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#1
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Really nice post Pursuivant.
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#2
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For supply missions:
Whichever airfield you want to get supplied, set a primary recon objective over it and check the block that's says you have to land to meet objective. Also set a protect objective over your cargo planes. For rescue missions at see using float planes: Japanese or American only currently. Set your guys being rescued in the water. The pilots are located under the stationary ships section. Again set a primary recon objective. Use the slider to minimize the radius, and make sure landing block is checked. Then set your float plane to land inside the recon objective radius. No I think there is a way to make the pilots disappear after a set amount of time, but I am not sure. So if you could get timing right, then float plane would land, then a few minutes later the pilots object would disappear (simulating the rescued crew aboard) take-off and return home. |
#3
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Even more Mission Ideas
Fighter Missions Close Escort/Shadow - Player gets points for remaining within X distance of a particular formation of aircraft (distance and formation set in FMB) for either a certain amount of time, or between two or more waypoints. Player also gains points for each friendly aircraft in the escorted formation which remains undamaged/undestroyed during the close escort mission. Air Superiority - Player gets points for remaining within a specific area of space for a certain period of time (area and time required set in FMB). Player also gets points for each friendly aircraft in his formation which successfully completes the mission. AI aircraft given this mission will "loiter" in the area, flying in circles or a "racetrack" pattern at the specified altitude, without the need to specify waypoints. At the end of their loitering period, they will automatically fly to the next waypoint. Intercept/Rendezvous - Player gets points for getting within a certain distance of a certain formation of aircraft (friendly or enemy). This mission is a bit different from your standard "fly to a certain waypoint" because the target formation is the "waypoint". Timed Intercept/Rendezvous - As above, but the player only gets points if he meets the target formation within a certain time period. Land to Conquer - As for Air Superiority, but player gets points for successfully landing in a certain area and remaining there for a certain period of time. This is an unrealistic mission, but it's a classic for multi-player "capture the airfield." One Last Patrol Plane Mission Lifeboat/Life Raft Drop - Player gets points for dropping air-dropped lifeboat or life raft within X distance of a certain object (distance and object set in FMB). Lifeboat/supplies can only be successfully dropped if the aircraft is flying below a certain speed and above a certain altitude for parachute dropped lifeboats, or below a certain speed and altitude for directly-dropped supplies. New loadouts would be needed for appropriate aircraft (notably B-17 and B-24) New Objects Needed Empty Liferaft - For appropriate nations. Uffa Fox Lifeboat A-1 Lifeboat http://spacepropeller.com/mirror/.w....borne_lifeboat One Last Cargo Plane Mission Glider Tug - Player gets points for releasing towed glider at a certain point and altitude. He gets further points if the glider successfully lands within a specified landing zone. He loses points if the glider is destroyed/lands in water. Glider release altitude and point, and glider landing zone must be set in FMB. Glider tow line can break and tow plane and glider can be damaged if tow plane exceeds a certain speed or pulls excessive Gs, especially when taking off or landing with a glider in tow. New keyboard commands - similar to those used for paratroop or cargo drop missions - would be needed for readying glider crew for tow line release, and to release the line. Recon Plane Missions Mostly covered by patrol plane missions and existing mission options. Forward Air Controller - Player gets points for accurately directing fire from other friendly planes, basically a fraction of the points gained for destroying a particular object, or putting ordinance within a target area. Player loses points if friendly planes destroy friendly objects or place ordinance outside target area. A new mechanism - possibly related to the existing "Padlock Ground Object" function - would be needed to allow player to "paint" or "mark" specific targets or areas. Recon By Fire - Player gets points for getting close enough to hostile units (specified in FMB) that they shoot at him. Each unit that shoots gives the player some fraction of its value if destroyed. A new mechanism within the FMB that allows ground units to hold their fire until enemy planes are within a certain distance, and/or only fire at certain targets would make this mission even more challenging. Generic Missions Emergency Landing - Aircraft (or aircraft formation) lands at the nearest non-hostile airfield. Not so useful for actual missions, but handy for AI. Can be combined with priority landing. Might trigger dropped flare effect prior to landing to simulate wounded crew/mechanical failure. Priority Landing - Aircraft (or aircraft formation) lands first (or ahead of non-priority aircraft) at designated airfield, ahead of non-priority landing aircraft. Can be combined with Emergency Landing. Might trigger dropped flare effect prior to landing to simulate wounded crew/mechanical failure. Handy for FMB if you want the player aircraft (or formation) to land first rather than orbiting waiting for AI aircraft to land. Formate - Aircraft (or aircraft formation) joins one or more other aircraft formations and begins to operate as a single unit. This allows aircraft (or formations) to take off from different airfields and then join up. Could also be a player in-flight command. The FMB and AI would have to be reworked to allow disparate types of aircraft to join the same formation (e.g., mixed flight of B-239 & Bf-109G, or LaGG-3 and Yak-1, or B-17 and B-24) and to allow different flights to combine into one unit during the game. Independent Formation - Aircraft (or aircraft formation) breaks formation with other planes in the flight and begins to operate as a separate unit. This allows large formations of aircraft to either break off to land at different airfields, or break into smaller units to attack widely dispersed targets. Could also be a player in-flight command. The FMB and AI would have to be reworked to allow splitting of formations in the course of the game. Teamwork Option - Alters victory conditions of any mission so that the player gains a share of points for all enemy units damaged/destroyed by his formation, but also loses points for each friendly aircraft in his formation which is damaged/destroyed. Player also scores points normally for individual kills/achievements. This option rewards leadership and gives players an incentive to keep AI friendly planes alive even during single missions. Can be "overlaid" on any mission. Last edited by Pursuivant; 01-31-2016 at 09:22 PM. |
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