Tank50us Posted October 7, 2022 Posted October 7, 2022 So, while obviously being able to control the ground units as things stand has.... limitations, I do believe it has potential. There are two main areas I think this could be improved: - Interface One thing I think could help is a different interface, where the person in CA has more information available to them. This interface would have four 'windows', which the player can move as shift around (anyone who's played Janes Fleet Command will see where this is going) When the "General" clicks on a tank for example, he/she will be able to see the tank in action, it's position on the map, as well as what its status. How much ammo it's got, how it's functioning, etc. The same would go for ships, and aircraft, including player-controlled aircraft. The interface would also have more tools available to help the "General" issue orders, and guide friendlies to where they're needed. An example of how it could look is provided by Janes Fleet Command, as mentioned earlier: - Damage Sections While certainly the hardest thing to add to DCS of the two, it would fix so many of the issues we have, especially when it comes to sinking warships, or killing tanks. In the real world, just because a bomb or missile hits a tank, doesn't mean it's actually killed. In the real world, the bomb could fail to detonate, and the plows through the engine deck wrecking the engine, leaving the tank immobilized. Sometimes an ATGM will hit the coms antenna, or in the case of most modern tanks, hit the ready ammo and the explosion is vented out of the blow-out panels... the tank is mission-killed, but not actually dead. The crew in that case would still be alive, and thus, able to fight on.... assuming they can hear anything. These sections can apply to ships as well, id certain parts of the ship are destroyed, it's out of the fight, but not actually sunk. If others are blown apart, it's going down. These are things that are already in place for the planes, having them for the ships and tanks wouldn't be a bad thing. Some other areas where I think CA could help: - Controlling AI aircraft/helicopters Now, I'm not saying we'd be able to have full fidelity cockpits, but someone in CA would basically get a simplified HUD (like you see in TacView), enabling the player to take over certain AI fighters during a mission (similar to what a Zues can do in ArmA), giving players in MP Campaigns a bit of a surprise when suddenly one of the Mig23s they're fighting isn't behaving like a normal AI Mig23.... (Keep in mind, such a position would only have the most basic of controls and functions, they would not be a replacement for existing modules) - Spawn Units from a template Assuming the mission designer has put them in, someone with CA playing on that side can spawn units, or groups of units as needed. Allowing them to only place down units to throw the other players for a loop. For example BlueFor has the objective of escorting a convoy down a highway. The "Red General" can then spawn in some insurgents along the convoy route, and give the escorts a proper ambush... no fancy coding required. This feature could also be given a limit in the mission editor, that way things don't go too nuts. What do you guys think? Could these basic things be a viable fix or update to CA? Or am I off my rocker? 4
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