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#1
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Some people here are also glad you aren't in charge.
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#2
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Options are always nice. I think most of these ideas are cool (well, the more sensible and practical fatigue-related ones, anyway). For the 50m furballers it would just exaggerate the already amusing effect of new planes being fed into the meat-grinder, gradually getting damaged, lower, and slower and also more tired than the opposition, and then being destroyed by the latest newcomers. I'd quite enjoy the amusement to be honest.
![]() Either way, it's not a terribly difficult suggestion to plan a sensible implementation of, I just dread to think how anyone would arrive at any hard numbers for it. Have a little green bar at the bottom of the screen that depletes (slowly) but at a rate that varies exponentially depending upon how many Gs you are pulling, and gradually reduce the maximum stick force allowed to the pilot from its usual 50lbs and their blackout G-tolerance from its usual er...however many Gs it is (5?) - up to a reasonable point. Then for good measure, make it a difficulty option, because sometimes you just don't need the hassle, haha. Splitter, I totally agree about 'leveling'. It's ruined several games or at least constituted an annoyance during gameplay. Especially in online games! Let the effects of player experience tell by allowing them to perform every action from the start, just make their successes dependent upon how good they are at doing so in the sense of planning and hand-to-eye coordination! All of these FPS games with 'levels' and 'feats' are just weird. Last edited by TheGrunch; 01-12-2011 at 08:34 AM. |
#3
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Here I agree wholeheartedly. “Option” is the word I like, since it protects me from changes I don’t like.
Generally speaking, the burden of the proof belongs to the people who ask for changing, and all aspects must be duly considered. For example, if you factor fatigue, you must also factor rest. And how do you implement rest? Referring to the calendar? If my pilot named Joe Dumb is fatigued today, I let it on the ground and fly with my second pilot, Jim Foggy. Or, if I fly just once a week, I’ll never have long-term fatigue effects. But, if I fly for Luftwaffe in 1945, or in VVS in 1942, I should not be allowed rest, so, what? Then, we should not focus exclusively on online, as most Il2 players fly offline. In that case, fatigue must be introduced for AI pilots, with the same considerations about resting time and active pilots available. Another point: if we talk of realism, we should consider that in real life prolonged high-g combats were a rarity. Most dogfights lasted few minutes, just seconds sometimes, before opponents got separated. If our goal is realism at all cost, we should address this first. But we really want long and boring flights with just seconds of frantic action, and then an equally boring returning home? You can easily see, here, that “realism” is a word that should be used with caution. |
#4
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Hi all, this is my first post on this forum.
Very good idea, at current situation the pilot can slam the stick like insane, until landing. But planes are different, some have light stick, some heavier (I suppose), hense adding such option will start mass whine. Also this issue is directly linked to another, trimming (trim cheat). Examle: if the pilot is tired, he wouldn't be able to get full stick/pedals deflection, well, it's not necessary, there is a trimm(cheat) ![]() So, trimming issue must be solved. Off topic Other aspects of tream cheat, IMHO: -reduces take off/ landing speed -reduces drag (energy bleeding) during turning, hence Bf-109 is an exellent t&b fighter -reduces turn time Off topic Sorry for bad english. Last edited by Baev; 01-12-2011 at 10:13 AM. Reason: spelling |
#5
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#6
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I agree that XP would be a bad thing, because you actually do gain experience in RL whilst playing. You learn what works and what get's you killed, you become better at spotting your targets..etc.
Having said that I wouldn't mind a heart rate monitor or something to slightly humanise the experience. Adrenaline only staves off fatigue for so long and I read accounts from USAF WW2 pilots where they literally wore thier opponent down. Also there could be longer blackouts because I've also read a few accounts where pilots blacked out then came round completley alone in the sky. Read recentley that one Spitfire pilot blacked out every time he dive bombed. |
#7
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I think random failures of organs would be in line with the new difficulty options.
Thinks like a probability of your lungs filing with useless froth if your pressurized cockpit is pierced by a stray gunner's round, or a random chance of tearing your liver every time you pull up from a dive bomb attack. Still, it's going to be hard to control the modders, Was Rudel disabled, or could he pull more G on pull out? Did Bader secretly enjoy the heart/lung cheat coupled with the leg mod? Mind you, with no 6DOF it's going to be hard to check the correct leg is missing, don't you think? |
#8
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Of course in the simulation there would be only one fatigue model for all, but this clearly shows that fatigue was an issue in combat and also important from the tactical point of view. IMO it would already make a difference if we had some minor changes like faster blackout combined with slight penaltys in controle movements so that you can't move the stick with 100% strength when on the greyout limit. But let's see how blackout will be modeled in SOW. Maybe it will be different from what we have now. |
#9
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well dunno about the pilot realism, but crew members who call out enemy planes would be a step towards realism....let us start there and then move on
![]() LTbear |
#10
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I wouldn't mind if bomber crews gained xp and got better shots, could spot enemys from further out, quicker reloads, it'd be nice to get a crew through a campaign and have some reward for doing so. |
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