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Galwran

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Everything posted by Galwran

  1. Please stop whining about some missing items. Nobody forced you to chip in at this stage. If you want a finished product, please wait while we test & devs fix. Thanks Zeus and the crew!
  2. +1. Enemy AI spotting should be reduced by 50% if you are less than 10 meters from trees.
  3. I also fear that we are splitting the community. Yes, I understand that new content is expensive to make, but the business should also not alienate newcomers. Plus, the map is useless if you do not also buy something else so you are not really giving anything away. You should at least be able to join a NTTR mission hosted by some other even if you didn't have it in single player. ED: could you for example implement two "free slots" per server so that the newcomers can get a taste of the Nevada and get interested.
  4. Looks great! Personally, I believe that the ground element could be simulated with "piece movement on a game board", kind of like in the Hearts of Iron game series. So most of the time ground units would not engage each other in 3D. They would move on the game map according to their strength and the player could destroy units and thus reduce the enemy strength. If ~similar opposing ground units meet on the strategic map, the one with more strength would advance. Having an artillery unit nearby would increase the strength, etc.
  5. Ooh, nice table, thanks. But yeah, there should be some mechanism to disable a ship with a few hits even though it does not sink ;)
  6. Thanks for testing. Less than seven hit, but isn't seven a bit much, considering the warhead is of reasonable size plus the unspent fuel within the missile? Neustrashimyy is pretty much the same size as HMS Sheffield, and Kormoran is pretty much the same size as Exocet, just sayin' :pilotfly:
  7. I just ran a few test with 8x Tornado IDS with 4x Kormoran missiles each. They had a really hard time trying to sink a Neustrashimy. On a closer inspection a noticed that those missiles that got through actually hit water a few meters before the target so there was only splash damage (pun not inteded :))
  8. This. If only you could export mission states (or acmi) in to mission editor files. You could continue the fight and even fix few things manually. (Ie. Add new packages and support)
  9. Will the Gazelle or the Bo-105 be able to lase targets for other planes like the Mirage 2000C
  10. On your site there reads "Video display The TV displays a moving map and the Viviane sight datas" Is there a demo of the moving map somewhere?
  11. I would like to have a proper and persistent virtual war just like on Falcon 4. What I mean is that there are certain resources that the AI will use as it pleases and it will plan missions and strike packages. Of course, most of the "war" could be simulated just like in a strategy game (ie. Panzer General). So battalions would move and fight on the strategic level and if you flew missions on their areas their strengths would change accordingly. The point is that every truck would not have to be modeled and everything should not have to happen in the 3D world. But if this is too complicated, then I would like to have at least persistent operations. Ie. the mission builder allocates the inventory that can be used and how many vehicles there are placed on the map and how many can be spawned. The important part is that you can fight this operation/scenario in multiple parts with your friends. On the first game night you destroy the air defenses, on the next week you destroy air bases, then you do CAS...
  12. Dynamic campaign/persistent world. And of course, with multiplayer capability. Operations in Falcon 4 were a good example of this. So I'm not looking for a campaign with a "plot or "story", I'm looking for a scenario in a mostly open and persistent world.
  13. Sadly ground vehicle damage model isn't there yet. Ie. you cannot disable tanks by shooting at weak parts.
  14. RIGHT_MFCD should work
  15. Road bases would be really nice, especially in the Hormuz map
  16. Please also test if these units defend only themselves and "know" that they are being targeted. For example, place multiple ships close to each other to see if every ship tries to sdestroy the missile.
  17. I also would like to save states in coop multiplayer for the same reason
  18. This should be fixed especially now that we have lots of aerial rocket platforms and planes without precision strike capability. Even though I would like to have a complex damage modeling for ground units, I would settle for less for at least a while. The main problem is currently that vehicles have only two damage states, and can fight even with 1 hitpoint. I would change this so that vehicles with 50% hitpoints would stop moving but continue firing. This would simulate track or powerplant failure, but they would remain a threat. Units with 80% damage would stop functioning alltogether, but would not burn and explode, so you might have to attack them again. The catch is that it for a maverick hit it would be very rare to get a immobile vehicle because mavericks are so powerfull. But you could immobilize a M1A2 with about three rocket hits.
  19. Thanks ED, third parties and mods.
  20. Exocet pls :D
  21. No Exocet in the pre-sale announcement :/ I will buy, but I also want to fire ze missiles! (And then take a nap)
  22. Thanks, I was worried there for a moment
  23. I thought that it would be exocet-capable, am I mistaken?
  24. Just guessing: the other one contained also the throttle
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