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Additionally, as well as sheep, flocks of seabirds with damage models would be interesting......
Kermit the Frog is actually a south paw. |
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I think it would be cool to be able to have a choice in to be able to carry over dammage to the air base as well Dubbo, Such as,
Carry over dammage? Y/N (If yes) Light,Medium,Heavy. It would also cool to see the Sea Bees dozers and stuff repairing dammage or laying out the metal(Witch I cant rember the name) for the air strips. Im kinda an eye candy junky though CARPE DIEM Snyde |
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quote: Boy sea birds would be a pain in the but flyin into em. Im not to sure about the sheep though,after all it is a flight sim not a wild west sim CARPE DIEM Snyde |
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Ahh this reminds me of an odd picture i found in a book here in the school library. It has a picture of a P-51 i think that went out on a sortie, shortly after take off a vulture slammed into one of the wing drop tanks. It's interesting, because all you see is a pilot, a vulture head, and a caved in fuel tank to the pilots right...i wish we had a scanner so i could post it
~Aaron |
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Damage carried over to the next mission, Oh Boy that would be some cool feature indeed. It would make campaign buiolding and On line wars sooo much easier...
Not to mention a hole new dimension to DCG... If its posible PLEASE do it. |
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Well Tater's sheep comment, whilst tounge in cheek I'm sure, reminded me of a friend of my Dad's who years ago hit a cow taking off from Redcliffe aerodrome in a Cherokee, IIRC. He made a circuit and landed with some pretty ugly looking damage to his port wing. (I think he had to pay for the cow too.)
As far as I can tell, it shouldn't take much to have damage carry over. I mean it's all already modelled, you just need a way to have it remain in effect past the end of the mission. Kermit the Frog is actually a south paw. |
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Wow, you'd think Il-2ers never heard a sheep gag before. C'mon, there's gotta be an old AW or WB person in here, help me out ;-)
tater |
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35. It'd be nice to see the mission's skin requirements superceede the QMB. I occationally get a problem where the mission skin loads on top of another chosen someplace. Maybe it's if you change the skin within a mission, that skin become the "mission" skin for that type regardless of the mission.
36. (Dubbo2) For campaigns: The ability to carry over damage from the previous mission, or create a generic "patched up" state where the plane has some problems that represent previous damage, hastily repaired. 37. Some construction equipment objects (either AI or static) just for look and feel on the ground. Also maybe some piles of Marston Mat for the US CBs. 38. Landing craft that "shoot" troops when they hit the beach. AI would be programmed such that when the boat hits the beach it fires one very slow "shot" that looks like a group of men fanning out. (might be a problem if AI have no ammo limit) tater |
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Just give me a mission editor as strong as Operation Flashpoint's and I will be happy. That is a key to making a game last ages.
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quote: This is something i miss A LOT from the old IL-2. You can do that now, but now the planes with wapyoint zero with 0 speed and 0 altitud, start with their engines on Si hay que huir, YO PRIMERO!!! |
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39. Use the sinking states to create half sunk static ship models for the FMB. These would be for shallow waters. In a pinch, simply one for each transport type (loads of pictues from the PTO of beached marus all shot up).
As for the OFP comment, yeah, that's part of the idea of this thread. Anything mission, or set up related that has a simple toggle or some value assigned to it like starting alt or airspeed should be controlable by mission builders. Some of the feature requests in this thread (parking the AI planes) used to be in game but were "fixed" out of it for some incomprehensible reason. tater |
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40. A new field under properties. The field would be "chance of appearance." It could be a text field for 0-100% or a pull down in 10% increments. A given flight would then have a random chance of appearing during that mission. This would allow mission builders to create a little variability in a given mission so it doesn't always play out the same way.
tater PS-C'mon, anyone have other ideas that mostly pertain to the FMB? |
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41. AIRFIELD lights; blue for Axis and Red for Allied. I know that we can use campfires but how neat would it be to have actual airfield landing 'lights' along the strip? They could be chosen (as other objects) in groups of multiple lights to form a string, for lining the runway, or as single lamps for placing at taxi-points or other applications.
Victurus te Saluto |
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I didn't see it mentioned but...
The ability to set the alert level of ground or ship AI. As it is now there is no such thing as a sneak attack. Pearl Harbour could never have happened because every gunner would've have been manning every gun at full alert, and have the ability to spot you no matter how well concealed your approach was. Maybe also set the skill level of the AI ships as you do with the aircraft now. "Ace, Veteran.." etc. This way, their evasive manouvers will vary in form and precision as will their defensive fire. Hell offensive fire for that matter too Kermit the Frog is actually a south paw. |
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42. (Dubbo2) "Alert Level" property for ships, artillery and vehicles. Peacetime, and GQ. Peacetime would be a timeout such that the weapons wouldn't fire until a few minutes after being attacked (the timeout field would appear where you set the minutes until they fire). General Quarters would be what we have now.
43. (Dubbo2) Ship AI skill level as a property setting. Affects accuracy spotting range, and evasion. tater [This message was edited by Tater-SW- on Sat June 05 2004 at 09:56 PM.] |
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Actually I just read over that and perhaps alert levels could be applied to airfields as well. In fact pretty much all ground objects that can fire at you should have levels of alertness.
Maybe, like the destruction level zones that exist currently, you can set certain areas to alert levels and anything you place in that zone will respond accordingly. Kermit the Frog is actually a south paw. |
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Excellent point. Edited.
tater |
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Somebody mentioned it over in the GD but if the PBY is to be flyable, then it goes that it should be able to fly air/sea rescue missions. If this is true we need a placeable "downed pilot". Either a pilot or crew member in a life raft, or a pilot floating in his lifejacket (with dye pack) or both. I think the life raft object would be easier to do. Maybe make them different sizes. Single and multiple occupant size. And make them moveable (like ships) but with a really slow top speed to simulate drift.
Actually add to that life boats from sunken ships. And all should be sinkable with guns for the more bloodthirsty amonst us. And flares. Kermit the Frog is actually a south paw. |
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Actually, a "touch and go" waypoint for AI aircraft would also be a plus. Particularly for rescues etc. A time out on the waypoint would also be useful.
Kermit the Frog is actually a south paw. [This message was edited by Dubbo2 on Tue June 08 2004 at 12:29 PM.] |
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I just wanted to throw this in. Someone mentioned planes staying damaged. If we could expand on that idea a bit and have returning to base a little more animated. (I know it gobbles up memory needed to improve the planes realism)
I would like to return from a rough mission, all shot up with a smoking plane... but you get your craft back home. After taxiing to a stop I would love to have a flight crew there rushing up to your plane, the urgency or their reaction would be more extreme if your plane was REALLY shot up. The reason I suggest this is as I read these WWII fighter pilots accounts...almost always they return and guys are jumping up on the wings and are checking in on the pilot. I know it's a little thing but I think a much more active arena in which we fly, a "living world" per say...would make this game MORE addicting (IMO) which is saying something. Maybe not just crews..y'know more people and cars in towns, movement. Do you guys think this is frivolos or stupid? Thanks for any responses - CHEERS. |
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