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switching abilities at airfields : little improvements ?

Posted: Sun Sep 02, 2012 4:45 pm
by kokkorhekkus
This topic follows recon planes topic with ideas of other players too
many brains work better I think

Following bebro's thought here's few little propositions for improvements for this already incredible game. And I hope with respect with his spirit : not too complicated, historically accurate and with a real eye on balance feelings for the design.(IA AND MP)

So at airfield many type of planes could have simple choices like that :
a) recon mode : 4 hexes spotting, unarmed so no return fire. "sub evasion system" could be fun (you're in ennemy territory with fighters on the edge and a shark smile) For more fighters or tactical like Me 110 (why 4 : because of hero's considérations : i love my me110 spotter : fighter & bomber & recon planes)
b) fighter_bomber mode : amelioration of strafing duties (3 points ?) BUT deterioration of air defense ( 3 points) AND RANGE until the bombardement clic
c) antinaval mode for STR ? exemple : the SM 79 could have good values for bombardemts and antinaval missions, but not AT THE SAME TIME when on flight

I'm not sure if fw190 have recon versions but let's try about this. in the dock scenario (I don't remember the A5/U14's version availability but i think it exist at that time) you may carry a bomb (for ground) or a torpedo. Even the AI could inflict damages on far based fighter bombers IF the AI detects low air defense values. I don't know how attack choices by the AI fonctionnate. Perhaps the designers could help for that. but I think that other capabilities for plane could be fun for the switching button, not only AA vs AT

Re: switching abilities at airfields : little improvements ?

Posted: Sun Sep 02, 2012 7:45 pm
by blindsey
You could make these units yourself. You can hack your equipment.pzdat file and add another record for a unit like you describe and then using the Mulit-purpose field have it switch back and forth, though you can only do this between two types, hmmm, actually you might be able to switch from one to the next to a third and then back to the first if you use different IDs and go in series. It would be up to you however to only switch on airfields.

Re: switching abilities at airfields : little improvements ?

Posted: Mon Sep 03, 2012 12:10 pm
by kokkorhekkus
Thanks blindsey

It's a little complicated but thanks.

Designers are in a "conservative mood" for changes WITH GOOD REASONS, time and tests must tell us if generalisation of a change will have to be implemented for a "grand public game" but I hope that the better ones will be added to a future major patch in X montss or years ! (more units, more flexibility for rarity/quality, and more switches !) And for all players, not the addicts like us ! (I am addict but the mod personnal investment is not for me I'm afraid of...)

This already great game have to move forward perfection ! Like "Commander game staff" has done with Grand Startegy mod I think

For this goal I think the changes have...:

a) to respect the spirit of the game and his current BALANCE
b) to be simple
c) to respect historic considerations

Long live to PZC