Ff you could have one thing in the next update it would be…
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Well, I can see where you are coming from, WRT the AI. I disagree completely on the argument about learning curve. If making the sim have a certain learning curve and give the player the fighter pilot experience was the goal, BMS would have been based on HAWX, not F4.
If you lost your DTC, scrub the mission. If you need to fly back, do so holding hands with another jet which still has theirs. If you are damaged as a flight lead, your AI wingie should be able to contact the ABM owning the airspace and respond to rayguns. I think making the AI need to ID targets is going to make this difficult in the first place. Perhaps it would be better to make the concept work first with say IFF, NCTR, Rayguns, and ELINT/Spike status. MRR/Positional ID could then be worked in later.
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Well, I can see where you are coming from, WRT the AI. I disagree completely on the argument about learning curve. If making the sim have a certain learning curve and give the player the fighter pilot experience was the goal, BMS would have been based on HAWX, not F4.
If you lost your DTC, scrub the mission. If you need to fly back, do so holding hands with another jet which still has theirs. If you are damaged as a flight lead, your AI wingie should be able to contact the ABM owning the airspace and respond to rayguns. I think making the AI need to ID targets is going to make this difficult in the first place. Perhaps it would be better to make the concept work first with say IFF, NCTR, Rayguns, and ELINT/Spike status. MRR/Positional ID could then be worked in later.
I think that’s probably a better plan– one step at a time. I also considered holding hands, and trying to contact the controller as options, but it seems like a lot for the AI. How do you tell it if you’re holding hands or in a furball? How does the AI know it should accept a BUDDYSPIKE call from an aircraft it didn’t send a raygun to just because they’re in the same vicinity? Trying to implement the different scenarios into the AI to distinguish all the different configurations of aircraft that qualify as combat vs safe flight would likely double the code of the entire BMS project.
My comment about the learning curve was more about the theory part of it. The functionality of the game is intense, and it’s one of the drawing qualities of the game. But it requires you to learn the mechanics and aerodynamics of the aircraft, not the theory of military tactics. It may not go very well, but you can play the game without understanding anything going on in the campaign. The closest you really have to get to theory is weapon employment for AA tactics, and that’s a little more feasible for someone playing a flight sim touted for being realistic-- but it still isn’t really tactical theory or airspace management, it combat tactics. If people understood those things a little more then the last multiplayer event wouldn’t have been such a huge cluster… with everyone doing whatever they wanted instead of trying to fly as a team. Maybe some day it could be done-- but people don’t like to be told where they can and can’t fly, that’s why we can’t leave the squadrons set to AI generated flights, or get 2 flights to coordinate before attacking the same ground targets.
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I kinda think that for AWACS, if you are close enough to be merged/holding hands, you should not be distinguishable from the other aircraft. For AI, if they cant use other methods, they either abort or go to VID as ROEs are set by the player. Hmm. That would require the AI to get a lot smarter, so as to have #1 ID and #2 shoot in a timely manner.
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A lot smarter. Especially if no AI AWACS. How does MAGIC tell AI it’s two friendlies? In the spirit of the original post– That’s what I would like to see, being able to identify yourself as a MAGIC in the campaign and give directions to AI friendlies as well as humans. Move steer points for CAP areas, vector for intercept, or provide assistance to human players, move tankers around, get AI CAS to hold in certain areas until needed-- All the stuff AWACS can really do. Someone else mentioned a dedicated AWACS mode, which would be nice if you could limit it to one person at a time on a MP game. But if that isn’t feasible I would be happy just getting the logic correct on the UI Map so the aircraft actually show up when they’re airborne instead of staying hidden until their scheduled takeoff time.
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I dont see a reason to limit it to one player at a time. You dont typically have one guy owning all of koreas airspace.
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Then you have to use multiple freqs for different areas. And your controllers have to understand handoffs, and freq changes, and coordination– nightmare! I couldn’t get pilots to respond to check in calls or rayguns, let alone keeping up with freq changes.
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There is already multiple frequencies in the UI IVC support. Make that option avaliable in this new AWACS screen so they can set their freq whenever they need and then there is no issue. Players can learn to deal with freq changes. My wing does it all the time.
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Well, when BMS makes avionics changes to make it more realistic, the increase in learning curve is shrugged off with “this is the way it works for real”. I dont see why procedure changes to the sim should be shied away from because of it being harder than the current procedure.
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TE’s are an important part of the overall fun people are having with BMS. As a mission builder, any change that allows me to build in new ideas into a mission is important for me, and for all who fly BMS. One little bug in TE’s in particular should be fixed. I would like to be able to build missions, where you actually have to search a battalion between point A and B, and destroy it. Or to be able to put in suprise sam sites on ingress, or put unknown heavy AAA defenses at certain points. However, though i am able to build these missions, and then start the mission on my own, i cannot see the units that i have ‘hidden’ (not spotted by friendlies yet). BUT, and this is the problem, whenever a client connects to such a mission, he automatically spots and sees, ALL enemy units on the ground. The spotted feature isn’t shared over the network, spoiling the entire mission.
If this could be fixed, it would open up a whole new range of possibilties to mission builders, and this will benefit and increase the fun in flying such missions, for all pilots. It would introduce the ‘unknown’ factor in TE’s, making it way more exiting for pilots than having perfect knowledge of all ground units.
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M4/M5 work on crypto that changes daily. To keep some of the responsibility on the player, you could do something similar to the new laser codes. In the briefing there could be a code, which would be entered via the IFF pages (2 codes actually in case you fly across the Z day).
Valid for a rotating M1 in example. But for encrypted code, it is not pilot’s responsibility. Realistic do not mean “more complex” than in real.
All what you say guys is interesting. But I am afraid that all the idea are too complex to be considered in a short/medium term (too many change en many areas: AI brain, avionics, data structure, UI, comm’s frag … etc …) IMO, do hold your breath too much. But ideas and proposal are noted.
Thank you for participation.
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TE’s are an important part of the overall fun people are having with BMS. As a mission builder, any change that allows me to build in new ideas into a mission is important for me, and for all who fly BMS. One little bug in TE’s in particular should be fixed. I would like to be able to build missions, where you actually have to search a battalion between point A and B, and destroy it. Or to be able to put in suprise sam sites on ingress, or put unknown heavy AAA defenses at certain points. However, though i am able to build these missions, and then start the mission on my own, i cannot see the units that i have ‘hidden’ (not spotted by friendlies yet). BUT, and this is the problem, whenever a client connects to such a mission, he automatically spots and sees, ALL enemy units on the ground. The spotted feature isn’t shared over the network, spoiling the entire mission.
If this could be fixed, it would open up a whole new range of possibilties to mission builders, and this will benefit and increase the fun in flying such missions, for all pilots. It would introduce the ‘unknown’ factor in TE’s, making it way more exiting for pilots than having perfect knowledge of all ground units.
Try MC (Mission Commander) … maybe you can do it under MC.
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The ATC system in Falcon is not robust enough to need squawk codes
Could you please clarify what “robust” means to you ?
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I don’t think think whole Mode 3/5 system needs to built in. I like the eye/brain candy of being able to enter a squwak, but adding that stuff isn’t really effecting how I fight in the sim, like not having IFF interrogation does.
When a sqn is using something like F4Awacs it does.
having actual M3 codes being in sharedmem and read out by another program would be a lot more immersive for human ATC. -
I already asked for this, but will repeat myself.
It would be great to have a dedicated shared memory for all objects in theater, so one can make a real Control Tower, AWACS and so on. I’ve seen in 4.33 the is this for human players, i would like to extend to AI too. -
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The ability to see numerical amounts of each weapon in stock for each squadron, and fuel amounts (not just “high” or “low” but for example 37 AIM-120Cs)
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The ability to issue new orders to aircraft while in flight from the 2D map (ie tell that nearby flight to intercept some incoming MiGs off to the side, or alter some of the steerpoints to avoid new threats)
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The ability to see friendly radar coverage and friendly air defense ranges on the 2D map, not just enemy radar ranges and radar
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Antialiasing for tactical reference models
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Smart scaling only for airborne units, not planes on the ground or vehicles.
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Mak more traumatic death if possible. Suddenly black screen and no noise after pilot dies, instead of external camera and fading g screen with explosion sounds.
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AA (or any advanced filter) for UI, should make low res UI bit better looking for high res displays.
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As I am continuing reading my manuals, I have not noticed something yet that I do wish for. Being able to destroy enemy aircraft on the ground. Since this kind of 'OCA" strike is common practice when engaging in air to ground conflicts, the purpose is to reduce the enemies capacity to launch aircraft against you and reduce there “over all” inventory. This tactic was used in the first Gulf War, as well as the second. So, what I would like to see is more “parked” aircraft on airbases (both enemy and friendly) that can be destroyed from the air. Also, when a parked aircraft is destroyed, the loss of said aircraft reduces the squadron inventory. This would also include heavies with supplies. A reduction in your “slammer” inventory (for example) could be the result.
And I agree that camp inventory should fluctuate. For example, say 120c inventory is low, bu the 120b inventory is good. Just like way back in the day of Falcon 2.0
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Nighteyes, I can confirm thta clients can still see hidden units when they join the hosts TE, MC does not do anything to fix it.
Your only option is to “airlift” your surprises in. Those units won´t be visible and you can precisely control when they become active (they are active and rdy to shoot the moment they are put on the ground by the choppers)