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suggestion for orders in mission to AI wingmen


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Posted (edited)

PART1: (2nd below)

 

hey guys,

i assume other players already proposed that but i would insist also... seems me necessary for efficient managing of own squadron during missions...

could we have more nuanced orders like:

- attacking closest fighter or closest bomber or closer attack plane instead of just attacking closest plane as we have now ? (except if its already extended since BoK, dont yet bought it, but i guess not)

- same on the ground, have the ability to ask wingmen to strike AA ground threats first, or easy targets, or ennemy fighters on the runway ready to take off first, or tanks separatly also

seems me essential to lead our squadron with a bit more efficency (and get a concrete help from buddies, plus trully lead & manage how player would like all wingmen we have must operate in accomplishment of objectives ;

not just say them "attack any target u want to", wich is far of efficient to accomplish the job together as a coordinated squadron), etc.

 

...controls/keys diversity still a bit limited actually imo (and these kinds of tools are worthfull for a better & more immersive gameplay too, cant be a bad thing to have improvements like these !).

i hope we could have asap, and devs could agreed with. :)

 

thx for reading

cya

Edited by kilen
Posted

Salutations,

 

I agree. More detailed attack assignment commands would be must useful and welcomed. Not only attack commands tough... the capability to order wingmen to 'defend' another craft or ground object would be great. :salute:

  • Upvote 1
Posted (edited)

PART2: other modifications (of radio-orders controls to wingmen & others formations or airbase tower) i think devs should update:

 

1) option for player, during CAS or tact-bomber planes missions, to give concrete orders to escort fighters flying with us, and sensed being there to protect our formation and objective of the mission (not to hunt any fighters we could meet at range) ; orders like these ones (or meaning this):

- "comeback to close protection of our bombers, instead of chasing ennemy formations of bombers or far away fighters who dont threat us... stay with bombers is your mission" ;

- "take advance and open the way following default navigation and check points on the map to intercet fighters before bombers reach hot zone" (up to player to do that in rightfull timing to escape threat of ennemy fighters on his road, but without send his escort too far from his squadron) ;

- "attack our ground targets ALSO, such as bomber must do, if we failed to destroy all with our weaponery, like in case of locomotive where escrots could help us to finish the job, etc..." (up to player to ask that when no more air threats for our escorters, of course). ... these 3 exemples seems me necessary to have in mission for best efficency. (y)

 

2) option for player to give orders to ALL rear/turret-gunners of his formation of bombers or stukas to have ALL same rules of engagement (necessary to maximize covert of perimeter around us, with rightfull formation first, but also with max firepower, optimal range of openfire, and rightfull management of ammos when necessary... i mean, if only player's rear-gunner acts as expected, and as it should be to be effective, that obviously decreases chances for all the squadron to push back & away all ennemy fighters hunting us, or also to damage them if its possible, but rear gunners mission isnt to kill ennemy fighters, his role and THEIR role together is to push them back from openfire range and reduce their chances to kill our planes. etc)

 

3) and last, VERY IMPORTANT, please devs comeback to il2-1946 way of communicate with airbase tower !

i already failed to get all my mission points, without any valuable reason, just coz the game doesnt take act of your landing and coz the tower never give (or refuse also, no radio contact) u to land ! wich is a total none-sens.

it must be in controls of player to contact the tower and ask permission to land, not to wait it as it is actually, wich is very trapping and a bit absurd or unsensed imo.

a good exemple is:

u have 4stukas to bomb a train, u get all the train and succeed to leave except the locomotive, u cant get sortie-checkpoint confirm of mission accomplished...

there usually, its not yet a drama, u must just land normaly at homebase and mission is accomplished at that time...

BUT if control of airbase is unable to detect your approach to land all mission fail for unsensed, unclear, and basicly stupid reasons in practice ! :( :(

that trully aint's actually i think, devs should change that asap...

there wasnt case like that in 1946 just coz player has in his hands the keybutton/control to ask landing clearence to airbase's tower !

its SUCH more sensed and in exemples like this, it could prevent player to stupidly waste a mission fairly accomplished for too basic and too limited controls of radio-orders.

 

...and to give us an appropriate interaction with others elements of our own forces...

wich is the base of WW2 or modern airwarfare tactics: we are interdependent and connected together, so an efficient and exhaustive way to communicate & interact together seems absolutly necessary.

 

i hope i will can convince devs to make an update of that after/by BoK, its trully necessary i think... :(

thx for reading

cya :)

Edited by kilen
Posted (edited)

PART3: last remarks i think about concerning radio-orders to wingmen...

 

1) should be great if the main order "regroup & continue the mission" could be separated in 2 parts.

both can often be logical together, but they also mean 2 separated and concrete acts eachselves...

- continue the mission to say to AI wingmen is helpfull to say if player is damaged but all your wingmen are still able to pursue the fight in combat zone and may accomplish the job without your help if it still necessary...

- regroup, beside, could be nuanced in 2 parts to mean "join back squadron formation" (after a dogfight or something, to fly united again) ;

AND => OR also could mean "regroup at very close distance from eachothers, too much distance between us actually" (MUCH usefull (!) for Stukas or Pe2, for exemple, using a V formation with all gunners opening fire in every directions and covering together all back approachs, etc... but necessary to be compact in V formation to be efficient... often in IL2, the leader of the 4 team mate formation is ~500m ahead of the 3 AI wingmen, wich all 3 are together at rightfull distance from eachothers, but completly out of efficient covert to also protect the leader/player himself, 500m ahead...)

actually, with AI wingmen, fly in compact flight formation is possible if we fly very slowly... soon as player accelerate, AI do not comeback and loose some 500m he never recover... (and in case of Stukas or any bomber needing to be protected by gunners of all the squadron formation, it has a true impact and it decreases chances to push back ennemy fighters diving/attacking on us, and so increase risks to be hit by ennemy fighters obviously)

so, could be grear if this key could be divided and precised in 2 different concepts & 2 different radiocom orders... :)

 

2) not really an order to give here, but i guess AI rear gunner needs to be able to inform pilot when an ennemy fighters dive on our plane from back...

even if player seen him already !

its already the case for ground forces, when radio coms inform all our squadron (and player mostly) there is a visual contact at, for exemple, 8miles, 11h, with info about wich type of ennemy troops it is there, etc...

could we have same radio com to alert/advise player, BY HIS OWN REAR GUNNER, then he seeing an ennemy fighter diving on us rigth now ?

coz there isnt about air contacts/bandits/boogies if we didnt matched ennemy fighters ourselves, searching them visually...

its pretty often machinegun noices of rear gunner who alert us there is a threat if we didnt see him yet ;

but often its also already too late at that time ; or if no more ammo in rear-machinegun, in last part of mission, this noisy-warning simply stop to exist !

so, i trully think a radiocom from player's reargunner to inform us about his own sight back of our plane could be realist & necessary...

and an efficient help to react in time or simply be aware of what happens behind our plane if we are busy on aiming ground target or anything else... (etc)

 

i guess thats all for now, i hope devs could agree with and imlement updates about these ideas in next updates... (if not all, even just some could already be a good improvement of interactions between player and allied-AI planes or crew) :)

 

and if i remember other things about present missings of radiocoms, i will add them down.

cya :)

Edited by kilen
  • 1 month later...
Posted (edited)

PART4: an option more i think about since last xps...

 

after some solo missions in snow storm wih Mig3, i guess be able to ask wingmen to on/off wing landing lights on player's command could be usefull.

on the road to first check point or just after it, before reaching target area, it can help if weather separed us, in worse snow conditions (like 10m/s, heavy & low overcast etc), or even just if overcast is particulary dense and high anywhere else, on Stalingrad or Kuban maps, etc.

 

and concerning escort missions (following propositions i spoke about in previous comments here up), as escorters this time, same proposal (request to on/off their wing lights) concerning bombers we are supposed to protect...

not necesseraly order them to on/off as we want and always or instantly there ;

but some kind of a single radio demand asking close allied squadrons to signal themselves if player ask it.

and then, for 5to10sec approx, allied squadrons (or even just each leaders of allied squadrons !) in the area could activate their wing lights then automaticly off them 5to10secs next...

(up to player to id their positions in the delay), etc.

 

and of course, in extended & intense dogfights, could help too to id "who is who" without need to check ourselves (after get in fight already, wasting first diving we had if we chased the wrong tail, etc).

 

that could much increase player's assets in solo-expert games to do better perfs or simply deal better with hard weathers, give more realism & flexibility in interactions with AI,

and about coms between allied squadrons, give us a better moving marge and efficency, etc... :)

 

hope u will agree to extend controls/coms with allied AI planes globaly (and be intrested by these proposals), its pretty necessary actually for improvement of the game imo...

thx for reading,

cya

++

Edited by kilen

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