GGTharos Posted December 9, 2004 Posted December 9, 2004 I never stop. Heh. The issue of friendly, enemy and neutral airbases has been talked about a bit, and the difficulty that free re-armament and refuelling creates. I propose a solution in the form of Ammo and Fuel vehicles which must be set up in the editor, and which will be assigned to refuel and re-arm aircraft of their own side within the specific area of the airport they are at. That is, a BLUE ammo or fuel truck would only refuel or rearm a BLUE aircraft. If the vehicles are destroyed, refuelling and rearming can no longer take place on these airbases. I also suggest that these vehicles have a selectable ability to serve up unlimited fuel and weapons, or to be limited (with specific numbers listed and tied to the vehicle name or ID) in quantity, eg. 50 AIM-7, 10 AIM-120 etc. Same for gun rounds, chaff, flares. I also suggest that a 'tow truck' be placeable and will operate within the confines of the airport it was placed at, removing immobilized aircraft from the runway, taxiways or the base surroundings (within say, 2nm of the base) and will tow them to the parking ramp where they can be repaired. These features would also allow FARPs (Forward Air Refueling Points) to be set up for the future Ka-50 addon, for example, or for aircraft that can land on roads. Another nice feature would be something that would allow us to designate a target that we have locked onto using STT ONLY (not trhough TWS for example, since we don't want to accidentally assign multiple targets ) as captured, which would prevent SAMs and ground units from firing on it, so that it can be forced to land at a friendly airfield and be 'captured' (Aircraft becomes immobile after landing, suffers a 'loss' and can be respawned back at its own base). Capture mode should not be assigned a kay by default to avoid accidents by those who don't know what they're doing. ;) The ability to change payloads or exiting and re-entering without suffering a loss while landed at a friendly airbase would also be very good. A friendly airbase would have Blue GROUND units on it or very close to it and no RED units (and the reverse for red bases). [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
ED Team Chizh Posted December 9, 2004 ED Team Posted December 9, 2004 Re: And a few more requests for the Devs. I never stop. Heh. The issue of friendly, enemy and neutral airbases has been talked about a bit, and the difficulty that free re-armament and refuelling creates. I propose a solution in the form of Ammo and Fuel vehicles which must be set up in the editor, and which will be assigned to refuel and re-arm aircraft of their own side within the specific area of the airport they are at. That is, a BLUE ammo or fuel truck would only refuel or rearm a BLUE aircraft. If the vehicles are destroyed, refuelling and rearming can no longer take place on these airbases. I also suggest that these vehicles have a selectable ability to serve up unlimited fuel and weapons, or to be limited (with specific numbers listed and tied to the vehicle name or ID) in quantity, eg. 50 AIM-7, 10 AIM-120 etc. Same for gun rounds, chaff, flares. Good idea. We already think about the manager of resources for the next project. But I can not tell in what kind it will be yet. I also suggest that a 'tow truck' be placeable and will operate within the confines of the airport it was placed at, removing immobilized aircraft from the runway, taxiways or the base surroundings (within say, 2nm of the base) and will tow them to the parking ramp where they can be repaired. :D This development of our old idea. We already thought about a tractor which will roll up planes in the shelter or the repair hangar too. These features would also allow FARPs (Forward Air Refueling Points) to be set up for the future Ka-50 addon, for example, or for aircraft that can land on roads. Something will be with helicopter. Another nice feature would be something that would allow us to designate a target that we have locked onto using STT ONLY (not trhough TWS for example, since we don't want to accidentally assign multiple targets ) as captured, which would prevent SAMs and ground units from firing on it, so that it can be forced to land at a friendly airfield and be 'captured' (Aircraft becomes immobile after landing, suffers a 'loss' and can be respawned back at its own base). Capture mode should not be assigned a kay by default to avoid accidents by those who don't know what they're doing. ;) I not absolutely clear what for it is necessary such strange way. The ability to change payloads or exiting and re-entering without suffering a loss while landed at a friendly airbase would also be very good. A friendly airbase would have Blue GROUND units on it or very close to it and no RED units (and the reverse for red bases). You wrote about it already. :) Единственный урок, который можно извлечь из истории, состоит в том, что люди не извлекают из истории никаких уроков. (С) Джордж Бернард Шоу
GGTharos Posted December 9, 2004 Author Posted December 9, 2004 Oops, I sometimes repeat myself :D Sorry :D About the capture, that's ebcause I sometimes like to lock-on to defenseless planes and order them to surrender (in multiplay) so I can order them to drop all weapons and land at my airfield. Of ocurse I could just have'em drop weapons and return to their own base, which works too. :D It's cool that you guys are thinking about all this stuff, thanks for the response :) [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Dmut Posted December 10, 2004 Posted December 10, 2004 Re: And a few more requests for the Devs. I never stop. Heh. The issue of friendly, enemy and neutral airbases has been talked about a bit, and the difficulty that free re-armament and refuelling creates. I propose a solution in the form of Ammo and Fuel vehicles which must be set up in the editor, and which will be assigned to refuel and re-arm aircraft of their own side within the specific area of the airport they are at. That is, a BLUE ammo or fuel truck would only refuel or rearm a BLUE aircraft. If the vehicles are destroyed, refuelling and rearming can no longer take place on these airbases. I also suggest that these vehicles have a selectable ability to serve up unlimited fuel and weapons, or to be limited (with specific numbers listed and tied to the vehicle name or ID) in quantity, eg. 50 AIM-7, 10 AIM-120 etc. Same for gun rounds, chaff, flares. Good idea. We already think about the manager of resources for the next project. But I can not tell in what kind it will be yet. What's a great idea with resources management! And don't forget that player will have to build those tiny peasants, who will gather a fuel resources for his plane, and also mighty engineers, who will create a ammunition, gathering lumber and stone :D "There are five dangerous faults which may affect a general: recklessness, which leads to destruction; cowardice, which leads to capture; a hasty temper, which can be provoked by insults; a delicacy of honor which is sensitive to shame; over-solicitude for his men, which exposes him to worry and trouble." Sun Tzu [sigpic]http://forums.eagle.ru/signaturepics/sigpic2354_5.gif[/sigpic]
GGTharos Posted December 10, 2004 Author Posted December 10, 2004 By clicking on little 'iron mountains' and building mines, and clickin on trees for wood and catle for food and .. ;) [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
olaleier Posted December 10, 2004 Posted December 10, 2004 Hehehe, poor newbies! "Halp guys, how do I take off! I started a mission and there was just grass and a little guy there.." "Well, first you have to find some iron ore....."
GGTharos Posted December 10, 2004 Author Posted December 10, 2004 ROTFLOL! :D [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
Guest Cali Posted December 11, 2004 Posted December 11, 2004 Re: And a few more requests for the Devs. I never stop. Heh. The ability to change payloads or exiting and re-entering without suffering a loss while landed at a friendly airbase would also be very good. A friendly airbase would have Blue GROUND units on it or very close to it and no RED units (and the reverse for red bases). This is something that a lot of people would like to see. If you land safely and want to change your loadout....you get a loss why??
EscCtrl Posted December 11, 2004 Posted December 11, 2004 My Request is you spell 'author' correctly. Below the topic title it currently says 'autor'. I'm sure this won't delay v1.1 too much :D
Skywall23 Posted December 11, 2004 Posted December 11, 2004 About the capture, that's ebcause I sometimes like to lock-on to defenseless planes and order them to surrender (in multiplay) so I can order them to drop all weapons and land at my airfield. Of ocurse I could just have'em drop weapons and return to their own base, which works too. :D It's cool that you guys are thinking about all this stuff, thanks for the response :) That reminds of the air combat and arcade sims where your squadron pilots/wing leader/ your pilot, say to a determined aircraft to leave determined air space. And once we get a flyable C-130 ( :twisted: ) a new tactict will appear: air piracy! This combined with a resource management would end like this on online games: "Land on our airfield , so we can grab your resources, or you will be shot down!" :o
GI_Jew Posted December 13, 2004 Posted December 13, 2004 A simple request i have is to have a configurable screenshot option. Like be able to choose a different folder for the screenshots to go to and also be able to put the screenshots in subfolders. maybe for each mission or each day or something. It would just make it easier to manage the shots.
GGTharos Posted December 13, 2004 Author Posted December 13, 2004 Here's a more complex request, now that I remembered: Could we have control of missiles passed to the target's computer? The reason for this is lag: Even light lag can cause a missile to miss, but if control is tranferred to the client that has been fired on, lag is not an issue in weapons employment. Hm, now that I think about this there might be issues with mid-course updates this way, for example. Damn :( Oh, hm, perhaps this can be solved by just sending a 'datalink up' and 'datalink down' signal to the affected client, and the client itself handles the datalink logics? And a question - Does LOMAC use UDP, TCP, or both? SOmeone claims to have firewalled UDP and that LOMAC only uses TCP. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
GGTharos Posted December 14, 2004 Author Posted December 14, 2004 Oh and ... could we PLEASE have the AWACS report take-offs instead of aircraft showing up on the tarmac in MP? It is HIDEOUSLY annoying to get a pop up report every time someone respawns/appears on tarmac. Teh AWACS jsut won't shut the ... up! And please, give us a 'request picture' option for those of us who do not have an uberlink. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
gherring Posted December 14, 2004 Posted December 14, 2004 Gee GGTharos, I've noticed something similiar in SP. I made a mission where I flew a CAP. I had two enemy MiG-29S's launch when I did from the closest air base to my patrol zone, and two more launch a half hour later. I also had two Su-25's launch ten minutes into the mission from a more distant airbase on a strike mission agaginst the target my CAP was defending. The Su-25's would arrive in my CAP zone before the second pair of MiG's launched, but for much of their flight, they are more distant than the airbase where the MiG's come from. So once I handle the first MiGs, if I ask AWACs about the nearest bandit, I get vectors to the MiG airbase, even though the Su's launched and I got the corrosponding pop-up alerts.
GGTharos Posted December 17, 2004 Author Posted December 17, 2004 Actually, additional request for AWACS and Tankers: Would it be possible to adjust their AI to do the following ... When we assign an AWACS task, there should also be an 'AWACS' setting for a waypoint, which would cause the AWACS to fly a ractrack or oval or circular pattern (selectable perhaps) with that waypoint as the center/focus. This should be similar for a tanker, with its REFUELING task and waypoint, /except/ once an aircraft aproaches to refuel, the tanker should fly straight and leevl to allow refuelling - if it reaches its 'waypoing radius' then it should turn again, EXCEPT if there is an aircraft refuelling on it, then it should either -not- turn or it should turn very gently. Additional request is the ability of AI to go evasive against enemies. For example, suppose a Tanker or AWACS is somehow notified that there are bandits within 50nm. It should then turn tail to them and fly away at full throttle until its clear )possibly realizing its clear through some interaction with the player) as opposed to the silly things they currently do (such as stubbornly attempting to go on with their mission) In addition to this, it would be good if those aircraft communicated that they are doing such things. I realize this will probably not show up in 1,1 (it's behavior that requires some complex decision-making on some level) but it'd be nice if we could at least get a tanker to fly stright and not turn even if it reaches its waypoint while an aircraft is refuelling. Or at least, make the turn very gentle, and only make it harder when the nearest aircraft is 1nm away or so. Not perfect but it should work. [sIGPIC][/sIGPIC] Reminder: SAM = Speed Bump :D I used to play flight sims like you, but then I took a slammer to the knee - Yoda
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