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-   -   4-12 wish list (Merged) (http://forum.fulqrumpublishing.com/showthread.php?t=29249)

Luno13 01-08-2013 04:45 PM

Don't expect surprises, but they've happened before. ;)

1984 01-09-2013 12:47 PM

Quote:

Originally Posted by 1984 (Post 492368)
and maybe, it's fisrt step to infantry in game... or to cartage... etc...

more AA guns in game...

forgot about this... well... ie... at least, like there... what, apparently, it's not difficult and not really long...

Jami 01-09-2013 07:45 PM

First of all, thanks for great work of Team Daidalos with IL-2.
I’ve been flying this great flight simulator since Forgotten Battles and it’s getting better all the time. I have watched the TD’s YouTube videos and I have to say that 4.12 is worth waiting.

I read all these pages full of wishes and there are good suggestions here for the future versions but I didn’t notice that anyone had mentioned one thing that I’m not very happy with. Although AI’s new behaviour and shooting skills in 4.11 is a big improvement for me and other experienced flyers, are the AI rookies too demanding for a human rookie who has just started flying and practicing to fight? There still are new pilots who’d like to enjoy this game, but are depressed of the too skillful opponents when flying off line. At least I know some.

We have four AI skill levels in this game, so would it harm anybody if we had less skillful AI rookies again in the next version. So I’d like to see rookie AIs with 4.11 flying skills but 4.10 shooting skills. Averages, veterans and aces are ok as they are at the moment.

Besides, based on the many books I’ve read (pilot memoirs and biographies), most of the real rookie fighter pilots were not so good as they are in 4.11.

So would it make sense to give a chance also to human rookies to develop their skills off line without despair and frustration and to gain good feelings and success in flying and fighting.

Furio 01-10-2013 12:09 PM

I agree with Jami.
We should always keep in mind offline rookies, even if they seldom post here.

SPAD-1949 01-10-2013 01:47 PM

Quote:

Originally Posted by Furio (Post 492956)
I agree with Jami.
We should always keep in mind offline rookies, even if they seldom post here.

So what will we call the lowest skilled AI Level?
Dog Food on High Octane is my suggestion

Daniël 01-10-2013 02:08 PM

Idea: It would be nice to have skill levels by slider. One for flying skills and one for aerial gunnery and maybe too for obeying orders and panicking. The first two I find the most important though.

ECV56_Guevara 01-10-2013 02:22 PM

Quote:

Originally Posted by Daniël (Post 492979)
Idea: It would be nice to have skill levels by slider. One for flying skills and one for aerial gunnery and maybe too for obeying orders and panicking. The first two I find the most important though.


This is a very good idea. I Think maybe very dificult to include in the sim, but still an excelent idea.

MicroWave 01-10-2013 03:55 PM

Actually, pilots do have some hidden properties like flying ability and gunnery (since 4.11?).
Only it is hidden from players and mission builders. Those skills are assigned 'randomly' based on the overall skill specified in the mission.

Jami 01-10-2013 05:30 PM

Quote:

Originally Posted by MicroWave (Post 492985)
Actually, pilots do have some hidden properties like flying ability and gunnery (since 4.11?).
Only it is hidden from players and mission builders. Those skills are assigned 'randomly' based on the overall skill specified in the mission.

Yes, I know that feature very well and have faced it in many missions - and I like it. But still, could all the rookies be a bit less skilled...

Pursuivant 01-11-2013 07:14 AM

Quote:

Originally Posted by Daniël (Post 492979)
Idea: It would be nice to have skill levels by slider. One for flying skills and one for aerial gunnery and maybe too for obeying orders and panicking. The first two I find the most important though.

I'd love to see something like this, and have asked for it before.

Flying ability, gunnery skills, tactical expertise/situational awareness are all different skills, although obviously successful fighter pilots are selected for all three traits.

While it tips towards the much maligned MS CFS 3, I'd like to see slightly more "roleplaying" elements, for pilots: eyesight, G tolerance/endurance/strength, calmness/courage, aggressiveness and situational awareness.

If mission builders could control these aspects, you could simulate anything from a sleepy pilot, a plane with dirt on the windshield or a pilot nearly dead from dysentery or crazy from combat stress.


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