Avimimus Posted September 27, 2018 Posted September 27, 2018 Hello, I'd like a campaign that had missions which took less than 10-15 minutes to complete. I don't have huge amounts of time anymore and I find myself yearning for 'Red Baron' (the original) and the 'Aces over Europe/Aces over the Pacific' which broke missions into a bunch of encounters or vignettes. I can almost get this effect by selecting airstart, then manually moving the start waypoint as close as possible to the target area - and then quitting before the mission is complete. But actual support as a feature would allow PWCG templates to generate the equivalent of 'quick missions'. 1
Sketch Posted September 27, 2018 Posted September 27, 2018 I think vignettes would be cool. Your quick missions (not vignettes) can be created in PWCG. In the advanced options lower the distance between you and the target to say 5-7k and select 'always start in the air'.. It should get you into furballs pretty quickly.
PatrickAWlson Posted September 28, 2018 Posted September 28, 2018 The inspiration for PWCG was RB3D and not RB1, so there are definitely some major differences. The two mission styles are structurally quite different. In general I get what you are asking for, and it is a perfectly reasonable request. A QMB style mission in a campaign structure. The problem is that PWCG is built to be "not that". At the moment air start is the tool. That, combined with the fact that PWCG does not penalize early mission termination in any way, provides about as close to a quick mission as PWCG is going to get. Last element is time compression. Using those you can usually get a fighter patrol completed in much less than 30 minutes. Even bomber and attack, if you drop your payload and terminate the mission shortly after, is probably not 30 minutes. Bringing the target closer to the player is not really possible. Many target locations are what they are - i.e. a train has to be on the tracks, airfields have specific locations, trucks need to be on a well defined piece of road (bridges are the only definitive indication of a road that I have). etc. Even ground unit assaults have limits as the location is defined by the front lines. More possible is PWCG moving you closer to the action, but air start already does that pretty well. You can also delete waypoints in the briefing (right click on the WP and delete). You can get really close to your target in just a few mouse clicks in the briefing.
71st_AH_Mastiff Posted September 29, 2018 Posted September 29, 2018 (edited) I had no idea you could delete way points. It’s not even mentioned in the pdf. Thanks for that information. Edited September 29, 2018 by 71st_AH_Mastiff
PatrickAWlson Posted September 29, 2018 Posted September 29, 2018 4 hours ago, 71st_AH_Mastiff said: I had no idea you could delete way points. It’s not even mentioned in the pdf. Thanks for that information. I am better at code than documentation - at least I hope so because I know that I am not very good at documentation
[N.O.G.F]_Cathal_Brugha Posted September 30, 2018 Posted September 30, 2018 On 9/27/2018 at 5:53 PM, [TWB]Sketch said: In the advanced options lower the distance between you and the target to say 5-7k Which particular tab and section changes distance to target, I can't seem to figure it out.
PatrickAWlson Posted October 19, 2018 Posted October 19, 2018 On 9/29/2018 at 8:06 PM, Cathal_Brugha said: Which particular tab and section changes distance to target, I can't seem to figure it out. Damn - missed this. Just left click on the waypoint and drag it. Distance will update automatically.
[N.O.G.F]_Cathal_Brugha Posted October 19, 2018 Posted October 19, 2018 19 hours ago, PatrickAWlson said: Damn - missed this. Just left click on the waypoint and drag it. Distance will update automatically. Got it! Thanks!
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