![]() |
|
Go
![]() |
New
![]() |
Find
![]() |
Notify
![]() |
Tools
![]() |
Reply
![]() |
|
To make the objects you need to own a legal copy of 3DS Max. That's one big problem that many have. But with a little imagination, as much of Beebop's work proves, you can make any object out of what objects we have. "So do all who live to see such times, but that is not for them to decide. All you have to decide is what to do with the time that is given to you..." -Gandalf "So do all who live to see such times, but that is not for them to decide. All you have to decide is what to do with the time that is given to you..." -Gandalf |
||||
|
The whole list so far (with additions)...
<EDIT> Please try to keep suggestions EASY to accomplish. This isn't a "muzzle flash" thread (as much as we'd all like seeing that fixed). The goal should be new objects, simple additions (new waypoint types, etc). Features (some of which were undocumented in il-1/FB then "fixed") I'd love to see in PF: 1. The ability to "park" AI planes (you used to be able to set waypoints for zero alt and speed). This is a great feature because if you mix a few parked AI planes among static planes, when they get damaged they burn, etc adding a little extra realism to the carnage. Add a new waypoint type, "parked." Maybe if they were parked the game could curtail their AI and just do damage, not do anything else. 2. We can order formations in flight, how about the ability to set formation type under properties in the FMB? 3. Taxi to TO. Ability to place planes in revetments, etc, and have them taxi to the runway, ideally with timeout options (placed at start, taxi as low speed, zero alt waypoints.) 4. Don't make landed/damaged planes disappear at all, or make it a toggle in the FMB. (think someone said this is IN!) 5. Make a "vehicle" of a group of troops marching. When damaged, the fleeing troops that trucks have do the same thing. 6. Smaller naval craft that can be sunk/burned by strafing... barges, small wooden ships (luggers, sea trucks), small transports (fox tare dog, sugar baker sugar, etc), smaller escort ships (PC, SCS). (Sea Truck IN!) 7. Runway cratering (FMB placed as previous damage, and from bomb hits in play). Would damage planes that hit them. (IN game!) 8. Flight deck damage (FMB placed as previous damage, and from bomb hits in play). Would damage planes that hit them. (IN game!) 9. Make a few new cloud types. One would be kinda large with a flat bottom. Another would start as a small area, and as it goes up it widens, and fans out in one direction. All would be BLACK (could be two versions, one black, one gray). These are placable smoke clouds to represent damage from previous strikes. They are static like current clouds, so it shouldn't hit FR more than any cloud does now. 10. Some new ground objects (stating the obvious here, but WTF). I was thinking of revetment objects---berms of earth/coral that can be placed around planes (many planes in PTO were dispersed in the trees). Need a few sizes, obviously. (IN game!) 11. Some less developed airfields than we see in IL-2/FB/AEP. A placable AF, that we could rotate? (placable airfields in (sounded like it)) 12. The palms look cool, but it's important to remember that a lot of the palms were cultivated. At Guadalcanal the palms are in ROWS near the AF---it was a farm. A large tile of lower poly palms in rows (like the forest tiles in IL-2) would do wonders with a few clumps in front. The same goes for rubber trees. 13. A toggle in static object properties to make them smoke/not smoke when damaged (cool for static planes that get wrecked, but you can control which were gassed up and would catch fire to adjust FR issues). 14. Skip bombing for AI. You can make AI skip bomb now (I made a AEP mission just to watch this, lol), but it takes a bunch of tweaking, and even then they drop all bombs at once. Lower alt cutoff for ground attacks might be better in general given the many low alt attacks. 15. Ability to spot static planes on CV decks.(semi possible with zero fuel load) 16. Some CV deck equipment---bomb and fuel carts (last 2 say "Midway" don't they?). 17. A waypoint toggle for AI, um, "bored" or "sleepy" or something like that. After said waypoint the planes would lose their 3rd eye in the back of the head that makes them jink as soon as you're lined up. They would only react if they were hit or you crossed their 3-9 line. The ability to bounce AI would be nice (I was screwing around with a zeke and 1 wingman vs 4 P-40s in AEP and they were really squirmy just as I was about to kill them. Too uncanny, lol) 18. The ability to drag a lasso around a group of objects, then move all of them at once, or duplicate them (you could make a template of an aircraft revetment, and then paste them, then make little changes to make each unique). 19. Either the ability to clear trees, or if they made the large forest tiles available as a placeable object, they could eliminate some of them from nearby airfields and let us place them ourselves. 20. I'm sure they will have this anyway, but more primitive port facilities. Wooden wharfs, piers objects, etc. 21. I'm not sure if this already works, but I just screw it up, but mission goals for both sides. So you could have player defensive CAP, and AI might be set to destroy 25% of ground targets before leaving. now it seems they'll keep going til they run out of ammo. 22. (Snyde) The addition of supply crates on chutes under the payloads of C-47/Tabby (edited out Ju-52 for PTO ;-) (IN game!) 23. A field for the sinking time of ships by mission under "Conditions" in the FMB. This would be default at whatever y'all were thinking, but could be set as high as 15+ minutes. Ideally this default time would be modified down by heavy damage. For example: default time is 1 minute, but the DD ship takes 4 torps. The 1st torp actually is enough to sink it. It would sink in 10% less per torp (or whatever) after the sinking damage, so in this case 30% faster, or 0.7*1 minute = 42 seconds. If the mission sink time was set to 20 minutes and it took the same damage, it would sink in 14 minutes. The % per extra hit could always be upped, or it could also be set under "Conditions." 24. A new object: emplaced infantry. From the air this would just look like a line of foxholes. It would be a CAS target. If the army had friendly line markers (US did), the red/blue designation could determine marker color for the lines (you'd have to be **** low to see them). Emplaced infantry lines might have 1 30 cal MG to represent small arms fire (very inaccurate, though). 25. Evasive AI for ships. When AAA starts firing, ships should make evasive turns. 26. (not FMB) Wind direction. If the FM can't handle this for now, add it anyway, but just for smoke. 27. (not FMB) Fire on the ground (for incendiaries). This is mostly for bombing the Japanese homeland.(IN game!) 28. If they could let use place a smoke cloud based on the real clouds in game, why not let us place real clouds? Clouds are fixed for the map, it'd be nice to be able to add a puffy cloud over a target area to force quick thinking on the attackers (IP won't work with cloud cover, etc). They could also make a cloud that has an angled shaft of rain coming out of the bottom (static like the rain in game now, but just under the cloud). This would allow us to make squall lines etc to mask ships from recon. 29. (AI change, not FMB) Have planes lose you in clouds. At the very least have them cease shooting in clouds. 30. Sheep. I have yet to see a sheep, what kinda flight sim is this, anyway? 31. "Safety override" for AI. The AI seems to be programmed not to engage in certain unsafe behavior... You set a waypoint alt to 10m over the water, and it flies at what looks more like 50m. Give us a toggle for a formation to do what we say, regardless of the AI's programming. (let's us script stuff that might have a bad outcome) (this'll be an issue for setting planes to come in a hair over the treetops to bomb) 32. Settings for stuff that doesn't make it to the FMB GUI could be in a file we could make sense of and change (the more control the mission builders get, the better the mission's we'll see as people push the envelope). 33. Could aircraft waypoints have a graphic of the plane on them (like the static planes) so we can see the size of the plane? This would be useful for on ground waypoints for planes (assuming we can do that). It?d also be useful for arranging formation elements. 34. (AI improvement) Make AI bail out as soon as their plane is on fire. 35. It'd be nice to see the mission's skin requirements superceede the QMB. I occasionally 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) 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). (sounds like they are interested in this one for a oatch!) 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. 41. (delinker) 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. (IN game!) 42. (HH Dubbo) "Alert Level" property for ships, artillery and vehicles. (tater) 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. This is from Starshoy: ?They can fire as now, they can fire better, they can fire worse. And they can be asleep for whatever time you want before opening fire.? [COLOR:YELLOWThis idea is IN as "sleep"!)[/color] 43. (HH Dubbo) Ship AI skill level as a property setting. Affects accuracy spotting range, and evasion. This is from Starshoy: They can fire as now, they can fire better, they can fire worse. And they can be asleep for whatever time you want before opening fire. (IN game!) 44. Touch and Go waypoint. This would land the plane, then have a timeout at which point the plane would TO (useful for dumbo?s picking up downed airmen). 45. Life raft object for FMB, maybe a chute with a pilot in a vest and dye marker also. (IN game!) 46. Ground crew and vehicle objects. Kinda fun just for creating "dioramas" in the FMB for cool screen shots. (use existing animated people as STATIONARY OBJECTS) 47. (plumps) New feature: Undo last action. As most other apps have, this allows you to undo a mistaken delete, or whatever. 48. (actionhank1786) If they let us place clouds as static objects, why not give us the option of seting a waypoint for a cloud as well (with a timeout, perhaps?)---moving clouds. Of course, given the current nature of clouds they'd move while all the others stayed put, but it would allow us to sock in an airbase. 49. The ability to design our own airfields. Maybe for PF if they just gave us a blank map with a few realistic looking islands and some placeable tarmac, runway and taxiway pieces... 50. (yellonet) Kamikaze waypoint, only for japanese aircraft. Just set a target and the plane will try to fly into it. This obviously wont work if planes can't damage ships, as it is in FB. (IN game!) 51. (yellonet) Strafe waypoint, set a target, if the target is an airfield then the strafing plane goes for planes, hangars, vehicles, guns. If no planes then hangars, if no hangars, vehicles, and so on. Or you could set that it will only target guns for example... the first wave could try taking out aaa and the second go for planes. 52. (Cess Wizard) Randomness. Cess wants % chance of 2 waypoints (ie: random branching waypoints), but we could get randomness just by a new field for number of planes---% flying. You?d put in a range, and when mission launches, you?d see X% to Y% of that flight appear (2 out of 4, 3 out of 4, etc) 53. (HH Dubbo) (DM improvement): Ships have smoke in their DM, like aircraft do, add an oil slick for hull hits. A wide trail behind the ship if it moves, or more of a pool if it is stationary. 54. (HH Dubbo) (New Object) Oil slick object for FMB placement to represent previous damage, or jusy for screenshots. 55. Camoflaged static ship objects for a few small japanese ships/craft. In Il-2 many objects have summer/winter versions. For PF, japanese barges, seat trucks, and luggers should have static versions covered with palm fronds, etc. 56. WTF, camoflaged regular ship objects as well for the small craft listed above. 57. (lexx luthor) A waypoint type where aircraft can be set to patrol around, or widely circle around, for a specified time period when they then start following their next waypoint--or until fuel requires return to base like we have now. The circling planes can normally intercept any enemy plane that comes within attack range provided the patrolling planes have ammo. Waypoint will need...Altitude, Speed, and Time spent circling this waypoint. 58. (lexx luthor) A way to specify if surface radar is used to enormously extend attack range of fighters...up to 50km or more even. Possibly instead of "attacking" a specific target from 50km away, the radar guided planes behave as if following a normal waypoint that moves with the nearest enemy plane or group of planes. When they get within the normal AI targeting range, they pick a target as usual. This may require more work to code though so just attacking a specific target from 50km away would do much to at least get the planes out there. 59. (Yellonet ) The ability to choose amount of fuel in tanks (even droptank?) in 101 steps, 0-100% (this is in already, in FMB, no?) 60. (Yellonet ) The ability to apply damage to a plane, by a slider with percent possibility of the damage to occur within a definable time-period. Maybe this could work with ships as well, but perhaps in a simiplified one slider way, so that you could start out with a already damaged ship to defend/destroy. 61. (Snyde-Dastardly) Allow aircraft gunner position AI to attack ground targets as well as air targets. In the short term, they could simply follow the same element commands as AI wingmen (attack ground target->ships (or flak, etc)). 62. (Yellonet) Submergible subs. Option at waypoint: Submerged, Periscope depth or Surfaced. 63. (Snow Wolf) Carriers that turn into the wind for the planes to take off in Coops or Dogfights 64. (Snow Wolf) Moveable objects in dogfights 65 (duxcorvan). AI waves: a flight does run out of map, or it's destroyed, and spawns again a stated number of times, in a place out of vision range. This would be a property "number of waves." When the first group is all dead, a new wave forms. This allows having a busy scenario without killing framerates and saving mission editing time. 66. (duxcorvan) (AI related) AI awareness range: A set that includes level of awareness -range for AI to detect enemy activity, and range for unavoidable combat- this is, a range when they consider they are being attacked. The engagent range for AI is alrady a value, let us tweak it (useful for "radar vectoring" as well) (tater: this is similar to the sleep or hold fire funtionality for AAA) 67. (duxcorvan) Morale---two rates from 0% to 100%: the first determines how many losses can bear a flight before trying to flee, disregarding odds, and the second, how odds are they willing to face -this is, a 100% means they are going to attack any enemy, a 50% that they will try to avoid engagement if they detect a number of enemies that double them inside awareness range, and 0% that they're going to avoid engagement unless attacked. (See 'Range for unavoidable combat' in number 66). 68.(plumps) Better file manager including: - Ability to rename, move and delete files - Ability to create folders - History of last files used 69.(plumps) New object: Harbour crane (it looks like there is a HUGE crane object) 70.(plumps) Green and red signal rockets fired by the ground crew to indicate permission to land. 71.(plumps) Airbase lights that will only be switched on when a friendly aircraft asks for permission to land. 72.(plumps) AI that switch off their navigation lights over enemy territory. 73. (yellonet) (not FMB related) Duds! For torpedoes bombs and rockets. A certain % chance that the ??? does not explode. Also bombs shouldn't explode if the tip isn't rammed hard into something. As it is now the bombs explode if you drop them when you're on the ground 74. (yellonet) (not FMB related) Strafing torpedoes (or bombing them for that matter)? Don't know if this was possible in real life though. If so they would have to be running really shallow... but if it possible was I want it included 75. (hh dubbo) Hospital object(s) (reskin another object with a red cross, pretty easy one, this!) tent and a building so marked would be good. Maybe it could have a country field (would the friendly fire damage let you know you'd hit the hospital by mistake?) (tater: perhaps a button to assign any object as "no-bomb" (hospital, cultural building, etc) and allow negative points for hitting it) 76. (hh dubbo) Hospital ship. Ideally, we'd get some APs, in which case reskin one with a red cross (japanese hospital ships also had a green stripe down the side I think). 77. Shredded palm tree (any tree, really) objects (I can post pictures of bomb/arty shredded trees). 78. The destroy tool could shred the trees and make them look ripped up due to previous bomb/arty damage, particularly a version for the large tree tiles. 79. (droopsnoot) Geographical coordinates (Latutude and Longitude) instead of grids (map related, so it can get FMB number :-) 80. (HH Dubbo) New object types: Strings of barbed wire or concentina wire as an object like the fences we have now. Only in varying lengths. 81. (HH Dubbo) New object types: Different sized crates as well as stacks of crates and the like representing cargo from ships and aircraft, as well as spares. Some could have tarps over them, too. (tater: a picture I made of a similar idea 82. (tfu lain1) Can we PLEASE zoom in and out on the map with the SCROLL WHEEL! this would greatly streamline the whole map building process and speed it up, just by making me not have to move my mouse to the left hand side of the screen and grab a really tiny slider to zoom in and out. 84. New ground object: Many ground objects have a normal and destroyed state. Add a couple tree types with a blank destroyed state. This would allow putting trees on top of objects as camouflage, and if the target is bombed, the camo-tree would disappear (to avoid a tree sticking out of the now destroyed ground target). 85. New ground object: The game uses stacked polys to create large forests with low FPS hit, and they look great from above. Could we get a few sizes of matching vertical polys to go with the standard large forests? They would be a side view of what you have now, tree trunks, and side view of large trees. One would be 5-10m long, another maybe 50m+ long. Mission builders would drop these along treelines close to airfields or targets to give a low poly appearence of forest from the ground without the FPS hit of putting hundreds of "real" trees in front. Here is a really crappy diagram: The stack on the left is what the huge forest are made of now, I want a single poly fake side for it I can place near airfields, etc. A few "real" trees in front, and the illusion would be complete. 86. (Feathered IV) The ability to place moveable human figures with waypoints (use existing humans). Would add a lot to ground scenes, etc. 87. (Flygflottilj16_Sulan) Airfields as groups objects that can be removed. (the problem I see with this is the runways, etc might be hard programmed---perhaps a slightly different colored ground texture under the runways so you know exactly where to place stuff.) 88. (dunkelgrun) ON/OFF toggle for naval main guns to prevent them being used in a AAA mode. Alternately, simply disallow some guns from firing as AAA at all. Like the tank main gun problem, only worse. Sub deck guns, and larger shipboard weapons in addition to tank main guns, and land arty should never fire at aircraft at all. 89. Allow the arrow keys to move objects a minimal amount with each keystroke when zoomed in, or in 3D view. Trying to align anything without a step with a mouse seems impossible. 90. New Object: Maintenance scaffold and engine lift. These are the rigs used by mechanics to climb up to engines, etc. Another is a lift to pull engines. Add some ground crew, and this would be cool with idea 91... 91. New Objects: Aircraft under repair. Take a few of the damaged aircraft states, notably engine(s) gone completely, etc, and make a static version of this state. All types might be ideal, but a few representative types per side would be good, say a P-40, a Zero, a B-25, and a Betty. 92. Now that you have revetments (woot!), use the exact shapes in cross section to make a short, straight section we can build our own with. 93. New Object: A new tree or group of trees. Match the colors of the large stacked poly forests. This would be a bigger tree. Same height as the stacked forests (2-3 times taller than current tree objects), with a wide canopy. The canopy would allow cover for revetmets with a could tree placements overlapping. 94. (hh dubbo) New Object: erzatz bridge objects. Pontoon bridges, suspension pedestrian bridges, etc. (making vehicles cross them... dunno, might be possible now that you can "drive" on a ship (CV)) 95. (hh dubbo) Allow vehicles and thier waypoints to be placed closer to water (along beaches, wharves, etc). 96. (PBNA-Boosher) Ground attack waypoints for ships, so they can fire their guns at certain lant targets, IE, naval bombardment. 97. (PBNA-Boosher) Submarine waypoints for diving and resurfacing would be great too. 98. (PBNA-Boosher) New Object: MG emplacements (like a US manned .50 or .30 cal MG) (tater---I have a similar idea up there for foxholes with troops dug in---I suggested they have 1 caliber .30 MG to represent small arms fire at aircraft, dedicated .30 cal AA MGs would be good as well. 99. (PBNA-Boosher) New Object: Campfires, not airfield campfires but the kind you'd see a band of infantry using. (55 gal drum with a fire?) 100. (PBNA-Boosher): The ability to destroy the objects we place, like bridges. 101. (PBNA-Boosher)FMB should remember what side you last placed an object on, for example: You place a 20mm cannon and switch its side to red, the next one you place should be for the red side as well. If you place one and change its side to blue, all of the others you place after that should be blue, unless of course you place another one and change its side to red, etc... 102. (Bearcat99) It would be nice to have a definable default skin for each aircraft. That way when you select a static aircraft it will be a default skin of your choosing. 103. (PBNA-Boosher) Placeable airfield markers. This way you can make an airfield out of a long flat farm, so planes can take off and land from normal terrain. 104. (Feathered IV) New waypoint type. This waypoint would run a specified sound file when reached. (really great immersion feature, smalltalk, radio chatter, or a vector.) This could be a checkbox on any waypoint as well. Add a box for the text that would show up as subtitles to this. Also for waypoint type sounds - Making the waypoint trigger more like the existing recon-point or home-base bubble would be good as it would allow us to scale the size of the trigger point to suit our needs. 105. (charshep) FAA specific default skins for US planes flown by the FAA. (i think this is in) 106. GENERIC default skins for US planes. Dump the D-day stripes, skull-head P-40, and 8th AF specific skins. Use "generic" factory paint jobs and US insignia without unit/theater specific paint jobs (OD green or metal finish). (better in PF, for sure!) 107. Current Il-2 code allows for 2 default skins, summer, and winter. USE THEM! Assign PF maps "summer" and "winter." Not for seasons, but to differentiate each plane's paint job. You could make identical maps make one "summer" one "winter" as well---no changes, just that flag. "Summer" could be early war, "winter" late war. Early war Pearl would set paint jobs to early war default. Late war Pearl would be later war (Stars and bars instead of roundel with red dot, for example). Really we'd be subbing early and late for summer and winter. The code is there, and the skinning community would probably bang the skins out for you fast. 108. (Feathered IV) Time-based sound file triggers. Under "conditions" in FMB, would be a number of fields with a time section, and a file name section. The file name would be in "samples" someplace standard. when the time is reached, the game plays the sound file. Add a box for the text that would show up as subtitles to this. 109. (Snyde Dastardly) New Ground Object: How about the rolling racks of bombs for air strips with the proper explosive power per the size of bomb you pick. It would make for some good eye candy and some great ground pounding when you could actually confirm direct hits by secondary explosions. Boy and you would know when ya hit an ammo dump! 110. (HH Dubbo) Place all the scoring variables in an editable text file so that mission builders can modify the scores for given actions. (This data is set someplace, just make it available to mission builders---no need for a GUI) 111. (Feathered IV) New Ground Object: Bicycle troops column. I wouldn't mind seeing bicylces as a placable object in FMB. No self-respecting IJ airfield was without them. Cycling troop columns and individuals would be cool too(I could chase 'em in my Beau'). 112. (aminx) New Target type; In addition to ?escort? ?destroy,? ?Destroy ground,? etc, add ?Spot Airman? and ?rescue airman.? When a target (in this case a downed friendly airman) is spotted, the chat gives an audio message of some kind. 113. (Dunkelgrun) Could we please have the unit listings in a logical order???? Maybe even branched by country or theatre of operations so that I don't have to wade through endless US squadrons in order to find what I'm looking for! Also, how about a few updates? The RAF squadrons are very thin on the ground, and most of those that are there appear to be Polish squadrons in the RAF. 114.(plumps_) Ability to assign types of AI behaviour to flights. Sometimes the pre-programmed behaviour is too limited. Examples: - If a fighter bomber's mission is to destroy the target at any price allow us to equip it with bomber AI instead of JaBo AI, so that it doesn't drop the bombs at the sight of enemy fighters, but keeps on heading to the target in spite of the menace. - The Ju-88 was used in many roles: As bomber as well as reconnaissance aircraft or night fighter. But in the FMB it's currently not possible to make AI Ju-88s attack bombers. Why don't we have the freedom to assign them to the fighter role? 115.(plumps_) A tool within the FMB that lines up objects in a straight line.For this mission I coded a little JavaScript to align many kilometres of telephone poles, and I'm not a programmer. A programmer should be able to create a tool that aligns objects of any kind in a straight line. All the user then will have to do to create a line of telephone poles, fences, campfires, tanks, or stationary aircraft, is choose the object type, click on the start and end positions of the intended line, enter the distance between objects, the object rotation, then click on 'Apply', et voilá, a perfect line of objects appears. 116.(plumps_) An option to show the altitude of map coordinates in the FMB so it becomes easier to place waypoints in the mountains. And why not show the complete coordinates (X, Y, Z) of each point and object? 117. (wuggle 85) New ground AI behavior: vehicles able to drive on player created objects (bridges, piers, etc). 118. (RAAF Edin) New Objects: Barbed wire, and chain-link fences. 119. (Copperhead310th) Have a text field to name your own regiment for a flight. Have a field next to it to associate artwork (there could be a "player regiments" directory). 120. (Copperhead310th) Allow larger flights in the FMB. (they'd need to have appropriate formations, though.) 121. (WUAF Co Mantis) The ability to group flights and keep the horizontal and vertical separation constant between them (if the speeds were set wrong, they'd fly apart, though). 122. (the Pharoah) "Sticky" terrain around airfields so that you must take off and land from the runway. Combined with number 7 (runway cratering and damage) this would make the tactical closing of airdroime possible. 123. It would be cool to see a new aircraft for each side---an AIRCRAFT? WTF, that's HARD, not easy! This would be easy. The "aircraft" is a pilot---use an existing troop or aircrew figure. He could either have a top speed of 5mph and run around, or just be stuck in a trench someplace where you place him (a fixed figure in a sandbag "cockpit", if you will). Anyway, some mission in a campaign you hit apply, and all you see is AIR RAID! in the mission description. Hit "fly" and find yourself at the side of the airstrip in a revetment with Louis the Louse overhead directing CAs bombarding Henderson Field. Or Washing Machine Charlie dropping a few eggs. A japanese pilot might be in sandbags while a bunch of B-25s sweep over and drop parafrags all over. Would add some immersion, and is a neat way to give pilots a ground-eye view of destruction from within a campaign. 124. (HH_dubbo) Modified Object: Make a non-static liferaft object with a speed of 1-2 kph for "drift". 125.(pcpilot_MGG) New waypoint behavior: The ability to assign individual planes in a flight targets. Or at least PAIRS of planes in a flight. So a single flight of four aircraft instead of only attacking one target like presently able to do, they could attack 4 targets or at least two. 126. If #125 is too much, perhaps the ability to set a CLASS of targets for a flight. You can order your flight to attack a variety of ground targets in flight, so that is already coded. So have a pull-down of the target types to attack in the waypoint tab in FMB. "gattack Ships" or "gattack AAA". 127. (phantomfxr) I'd like to see the gunners be able to reload their weapons. Perhaps a 30 second delay between ammo belts with a maximum of 2 or 3 reloads. Running out of ammo and that's it is a bit unrealistic. (ammo loadout probably won;t happen, but a pause between X shots is an interesting idea) 128. (Rab03) When you choose a plane in View object dialog box, the list determining country/unit of an aircraft is too long. This can be solved easily-just make new text field containing list of countries. When you choose a country, in the field below appropriate unit list would appear. 129. (scl2) What about ability to change speed of armour and vehicles? 130. (StG77_Fritz_X) The ability to restrict country marking use in dogfight servers would be great. 131. (dagger_3) The ability to use the F4-right_mouseclick to place static aircraft on ships. 132. (Saunders1953) New Objects: Flak Towers and dug-in gun emplacements for AAA. 133. (Crossbore) The ability to turn off the #'s that show how many aircraft are flying from the airfields on the map in the Briefing/Ready Room. 134. (HH dubbo) New Objects: Radio shack and antenna. Should be a TEAM object (target-able) 135. (Tater) New waypoint type: Ignore enemy. We KNOW the AI behaves differently around only friendly objects. Ie: tell a B-25 at 10m alt to drop parafrags on a friendly airfield, and it will do it in level flight nicely. Place a single enemy object anywhere nearby (anywhere at all?) and it won't drop. IF we had a waypoint that would force place to treat ALL items as if they were on their team, we could get planes to bounce, parafrag attacks, skip bombing attacks, etc, ad nasuem. 136. (agarofa) New Object: Emergency vehicles (fire trucks, etc). 137. (dunkelgrun) New Object: static searchlight (beam straight up). 138. (Locutis_NJG88) Aircraft limited by numbers at each base for example; everyone complains when they see the 262 on a map but if it were limited to the first 2-3 jetjockies who grab one then its no biggie (of course a waiting list would then be the next requirement ...) this wold allow for relative deployment of fighters like the 262, P-63 and TA 152 that really were not deployed in huge numbers but get abused relative to history when they are on the maps in huge numbers (accept for hte P-63 it hardley gets flown lol) 139. (Locutis_NJG88) Base damage impacting the spawned aircraft. I would like to see plane sets spawn with light damage or maybe less ammunition or loadout changes due to the damage an airbase has sustained. It would change how bases are attacked or supported for each mission type and might even make for a ton of fun if you can push back the enemy to a far off base 140. (Tater) Related to 138-139 would be the ability to place spawn points on the map, with a number of planes per spawn point. Such spawn point might appear on the ground as a static plane, with the player spawning next to it. Destroy the plane, reduce the number of spawns allowed by X. 141. (dunkelgrun) New behavior of objects: The abilty to attach some current static objects to moving ones. I'm thinking of embellishing ships here; fire and smoke (simulating damage), lights and barrage balloons could be made to move with them. Even searchlights, although they'd have to be a smaller version. And the attached object to disappear if the ship is sunk. GREAT IDEA 142. (danjama) The ability to place audio, images, etc inside briefings. 143. (ladlon) The ability to loop waypoints for ground vehicles. 144. (Rxman) make Objects 146 thru 155 and the netting objects 75 & 126, transparent to any armor/artillery that is placed in/on them. They are meant to be gun emplacements and should be available as such. There are others but these would be a HUGH addition to mission/screenshot/movie makers of this wonderful sim. tater |
||||
|
Vov, a lot of them suggestions
I only have two and one has already been covered. - new static objects like buildings that can be placed inside target zone and are recognised when destructed - AAA guns min and max altitude to fire. I believe that max is already in so min would be the addition that i'm looking for. Would be great for some air races (you specify where to fly and how high. If you go above that alt, you get shot down That's it from me. Take care all. |
||||
|
Yar Tator! I remember back in the day you had a thread like this for PF... anyways:
1. Some way to ID range/distance values. Nothing fancy, just somthing that has a distance read out. 2. A "bombardment" area. Pounded by 'artilery' that isn't on the map, but rather has some explotions now and then (or often). It would be good for simulating a nomans land between trenchlines. 3. a handy thing to put in would be a 'bomb drop subpoint'. If you, say, tell a flight of bombers to attack (i.e. bombard) a location, it would be handy to know where they would relise thier bombs. However, this may be a bit hard to achive. Thanks! |
||||
|
![]() |
It would be nice to have a point system based on what you hit. Negative points if civilians are hit and positive points if military objects or targets are hit. This isn't a statement about the right or wrong of hitting civilians but a way of making the scoring system more interesting. Perhaps a way of making it more important not to miss the target. The way I see it, static military units could be placed in formations, bunkers barracks and other things, while static civilians could be placed at train stations or in houses. Consequently, if you are trying to take out a factory, your bombs may miss and hit houses filled with civilians next to the factory. In addition, civilians could also be the accidental targets of factories...forced workers.... To me, it would make things a little more realistic to know that there is a little bit of consequence to actions taken. In order to take out the train station or factory, the consequence of this war was to kill civilians at the station. Once the mission is over, you could look at the stats and see how many military and civilians were killed. <p><a href="http://www.artjunky.com/phantomfighters"><img src="http://www.artjunky.com/phantomfighters/images/419x100phantomfighters01.gif" width="419" height="100" border="0"></a></p> <p><a href="http://www.artjunky.com/phantomfighters"><img src="http://www.artjunky.com/phantomfighters/images/419x100phantomfighters01.gif" width="419" height="100" border="0"></a></p> |
|||
|
Howdy,
There is a lot of great ideas here. This is my little addition to the thread: * Allow user to set the season in a map and change land color accordingly (either with default predefined tones or having each map three different textures - fall season, winter and summer/spring) * Cover any static object with snow during winter. That would help people generating future dynamic campaigns by allowing them to populate a map just once and playing throughout the seasons in the same map (it would certainly looks cool). I tried to read all suggestions before I post it, so sorry if this is a replication of something suggested before Cheers, CyberUrso |
||||
|
my idea, would be, that one to use, the reconnaissances aircraft and missions with flights of recognitions in order to photograph geographic maps and points secrets. the maps must not have the enemy bases but they must be empty after an aerial recognition will only be able to be inserted in the map the discovered bases.(INVISIBLE BASE IN THE MAPS)
|
||||
|
![]() |
Can we get these modeled? Very interesting if you ask me. WW2: Britain's Giant Concrete Ears S! VF2 Rippers Executive Officer A man's country is not a certain area of land, of mountains, rivers, and woods, but it is a principle and patriotism is loyalty to that principle. George William Curtis Those who would give up essential liberty to purchase a little temporary safety deserve neither liberty nor safety -Benjamin Franklin (Historical Review of Pennsylvania, 1759) |
|||
|
|
|
What about graphics? I'd like to see some use of SM4 and DX10. Like motionblur, or slight DOF etc. The flames could also be brighter, adding a glow would be cool. Blurred vision when blacking out, or blurred vision when oil sprays on your canopy. The smoke could also use some work. It could look a lot more realistic. And still the planes don't look really heavy, or solid. Maybe that's due to the shaders used for it. Just some suggestions. Fluup Fluup |
|||
|
i dont know if this has already been said, but the ability to set factories and parts of cities as targets, and when destroying buildings you get points for it.
|
||||
|
![]() |
Closely related to no.13, have a 'timeout' option for the smoke/fire objects, so in FMB you can get them to coincide with all the bombing action. Basically, they would only appear at the preset 'timeout' and add to the effects of, say, your bombing run, needn't be precise, at the time of attack until a few minutes after. With good placement, you could then have burning oil/fuel drums/objects with all kinds of smoke and stuff going down. So yeah, a timeout option for smoke/fire objects, except more like a 'time in'.....
|
|||
|
| Previous Topic | Next Topic | powered by eve community | Page 1 ... 18 19 20 21 |
| Please Wait. Your request is being processed... |
|

