POC Posted March 28, 2021 Posted March 28, 2021 Hi, I've been playing through a Coop moscow career with my brother as fighter pilots and it's great fun. This being said, we've noticed there doesn't seem to be any success / fail condition. Not a deal breaker but generally speaking, it's always fun to work on objectives and get a sense of achievement when you succeed. More than that, trying to achieve specific objectives pushes you in changing tactics. (our natural tendency is to fly to ennemy planes and search for fights rather than working on the planned mission ^^) Of couse, a success or a fail should not change history, but we think it could be fun to link your performances on the battlefield (successful mission) to some more local preocupation like. Next mission has some of your wingman pilots +1 in skill (or ennemies -1 in skill) Chances for more skilled pilot reinforcements Chances for more / better equipment reinforcements Faster promotion for your pilots. Or just tracking your success rate What do you think about it?
Cybermat47 Posted March 29, 2021 Posted March 29, 2021 Your pilots can already improve in skill and get promoted by staying alive and shooting down enemy aircraft
PatrickAWlson Posted March 29, 2021 Posted March 29, 2021 Mostly all there already. PWCG avoids the in game mission successful mechanism. Next mission has some of your wingman pilots +1 in skill (or ennemies -1 in skill) PWCG has an algorithm to advance your AI squadron mates skills. Novice to Average simply requires flying some missions. Average to Veteran and then to Ace requires scoring some victories for fighter pilots. Chances for more skilled pilot reinforcements Reinforcement skill is based on historical reality, but always only Novice or Average. Russian replacements are all novices early but may be Average later. German replacements are Average early and tend to become novices later. American and British are mostly average. Chances for more / better equipment reinforcements Equipment and reinforcements are all modeled on an underlying logistics algorithm. Faster promotion for your pilots. I had to go the other way because pilots were being promoted a-historically fast. Germans in particular did not get promotions all that fast. hartmann ended the war as a Hauptmann. Or just tracking your success rate That is the one thing that PWCG does not do in a gamey fashion. However, PWCG knows all about every pilot that ever flew with your squadron. If they became a top ten ace then they will remain on the boards. I could do a Victory/losses summary. The information is all available in the squadron log books but I do not have a summary page at this point. 1 2
POC Posted March 29, 2021 Author Posted March 29, 2021 I know the base game has some limitation but I wish I could have a measure of how well we accomplished the designated mission. i.e. how well the bombers I escorted succeeded in their mission Full Success / Average / Failure In the end, that's what the strategic military objective would be about : bombing a bridge or a factory and getting back as many planes and pilots as possible. I understand the proposal might look a bit gamy but it I think it would put more emphasis on : "the mission" and less on "Killing enemy planes" Anyway, thanks for the detailed reply !
PatrickAWlson Posted March 29, 2021 Posted March 29, 2021 I agree that more could be done in terms of mission objectives. Not on the radar right now but it might bubble up at some point.
Varibraun Posted March 29, 2021 Posted March 29, 2021 (edited) 11 hours ago, PatrickAWlson said: I could do a Victory/losses summary. The information is all available in the squadron log books but I do not have a summary page at this point. I would love to see this someday at the beginning of the squadron log, AND maybe even in a comparative Squadron Ranking screen like we have for the aces (you could even have the Squadron Logs accessible through a click where the individual aces are listed on the right). That seems more of a real world overview that the "brass" would track. It would provide some incentive to hit targets and get kills on a squadron vs. individual level. It would also bring the background simulation more to the forefront since it will directly influence that squadron tracking/ranking. I personally like that idea more than worrying about the in game success/failure screen that I completely ignore in PWCG. I have a pretty good idea that my mission was a "failure" when my wingmen fail to return regardless of whether I get the "green" button at the end. This is one of the things I really prefer about PWCG/Career mode compared to a Scripted Campaign where my current wingmen are meaningless to the next mission. Edited March 29, 2021 by Varibraun 1
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