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Posted

Does PWCG determine the injury level or is it sort of random? I was curious as to how it is determined how long a pilot's leave should be. It seems there is "seriously injured" which is indicated by a handicap sign and "lightly wounded" which is just a cross. What is the usual leave times for either and is there a "moderately injured"?

 

I ask because in COOP you have to put the entire campaign on hold if either pilot is injured so we're trying to come up with rules for when to retire a pilot.

PatrickAWlson
Posted

There is no moderate.  Seriously injured (months) or not seriously injured (weeks).  Serious is the wheelchair.  Less serious is the red cross.

 

You do not have to put the entire campaign on hold, not do you have to retire the pilot (although you can if you want to).  It's a long war so retiring a good pilot because of a wound might not be what you want to do.

 

You have two options:

1. Take leave until all of the wounds are healed.  In this case all of the pilots miss flying time.

2. Recommended: the affected player creates a new persona while his other persona heals.  A player can have as many personas as they want and switch between them freely.

 

The retire mechanism was put in mainly to remove inactive participants.  Of course, if the person is no longer interested in a persona then, by all means, retire that persona.

 

 

 

Option 3: you can set maximum injury level to none, which would mean that human controlled personas are never injured.

 

 

Posted

Thanks Pat.

 

One more question (of course!). I'm setting fuel to be 100% in the PWCG tool (on mission summary), but for some reason when I launch a coop mission the fuel comes up for all planes at 62%. It's fine for me and my friend as we just move it back up to 100%, but all the AI wingmen have lower fuel than we do. Is there a way to fix this in the editor?

PatrickAWlson
Posted
10 hours ago, ACG_Gamble said:

Thanks Pat.

 

One more question (of course!). I'm setting fuel to be 100% in the PWCG tool (on mission summary), but for some reason when I launch a coop mission the fuel comes up for all planes at 62%. It's fine for me and my friend as we just move it back up to 100%, but all the AI wingmen have lower fuel than we do. Is there a way to fix this in the editor?

 

I'll look at that.  What is in game should match what the briefing says.  There may be a situation where that information is no t being transcribed from briefing to mission file.

Posted

Sounds good. We're flying I-16's at the moment so it won't be much of an issue once we upgrade our aircraft. I assume the game just does that on its own? I used a test campaign and just simulated time and saw that your squad does get better aircraft with time. Is that decision done by running out of current aircraft or is it just based on time?

PatrickAWlson
Posted
7 hours ago, ACG_Gamble said:

Sounds good. We're flying I-16's at the moment so it won't be much of an issue once we upgrade our aircraft. I assume the game just does that on its own? I used a test campaign and just simulated time and saw that your squad does get better aircraft with time. Is that decision done by running out of current aircraft or is it just based on time?

 

Time advances after combat report, leave, or transfer (SP only).  Equipment handling is done during time advance.  New equipment makes it into the depot.  Lost planes are replaced.  Older planes within the same basic type might be replaced with newer models.  If your squadron is in for a total conversion that will happen too.

  • 6 months later...
BBAS_Tiki_Joe
Posted
On 7/23/2020 at 8:11 AM, PatrickAWlson said:

There is no moderate.  Seriously injured (months) or not seriously injured (weeks).  Serious is the wheelchair.  Less serious is the red cross.

 

You do not have to put the entire campaign on hold, not do you have to retire the pilot (although you can if you want to).  It's a long war so retiring a good pilot because of a wound might not be what you want to do.

 

You have two options:

1. Take leave until all of the wounds are healed.  In this case all of the pilots miss flying time.

2. Recommended: the affected player creates a new persona while his other persona heals.  A player can have as many personas as they want and switch between them freely.

 

The retire mechanism was put in mainly to remove inactive participants.  Of course, if the person is no longer interested in a persona then, by all means, retire that persona.

 

 

 

Option 3: you can set maximum injury level to none, which would mean that human controlled personas are never injured.

 

 

 

Hi Pat, adding to this question.. Our squadron will be starting a coop campaign using your awesome generator soon!  We want to have death turned on, but do not want injuries due to the leave time that comes with it. We have a set pace that the campaign will advance each week and it would take multiple weeks for pilots to heal, meaning a person would have to sit out and not be able to fly with us for multiple weeks or they would have to create a new persona and then switch back over to the old one once they heal. This isn't very popular among our group due to the want of having only 1 persistent pilot at a time per person. Is their away by chance that I would be able to edit something in one of the json files that could set Max injury time to heal to like 5 days, or turn injuries for players off but still have perma death? If that is not possible, would would there be a way to edit person's pilots profile in files, to set them as "Healed" if they do get injured?

 

Again Thanks, I know a ton of hard work goes into this. Have been greatly enjoying PWCG for years!

PatrickAWlson
Posted
1 hour ago, BB_tikijoetots37 said:

 

Hi Pat, adding to this question.. Our squadron will be starting a coop campaign using your awesome generator soon!  We want to have death turned on, but do not want injuries due to the leave time that comes with it. We have a set pace that the campaign will advance each week and it would take multiple weeks for pilots to heal, meaning a person would have to sit out and not be able to fly with us for multiple weeks or they would have to create a new persona and then switch back over to the old one once they heal. This isn't very popular among our group due to the want of having only 1 persistent pilot at a time per person. Is their away by chance that I would be able to edit something in one of the json files that could set Max injury time to heal to like 5 days, or turn injuries for players off but still have perma death? If that is not possible, would would there be a way to edit person's pilots profile in files, to set them as "Healed" if they do get injured?

 

Again Thanks, I know a ton of hard work goes into this. Have been greatly enjoying PWCG for years!

 

First time I have had that request.  It is not a feature right now but I could probably add it without too much difficulty.  It would be a new advanced config indicating maximum time due to injury.  You could set max injury to "Dead" and then set max time away to "1"  and this way nobody would be out for more than one day.  Dead is still dead.

 

The JSON can be edited but it is painful and could make a campaign unusable if done wrong.

BBAS_Tiki_Joe
Posted
2 hours ago, PatrickAWlson said:

 

First time I have had that request.  It is not a feature right now but I could probably add it without too much difficulty.  It would be a new advanced config indicating maximum time due to injury.  You could set max injury to "Dead" and then set max time away to "1"  and this way nobody would be out for more than one day.  Dead is still dead.

 

The JSON can be edited but it is painful and could make a campaign unusable if done wrong.

 

Hi Pat,

 

Thanks so much for the fast reply! That would be really awesome if that would be possible. We have a whole RPG type thing thing going on with PWCG for our squadron, this would be really helpful to facilitate that. I think too, that the OP's first question in this thread, would be solved by this feature and would be great for the CoOp community to have more control over how long someone has to sit out.

 

Best Regards!

PatrickAWlson
Posted

Thought it through and I think I have a good solution for SP players as well as coop.  I opened up the Pilot Administration to both SP and Coop (was coop only).  I added the ability to set a pilot active.  Retire is still an option on this screen.  Not really needed in SP but it's there.  You can also transfer a pilot as before.  The difference is that transferring from this screen will not skip any time.  This was always there for coop but is also there for SP.  Personally, I would use the normal transfer mechanism and let time pass, bit again, it's there.

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