses are dynamic but front line is static there could be a situation that one side has lost all ground units but still the front line doesn't move. Or a vital air unit can't operate anymore because it lost all aircraft in a unlucky operation. How to have static locations/transfers of air units of the front line moves dynamic?
In addition it's not possible to simulate the whole ground war in detail for performance reasons.
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Influencing frontlines is a very difficult matter and I think this shouldn't be attempted too much, if at all, since too many factors and variables are outside the scope of a flight sim. As you said it's not possible to simulate the whole ground war with its ten-thousands of vehicles, guns and tanks so a situation like "one side has lost all its ground forces" just should not happen.
Historically ground warfare was heavily dependant on different sets of factors such as training, doctrine, Command&Control, Communication and whether one side was on the strategic offense or defense. The Red Army of 1941 was numerically powerful but totally unprepared for the Blitzkrieg style of war practiced by the Wehrmacht. The germans won a lot of battles not through firepower but through coordination, movement and training. We can't simulate those advantages in a flight sim ... Which in turn means the impact of a player should be confined to the location he is in and the timetable for the advance/retreat could be shifted only minimally.
Quote:
Originally Posted by 41Sqn_Banks
As far as I can see at the moment the only practicable way would be to have a scripted definition of the exact locations of air and ground units for certain dates, e.g. 1 August 1940, 7 August 1940 and 14 August 1940.
Between those dates everything happens dynamic, but when one of the dates is reached the scripted definition is applied and basically resets the dynamic changes to the ones defined for the date.
The only exception could be the squadron of the player where looses and experience of the squadron mates remains throughout the campaign.
This would result in a basically static campaign progress with randomized missions and dynamic development of the own unit.
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This may be a way. We do, however, have to take into consideration that there were two reasons for unit relocation during the BoB:
1.) A unit may have lost too many aircraft and/or its crew is suffering from fatigue so RAF FC may decide to move it to a secure location to recuperate and bring a fresh squadron to the battle area. Same goes for the LW.
2.) The LW may want to concentrate certain assets in one area for increased impact on operations, just as it happened to the fighter units which were concentrated in the Pas-de-Calais area in August/September 1940.