Flyingpencil Posted December 4, 2013 Posted December 4, 2013 I have seen over the years several ways a units "value" is made, no single sim/game has all listed, but some get pretty close. What I have seen and what proposed are: Date in service Costs per unit Quantity Supply/parts Reliability (semi subjective) Combat abilty (subjective) --airframe --weapons Status symbol (subjective) Adaptability (semi subjective) IMHO, the more metrics are used in describing the value of a unit, the more challenging team and jousting matches are. As the time period and combat areas expand, the value of the metrics also increase for realism. Metics with "subjective" mean metrics that are more opinions then hard numbers (or complete data) A units full combat ability is subjective, but its individual aspects are more hard number. Thoughts from the gallery?
Skoshi_Tiger Posted December 4, 2013 Posted December 4, 2013 (edited) In the Janes USNF campaigns the Player had a choice of a variety of aircraft and munitions to assign for missions. Damage incurred during a mission needed to be repaired but there was a limited amount of Maintenance resources that could be applied. Basically it came down to planning, so if you used up a munitions type or lost a plane it wasn’t available until after the next supply run. Or if the “good” planes were still getting repaired, you needed to use one of the less capable aircraft in a role that it was not intended. I thought it was good because it really made me think about my choices. In fact I generally ended up saving my good planes and sophisticated munitions for missions where I really needed them. I think assigning values to your assets in a mission is a good thing. Edited December 4, 2013 by Skoshi_Tiger
Flyingpencil Posted December 4, 2013 Author Posted December 4, 2013 In the Janes USNF campaigns the Player had a choice of a variety of aircraft and munitions to assign for missions. Damage incurred during a mission needed to be repaired but there was a limited amount of Maintenance resources that could be applied. Basically it came down to planning, so if you used up a munitions type or lost a plane it wasn’t available until after the next supply run. Or if the “good” planes were still getting repaired, you needed to use one of the less capable aircraft in a role that it was not intended. I thought it was good because it really made me think about my choices. In fact I generally ended up saving my good planes and sophisticated munitions for missions where I really needed them. I think assigning values to your assets in a mission is a good thing. Excellent contribution! I was thinking how all those metrics can be used. I rarely plated jet sims, that was one I didn't.
Finkeren Posted December 4, 2013 Posted December 4, 2013 In RoF career the squadron you're a part of has a limited supply of planes and pilots available. It's all very basic. The supply of new planes is roughly one per day and new pilots are assigned in groups, once the number of active pilots falls below a certain level. Any damaged plane, which is not completely destroyed or landed behind enemy lines becomes unavailable for a random time of 1 - 5 days, while it's being repaired. There is no way to really run out of resources, but it's very common to have your squad run very low on planes and pilots, which severely limits the missions available. This only applies to your own squadron, every other unit, friend or foe, has unlimited supply of planes and pilots. As I said: very basic, and I hope to see a more expanded resource system and squadron management in BoS.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now