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Stock Career mode or PWCG?


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So Im finally feeling confident to try a career mode. Some time ago I recall PWCG being the go to but Im just wondering what the latest thoughts are on the choice against the stock game options. I would be looking for variety, surprise, not overly long flight times and immersion. Not even sure if PWCG is still supported.

 

 Any thoughts much appreciated     

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PWCG has its own forum area here and is very much supported.

 

PWCG is the only option (for now) for career mode for Flying Circus

 

PWCG has a much larger variety of missions and variability of missions, while the standard career focuses more on historical missions. The negative here is putting up with the occasional buggy mission in PWCG, although Pat is very quick to jump on these issues.

 

If variety and surprise are your key goals, definitely PWCG. In both using air starts helps reduce flight times, although there is no way around those really long escort missions in the standard career - those really need a "mission ends when the escorted flight crosses friendly lines and no enemy are in sight" ending, although the focus is still on you landing afterward, and it doesn't REALLY matter if you leave early.

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Both are great with different strengths - but from what you describe I‘d go for pwcg. 
 

Career:

+ historical accuracy 

+ ease of use

+ background information 

+ presentation 

 

pwcg

+ willing to accept inaccuracies for gameplay (airfields closer to the front then they were, plane types as stand-ins where plausible 

+ mission design and variety (more variation in daytime, altitude, weather and other flights you‘ll meet - friend or foe)

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PWCG also allows for some tweaking of frontline density for improved performance. In default campaign, I have to suffer through 2x max time acceleration if I turn the density up, in part because ground density is increased. In PWCG I can just turn the air density for more targets, turn down the ground density which I don't care about, and get a bit better time acceleration so I can get to the fight faster.

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Mission generators will never equal the immersion and detail of a hand crafted mission/campaign.

 

On the other hand, the two career/mission generators available offer an endless number of missions, tracking of daily events, kills by squad mates etc. Also you can fly any aircraft. There are only a handful of scripted campaigns for relatively few aircraft. So the careers and scripted campaigns sort of compliment each other.

 

Careers offer more immersion between missions, scripted campaigns offer more immersion in the mission itself. Try both careers, try the scripted campaigns, try Vander’s mission generator. Use the QMB, crack the full editor open.

 

Not being fixated on one aircraft type will also help as your available content increases greatly.

 

I look forward to playing with Patrick’s career at some point. He’s a smart guy and always improving it. :)

 

Also check out Stoopy’s “Interactive Playgrounds”

 

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17 hours ago, dburne said:

PWCG and IL-2 Career are both great.

Scripted Campaigns also. Much fun to be had!!

As dburne pointed out much fun to be had.  Chose what you like to do and stay with for awhile.  

Right now I fly PWCG because I find it gives more options in mission selection.  Good after action report and the ability to write up your own after action report.  PWCG does have a learning curve, but in MHO PWCG is worth it.  

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I'll also throw in that I think vanilla career currently does ground attack missions better, as the targets will be richer, and pwcg has a rather unfortunate habit of having trucks drive into rivers and things like that. 

Edited by migmadmarine
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I have tried once PWCG but for me it was too complicated to use.

If the Dev team would cooperate with the developer of PWCG it would be amazing (better way to start the missions).

For now I use the base career mode but I more enjoy the Scripted Campaigns.

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Just now, Zeev said:

I have tried once PWCG but for me it was too complicated to use.

If the Dev team would cooperate with the developer of PWCG it would be amazing (better way to start the missions).

For now I use the base career mode but I more enjoy the Scripted Campaigns.

I find it vary easy to use.

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15 hours ago, migmadmarine said:

I'll also throw in that I think vanilla career currently does ground attack missions better, as the targets will be richer, and pwcg has a rather unfortunate habit of having trucks drive into rivers and things like that. 

 

The game has the advantage of access to terrain and pathing data, so yes, stuff in rivers has been an issue from day one (2009). 

 

Curious as to what you mean by "richer".   Sounds like a learning opportunity for yours truly.  

 

In PWCG there are full blown battles happening underneath you, with units advancing, opponents defending, etc.  There are also almost always trains and truck convoys.  PWCG also puts barges in place.  Finally, a recent release of PWCG changes level bombing to focus on fixed structures and credits those structures towards career advancements.  Beyond terrain use and pathing, which are challenging because I do not have access to that data, what things do you think are missing?

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Generally that there are always more targets in a vanilla career mission. Say, with a railway station attack, which both vanilla and your generator cover in some form. In vanilla, there will be the train at the station, with crates and trucks and armor parked around the platforms as if being loaded or unloaded. In yours, it seems there will be a a train at the platform, and some AAA around, but not  much else within the target area. If you get a troop concentration target or strong point target in vanilla, there are loads of targets to hit, and the truck and tank convoys are enormous. I've mostly been playing PWCG in co-op with friends for the last year or so, and doing a P-47 career which is of course largely ground attack, there simply are not enough targets to go around on any given mission. That perhaps could be improved with different config settings, but we do find ourselves wishing that the targets we are hitting could be denser so we don't always wind up looking for the nearest airfield to shoot up. 

 

Do appreciate that you've fixed the ships finally, been wanting to do some anti-shipping for ages. 

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