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=dobs=
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Posted: Wed Apr 09, 2014 3:34 pm |
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Joined: Sun Nov 10, 2013 5:08 pm Posts: 750
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Coolon, good post.
With Dawger back in the loop, aka master of scripts, he can do all sorts of things, including what you are talking about. Will he be allowed to do it...that is the question.
So are you looking to tighten up the CEP for target destruction, or just for more targets?
Back in the day, bombing was the proverbial "pickle barrel" bombing...the sight is so accurate (and we don't have wind, much less wind varying by altitude), that it required a direct hit to kill a target (or near direct anyhow). When I came back, I was surprised at how much 1 bomb will blow up now.
I could go into bomb burial, impact fusing, effect of blast and frag from bomb burial, butterfly splat patterns from weapons, but it is too much for most people to care about:) Suffice it to say that I think weapon effects are too generous.
Back in the day, we would launch two or three buffs, with fighter escort and a JU to go take a field, or the entire squad with a JU to JABO a field closed. First pass ack, then hard targets, JU would roll in about the time we finished and boom--capture. Why? Well that 15 minute capture window was tough:)
Numbers are not there to go oppose every single buff, so most of the time it appears the bombers are playing unopposed.
The game has turned into an aerial game of risk...where field capture seems more important than game play and/or survival. We have all seen the buffs in the 1K-5k regime....they tend to die a lot. The buffs who climb up to >15k seem to survive more than the others..and those who get to the 20s even more.
I like the terrains where targets are more scattered, and more numerous. Makes you work harder:)
Anyhow, hopefully we can get something done with scripts to keep you guys "challenged":)
Dobs
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Coolon
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Posted: Wed Apr 09, 2014 4:57 pm |
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Joined: Tue Nov 12, 2013 5:25 pm Posts: 660 Location: Northern Indiana
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There are probaby a lot of targets out there that dont get targeted because they are not required. I guess the new terrains having more targets has brought this up but also flying in the s3 looking for tanks etc.... is frustrating yet fun. didnt really think things thru all the way, just posting some random thoughts.
coolon 4th Fighter Group
formerly: -=Night Stalkers=- | 44th FS Vampires | Widowmakers
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=vslp=
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Posted: Wed Apr 09, 2014 8:13 pm |
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Joined: Wed Nov 13, 2013 2:53 am Posts: 362
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The main is the main is the main is the main, 2 parties to satisfy there, and its hard....however, the talk has been to open a more challenging arena, that being ww2. More targets can be added to the rebuild time, the rebuild time can be adjusted. Theres several things that can be done in ww2 but........The main is generous, by design, but far less generous than it was 3 years ago. Capture the flag is dominant for sure, but, there has to be an objective that drives gameplay, a goal to be reached, and achievable by players far less experienced than regular s3 players. New players, by design, need to be able to achieve a modicum of success early on, or interest wans quickly and they never get past the 2 week trial. I understand there is a world of difference between simmers and gamers, but, if this sim is to stay alive for us to enjoy, how are you going to attract AND keep new players. Seal clubbing doesn't work, and we have all been guilty of it.....so.....I don't see making the main more challenging as a viable thing to do under these kind of circumstances, and even if it grieves us a bit, we need to support and help in the Main arena to encourage /support/teach new guys. ww2 on the other hand though..............
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Robert
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Posted: Wed Apr 09, 2014 11:37 pm |
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Joined: Thu Nov 14, 2013 7:09 pm Posts: 620
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I like how the fields are built in the current europe map, with targets more scattered so you can't just 1 pass close them. However I'd wish for small targets like ammos etc to be really close to the field, and houses etc that must be destroyed can be scattered. The reason is because it can be nigh to impossible to find a fuel hidden in the woods some 400 yards to the SW etc. There's been instances when we were 6 guys criss-crossing the proximity of a field for 20 minutes not able to find the last structure. Otherwise it would be fun with some moving ai targets to strike
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Gofly
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Posted: Thu Apr 10, 2014 2:02 am |
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Joined: Mon Nov 11, 2013 3:44 am Posts: 171 Location: Texas
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=vslp= wrote: The main is the main is the main is the main, 2 parties to satisfy there, and its hard....however, the talk has been to open a more challenging arena, that being ww2. More targets can be added to the rebuild time, the rebuild time can be adjusted. Theres several things that can be done in ww2 but........The main is generous, by design, but far less generous than it was 3 years ago. Capture the flag is dominant for sure, but, there has to be an objective that drives gameplay, a goal to be reached, and achievable by players far less experienced than regular s3 players. New players, by design, need to be able to achieve a modicum of success early on, or interest wans quickly and they never get past the 2 week trial. I understand there is a world of difference between simmers and gamers, but, if this sim is to stay alive for us to enjoy, how are you going to attract AND keep new players. Seal clubbing doesn't work, and we have all been guilty of it.....so.....I don't see making the main more challenging as a viable thing to do under these kind of circumstances, and even if it grieves us a bit, we need to support and help in the Main arena to encourage /support/teach new guys. ww2 on the other hand though.............. I agree with you-- But the problem I see is so many people thank this is their Sand Box--Not-- this is a business and I think Wild Bill has worked hard to try and please us all--but remember--the bottom line is what keeps us flying.
Salute, Gofly AG-8-Doolittle Raiders Member, Nomads WBs 2004
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