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Originally Posted by addman
Here are a few questions that aren't related to what type of grass will be present or what brand of cigarettes that the pilots will be smoking whilst waiting for the perfectly modeled air alarm to go off. Please bare (?) in mind that I haven't read every single SoW article/interview allthough I have followed the Il-2 series since Oleg and team did updates on that non-ubi forum back in 2000.
1. Will there be some kind of RPG elements (no, not leveling up or anything like that), like fatigue, injuries, morale for your pilot(s)?
2. Can you re-arm/fuel during missions?
3. Will you be able to fly the same plane from mission to mission, absorbing damage, get killmarks, repair etc?
4. Is there any form of strategic elements incorporated, like if I bomb a certain factory it won't be able to continue production.
I have a feeling that these questions won't be answered because most of above mentioned features won't be in the final product. It's not a deal breaker but for me realism is just as important as having fun 
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some of those things oleg has commented on in the past, iirc ....
Quote:
Originally Posted by addman
1. Will there be some kind of RPG elements (no, not leveling up or anything like that), like fatigue, injuries, morale for your pilot(s)?
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pilot fatigue, and pilot "experience" will be modeled (one squad will have pilots of different skill level for ex)
Quote:
Originally Posted by addman
2. Can you re-arm/fuel during missions?
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yes, after repeated requests over the years this has now been implemented. hopefully also this will include some minor repairs to (no specific info on that yet afaik)
Quote:
Originally Posted by addman
3. Will you be able to fly the same plane from mission to mission, absorbing damage, get killmarks, repair etc?
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yes, same aircraft can be used, and it will get "weathered" and worn in the process (partic engine wear and external airplane cosmetic weathering afaik), so if you treat your engine badly in some flights it can have effects later (not sure if this will be "repaired" if your aircraft stays on the ground, but for quick refueling and rearming flights this does come into it).
re killmarks, oleg mentioned "working on it" but i think there was some minor issues to be resolved, might not be implemented by game release time. might also have been to complex to implement right now for some specific technical reason.
Quote:
Originally Posted by addman
4. Is there any form of strategic elements incorporated, like if I bomb a certain factory it won't be able to continue production.
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there might be, oleg has been asked repeated questions on that same topic. for ex, if bombing roads and bridges leading to an airbase or forward troops, will it affect their fighting ability after a while ? or if you keep bombing the fuel supply and repair hangers of an airfield does it prevent that airfield from being active in resupplying aircraft that land there ? no certain answer yet.... but...
from olegs mixed and guarded answers about this he obviously is thinking in that direction (again maybe not fully implemented by release time ?). for ex he has already stated that the AA installations in BoB work by integrating various sub-components, like spot lights, radar towers, and the AA gun itself (and even using different munition types, with munition boxes emptying when firing). if you destroy one element of the whole installation, for ex a spot light it makes the AA gun less efficient, and if you destroy the radar device the AA gun will only fire on visible targets but not anymore as part of a coordinated AA screens etc
i am just going by general memory on this, hopefully oleg or saqson can comment more specifically on how it will work
i fully agree that some of those elements are some of the most interesting developments, and it is what will get people hooked in a big way since their individual actions can have specific effects. (but not enough to affect the outcome of the war in a dynamic campaign server, according to oleg)