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Type of improvement: GAMEPLAY / IN GAME MUSIC

 

Explanation of proposals: Hi devs. I wanted to ask if it would be possible to upload your own music to game menu???
Each player would be able to choose music what he likes. If for any reason it is not possible, put into the game more contemporary songs which don't stop after 20 seconds. I hate the current silence after the first song is over (after 20 seconds)...

 

These small details make a much better atmosphere

 

Benefits: Fun / Immersion / atmosphere

  • Upvote 1

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Type of improvement: Graphics


 


Explanation of proposals: Please re-work clouds so that


1) a plane inside or behind a cloud shouldn't be possible to be followed by humans. Plane to plane visibility is currently at least 5-600 meters.


2) a plane inside or behind a cloud shouldn't be visible to AI and Flak


3) smoke trails inside or behind clouds should also be concealed by them


 


Benefits: more realism, one could properly use clouds. Now they're not more than a nuisance, and decoration on screenshots.


Edited by Reflected
  • Upvote 3

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Self explanatory: Weather and cloud layers like this. Forget the game it is from, this is about suggestions. Cloud layers that are opaque to allow a true sense of three dimensional combat.

 

  • Upvote 2

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Type of improvement: Option for simplified aircraft AI/FM in FMB
 

Explanation of proposals: A "simplified" aircraft AI/FM (no CEM etc.) selectable in FMB could be created, that can be used by mission builders for planes not directly involved in combat or for creating larger formations of bombers/transport aircraft, without a hugh drop in performance that's caused by the complex AI/FM calculations.

 

Benefits: Increased maximum number of AI planes in missions without a drop in performance.

Edited by Juri_JS

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Type of improvement: Multiplayer

Explanation of proposals: Server list should show currently running mission and map

Benefits:

Running my own DServer, I notice that it's common for people to log in and log out immediately. I suppose these players logged in, saw the map or the mission was not to their liking, and went away. It would save them some time if they could have access to this information already from the server list.

Edited by coconut
  • Upvote 2

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Type of improvement: GRAPHIC

 

Explanation of proposals: more highlight reflections of aircraft - like it is in RoF

 

If you have disabled all graphic indicators (E or H), it is virtually impossible to see the enemy.

You can't see any flashes of sunlight on aircraft. Even on the highest graphics settings.

Please can you add more intensify of these sun reflections??? In Rise of Flight it works perfect.

 

Benefits: Visibility / Immersion

  • Upvote 1

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Type of improvement: Campaign/Gameplay

 

Explanation of proposals: Create an MCU look-out. The look-out will detect plane visually if possible (not by night or above cloud), otherwise by sound (depending of engine RPM and altitude of plane).

It will send a message to related player and AI units. It should also draw information on maps (hour, heading of planes, altitude, numbers, type, speed...)  which will depend of the quality of detection. The messages and drawing should be delayed to simulate information transfer between the lookout and the command center. The informations should be drawn for a time period, and become more transparent as time goes on.

A network of lookout can help player to track enemy planes, without using "god eye" icon on map. The MCU should also trigger other MCU, for example to allow night missions where discretion is required. If you are detected the mission is over...

lookout should be by defaut on every enemy town. Some movable units may also have this feature.

 

Benefits: More immersion, ease the patrol missions by giving more information to player. Player can also be deceived by planes crossing the detection line and modifying their headings after being detected.

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Type of improvment: better game stability/ no game crashes

 

Explanation of proposals: need a function in the game to create crash reports, to help devs fix the bugs

 

Benefits: Wusa, no ctd

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Type of improvment: mixed human/AI multiplayer cooperative gameplay
 
Explanation of proposals: The idea is to have a mutliplayer mode including a living world of AI flying missions, like in the syndicate RoF active front missions, but with a great difference: you should take control on any AI plane at anytime. When in plane you will have to fulfill the objective of the flight. The game will provide all informations (human player in flight, planes status, position on map,...) about player side flights in order to help player to choose his plane.

Some time you may only have the choice to take a plane to base, but at least you have an objective, and you will also be with other players which share the same mission for the flight !
If you do not want to take control of current free planes, you should register for next planned mission and wait its start as a spectator for the current actions.

Autopilot will be active even when the player is in the plane, he will have to take control. But then only level AP should be available. Player may switch from one plane to another free AI plane, maybe with time limits.
A dedicated menu communication should be set up in order to communicate with the other player in flight without using voice (which may be complicated for worldwide players not sepaking the same language). You should be able to warn your teammate, request formations, cover,…Of course AI planes will react and issue orders in the same way than players.
Communication menu should be used for current flight and also escort flight.

Missions could rely heavily on current carreer mission generator. Mission designer should define the area for the missions, weather and time, active airfields, their planes and mission types and assocated parameters (max distance, type of objective,...). All missions details will then be automatically defined by the generator.

Each successful mission will give points to the side of the flight.

Benefits: No more empty servers or planes flying alone in boring multiplayer sessions.

More action for players that are not involved in a squad.

Even if there are few player on a server, they may easily play together.

Easier construction of mutliplayer missions.

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Type of improvement:  Gameplay / Historical accuracy

 

 

Explanation of proposals: Multi crew aircraft  do have one advantage over a fighter which is that in most of them it was possible for the crew to help each other while the fighter pilot has to do everything for him self with no one to help him. This advantage should also be simulated in game in a simplified way.

One way to do this would be a menu which can be opend when flying as pilot of a Bomber by pressing a key or right-click mouse button. The menu can be seen on the uper right corner of the screen.

post-385-0-66366500-1440524308_thumb.jpg

 

The menu shows all the crewmenbers. By clicking on one of them the pilot gets a list of the jobs the single crewman can do.

post-385-0-90872100-1440524327_thumb.jpg

 

Now we can select what we want the crew to do.

 

for example:

-order the radio operator to send a message whit our position and course which could be received by players of the same side. ( someting very usefule in multiplayer )

-order to save the fuel from a demage tank into one that is not damaged.

-order to lower the landing gear manualy when the aircraft is damaged

-give first aid to wounded crewmembers

-order the bombadier on the Ju 88 to bring the moveable forward fiering machinegun into one of two fixed positions so it can be used whit the REVI C/12 by the pilot.

post-385-0-42505000-1440526371_thumb.jpgpost-385-0-76175500-1440526380_thumb.jpg

 

and many more such things.

 

Benefits: Its easy to understand for everybody and does not use to many new keys to be assigned by the player. It makes flying bombers more interesting by giving more options to players who wants them but does not force people to use them.

Edited by Gunsmith86
  • Upvote 7

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Type of improvement: Education/Miscellaneous

Explanation of proposals: Use Yuri Levitan's voice (specifically the 22nd June 1941 announcement) in the beginning of [or throughout] the Battle of Moscow official trailer and/or within the game in the opening of the Soviet campaign

Benefits: It adds immersion factor, and provides the Western audience with an unmistakable icon who is one of the first associations with the Great Patriotic War in Eastern Europe but is little know elsewhere. I believe usage rights for it should not be an issue, and these few seconds would make for a precious selling point both in the West for introducing an immersive factor and in the East for remembering such a strong wartime personality.

 

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Type of improvement: Gameplay/Immersion
Explanation of proposals: A simple request that certainly adds more realism to this fantastic simulator: a gunsight switch. You just need to fight, the rest of the time the real pleasure is to fly with nothing between you and the landscape around. In my opinion It also give a little disturb in landing operation.
Benefits: Will enhance immersion.

  • Upvote 5

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Type of improvement: Multiplayer

 

Explanation of proposals: Translator Subtitle MCU should have a radius

 

Only players that are within the radius of the MCU would see the message when the MCU is triggered. This could be useful to provide location-specific information to players. For instance, this could be used to implement some basic air-traffic control around airfields ("Aircraft on final") without spamming all players on the map.

 

As another example, consider the missions that requires players to follow a specific procedure, e.g. taxi to the ambulance and wait 1min before ending the flight. The proposed enhancement would allow to provide step by step instruction only to the concerned player. Providing these instructions to all players in a team could confuse other players that are taxiing on other airfields.

 

Benefits: Better targeted messages, which helps reduce confusion and message spamming on servers with many players. By improving dynamic communication means with the players, one can reduce the length and complexity of the mission briefing.

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Type of Improvement: AI

 

Explanation of proposals: Burning vehicle wrecks should not block vehicles

 

When a vehicle is killed, it turns into a static burning wreck object. Other vehicles that are not part of the column to which the wrecked vehicle belonged are not able to drive around the wreck. Strong vehicles such as tanks will manage to force their way through the wreck, but softer vehicles (armored cars, trucks, cars) will damage themselves trying to drive through the obstacle. What makes things worse, the newly damaged vehicle becomes yet another obstacle. After a while, a pile of multiple damaged vehicle is created, which looks silly.

 

I suggest that damaged vehicles that are burning or have been abandoned by their crews do not damage other vehicles. The exact means do not matter too much. It could be done by having other vehicles drive around, by making the wreck light and easily pushed aside, or by making the vehicle turn into a "ghost", i.e. disable collision detection for that vehicle. The important thing is that other light vehicles should not commit mass suicide by driving into an obstacle. For missions whose objectives revolve around vehicles capturing a target, these mass suicides can tip the balance in unwanted ways.

 

Benefits: Missions built around realistic ground battles are not derailed by a single damaged vehicle.

  • Upvote 1

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Type of improvement: Controls

Explanation of proposals: Refining Force Feedback. Indication on touchdown/liftoff and taxi. I think this is working for the bombers. at least to some extent, but I haven't really felt it in any fighter.

Benefits: As it is now, the feedback on the ground does not give much indication whether you you are in the air or not. It would greatly improve the experience for us who still use the MS Sidewinder and Logitech G9xx series, and probably many more.

  • Upvote 1

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Type of improvement: Graphics

Explanation of proposals: dedicated snapview for mirrors

As mirrors are hard to implement in flight sims and too much ressource consuming, a dedicated snapview (maybe with a frame and a blurred fixed landscape drawn around the viewport) should be setup for each  plane equiped with a mirror. When a player want to see behind him by using the mirror, he just have to press the snap key and will have the rear view without fps loss. Anyway, even if the mirror was implemented in 3D cockpit, the player will have to change his POV and zoom in order to use it (otherwise the image reflected by the mirror will be too small to be readed), so the use of a dedicated snapview will not change the practice of the sim. The mirror should be drawn with a steady picture on it when seen from the cockpit.

Benefits: more realistic modelization of plane which have mirror in WWII.Less disavantage for flying planes with poor visibility but mirror.

Edited by lefuneste
  • Upvote 2

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Type of improvement: Interface

 

Explanation of proposals:

1. The game should remember weapons configuration and skin one selected.

2. Add filter to MP Server List (don't show empty, with password etc) 

3. Add ability to favor selected MP Server in servers list (those servers would be always on top of the list) 

4. Add "Auto PLAY" option in Launcher. 

5. Add "Auto Login" option in game. 

 

 

Benefits:Minimize number of unnecessary mouse clicks.

Edited by =LG=Kathon
  • Upvote 4

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Type of improvement: Graphic effects


Explanation of proposals: It would be great if the front windscreen would full in with oil or fuel residues after flying behind a damaged plane, or an aircraft losing oil or fuel. It would add to the realism and "immersion" I think.


 


Benefits: Increased immersion.


  • Upvote 1

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Type of improvement: FM 
 

Explanation of proposals: Perhaps this is already implemented and I just could not see or feel it. Add in a propwash effect when flying very close behind another plane. The airplane should tremble and shake a little bit more.

 

Benefits: Increased realism

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Type of improvement: Fix other planes explosions in recordings (replays). 
 

Explanation of proposals: Recorded multiplayer crashes looks bad (plane jumping from the ground after impact or falls to the ground and jumped out then explode).

 

Benefits: Better game experience

Edited by tomcatqw

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Type of improvement: Full mission editor

 

Explanation of proposals:

Add a tick delay threshold trigger that reacts to the time it takes to compute a simulation step going above or below a specified value.

This trigger would have the following advanced properties:

  • Boolean above/below. If ticked, the trigger reacts when the value goes above the threshold, otherwise when it falls below the threshold
  • Percentage threshold. Threshold value, in %. 100% is the value that matches the SPS target, i.e. 20ms for a 50SPS (using a percentage leaves open the possibility to target other SPS values, should the need ever arise in the future).

Benefits:

Allow mission designers to scale the complexity of the mission depending on CPU usage. For instance, AIs that aren't critical to the mission could be deleted when the tick delay approach 20ms. Conversely, AIs could be spawned when there are few players on the server and CPU usage is low.

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Thank you guys!

I've gathered your suggestions and created list which I'll send to my bosses. Next time I'll gather the suggestions approximately in the middle of winter 2016.

  • Upvote 5

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Type of improvement: User experience.

Explanation of proposals: Fix cursor lag in menu.

 

 

 

Benefits: Less frustration picking sub menus and modifications.

Edited by 6./ZG1=SPEKTRE76
  • Upvote 1

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Type of improvement: Multi-player gameplay

 

Explanation of proposals: Please set the gunner positions to locked as default for multi-crew aircraft. The last thing on my mind when going on a ground attack run is to lock my plane so mental midgets don't hop into it and start shooting my tail, wings, or engines. I should have to actively allow players to join my aircraft, not have to actively deny them.

 

Benefits: Send the idiots that find that fun back to fruit ninja on their mobile device.

  • Upvote 1

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Type of Improvement: Training missions

 

Explanation of proposals: A scripted checkride introduction to each aircraft and its basic operational procedures/parameters for pre Startup, taxiing. takeoff, navigation, engine management, weapons, combat and landing.

 

Benefits: Do really I need to explain why having some idea of what to do in a 70yr old airplane that has no labels written in English language is a good idea? Let's say it would give a lot of people who don;t have the time to learn by trial and error a chance to get into the game more

  • Upvote 1

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Type of improvement: Multi-player gameplay

 

Explanation of proposals: Create a timer delay for screenshots in multiplayer only. If people really want tons of screenshots, they have the record function to use later. It's clearly a use of the screenshot key to evade individuals on that person's 6. They'll be flying perfectly fine, even engage and be on someone else's tail with no problem. Smooth as glass, they take a few hits and don't notice. Still great, no warping. Then they notice you, and bam, they jump around and pull a high G turn causing their plane to warp about in the sky and get away. They'll immediately return to smooth tracking once their 6 is clear. It's a cheat as old as multiplayer, the screenshot interrupts data transfer and causes their plane to warp about making it difficult to, if not impossible, to hit until they are clear and running away. At least a 15 second timer between screenshots, but 30 seconds would be optimal - in multiplayer only.

 

Benefits: (more) Honest multiplayer opponents.

Edited by FuriousMeow

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Hi Guys,

 

Maybe a silly one but i would to have some sort of museum where all the used planes and weapons have some extra info and there historical specs. Il2 1946 had this. Currently i'm relying on Google and this forum for information about all the planes and weapons. 

 

Thnx

 

Martijn

  • Upvote 1

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Type of improvement: Controls


 


Explanation of proposals: Allow keybinding for engine 1 and 2 prop feathering separately 


 


Benefits: Will no longer need to use silly engine 1 and 2 control buttons that break immersion. I see you've added a ton of inputs and yet this was overlooked again. I'll purchase BOM only after this is fixed.  


 


 


 


Type of improvement: Controls


 


Explanation of proposals: Reverse the mixture control of the LAGG  like you did with the italian fighter. 


 


Benefits: It' only make sense to extend this continuity to other planes 


Edited by driftaholic

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Type of improvement:  MP interface

 

Explanation of proposals: Add information of multiplayer servers difficult settings in server selection screen, can be a icon like the joystick for model of flight, set by options in server configuration.

 

Benefits: Player know the difficult (EXPERT, NORMAL, CUSTOM...) used in the server before join. Almost no server inform the difficult in server selection list, as in the picture:

 

http://postimg.org/image/56v481l8h/full/]http://s8.postimg.org/qta4p2jt1/servers.jpg

 

 

  • Upvote 1

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Type of improvement: improve Mc 202 rear view


 


Explanation of proposals: believe more of a tail section should be visible when looking back despite canopy confinement


 


Benefits: better SA, better/more realistic


 


please see below


 


post-12829-0-74473900-1447551536_thumb.jpg


 


post-12829-0-73924900-1447551625_thumb.jpg

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Type of improvement : Gameplay & Multiplayer

 

Explanations of proposals : Rearm and refuel once you land in realistic time in a place for that in airfields .

 

Limit of planes not only for all the pilots . For every individual pilot a limit number of panes and more planes if you are not Kill or you destroy more objectives or enemy planes . The high comand o Generals will not give a lot of planes if you loses and do not destroy objectives , the extra planes are in history for ace plilots that destroy more objectives or enemy plenes if not one pilot make lose the rest of the team without high Comand General planes distributions . Only if you flight good destroy more objectives and enemy planesyou have better planes but if you do bad do not destroy objectives you have worse planes o cheaper planes like the Movie real history base 'Enemy at the Gates ' that happens in Stalingrad first one arm rifle for two soldiers whe after he do well they gave him a better arm .

 

Benefits : Every pilot will try to do it better for his or her way and be more attention to do not make errors or being kill for every one his or her profit of live and to have better planes . like in the real War . More attention , more tension and more level .

  • Upvote 1

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Type of improvement : Gameplay & Multiplayer .

 

Explanations of proposals : in the server Wings of Liberty the most played . When one of the sides destroy all the ground objectives in 5 minutes finish the Game . But are missing the airfields the airports should be all destroyed before ending and every player will see how one loses the battle . This is a good chance great to do whe there will be the tanks Controlet by players , I estimate that in less than 2 hours , ther have 3 hours in wings of Liberty , they can pass and destroy ground targets like factories or fuel supplies , pass and go till arrive airfields and destroy all before to end and Win the Game .( by the way Will be great for Tanks : to do a pack for the same price than BOS and BOM with 3 tanks from every side for example tiger II , Panzer vs T34 ... 2 fast low armour tanks with wheels fast jeeps with canon and , or light bombers like p-39 ...) .

 

Benefits : the game does not finish suddenly in 5 minutes after destroying all ground targets . You see and realice how you lost the battle , because you are in the airfield and see how enemy destroy AA guns , control tower , you plane and other planes and is more inmersive ,espectacular and with an impresionant finale .

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Type of improvement : gameplay single & multiplayer

 

Explanation of proposal : Include Runway and taxiway layout on Map to be zoomable both on ''O" Map and on MP choosing/ pre spawn map

 

Benefits : prior to mission pilots can orient themselves and see where the runway and taxiways are in relation to the aprons, saves people getting lost and taxiing for long distance to wrong end of runway,

runway headings are available and help choosing runway depending on wind

 

all the info is available on all airfields and already used in third party downloadable maps provided in 3rd party apps and utilities section, It would be great if integrated into the game

  • Upvote 2

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Type of suggestion: Different suggestions to easily improve the way the new drivable tanks handle in the game without much work.

 

1. Add a "bail out" sequence to the tanks, allowing the crew to escape the tank (preferably showing 4 - 5 animated figures running away from it similar to what we see on trucks ans guns being attacked) At the moment the player can easily become stuck in a stricken, burning or disabled tank.

 

2. Allow for use of TrackIR or other means of looking around when using "hatch open" view as gunner/commander. Right now you have to turn the turret to look around when sticking your head up.

 

3. Add binoculars to "hatch open" view as gunner/commander.

 

4. Add simple techno-chat messages, when parts of the tank becomes damaged, similar to what we have with planes. I experienced, what I think was my loader getting killed, allowing me to fire the round I had loaded, but could not reload (which is a great feature, but it would be nice to know)

 

5. Allow players to fire flares in "hatch open" mode as gunner/comander. This would be extremely useful for signaling both planes and other tanks. Right now, if a group of tanks hide in the forrest, it is next to imposible for players in aircraft to spot them. It would be great, if ground forces could alert aircraft to their presence.

 

6. Allow the coaxial MG to be fired independently of the main gun.

 

7. Allow the gunner/commander to use the rotating periscope in "hatch closed" view instead of having to turn the turret to look around.

 

8. Allow for control of turret by other means than the mouse. Right now all other controls can be bound to a HOTAS. If turret movement could be controlled with a stick or keys, it would be posible to use the control combination that people are most familiar with.

 

Thanks for a great new addition to the game. Having lots of fun with the tanks.

Edited by Finkeren
  • Upvote 1

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Type of Improvement: Gameplay / Immersion

 

Explanation of proposals: Give us an option for a true manual startup rather than just a “Start Procedure” which really is an auto start. A clickable cockpit would be the my first choice such as in CLOD.

 

Benefits: Will greatly enhance immersion

  • Upvote 1

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Type of Improvement: Gameplay - changes in CHAT format

 

Explanation of proposals: Remove CHAT between teams during MP missions, this don't enhance the gameplay, like in football match the actual format only servers for start "word'figts".  Or at least add this as server option.

 

Although can be misused, if consider appropriate greetings and taunts, make pre-made ones like in Red Orchestra: Horrido, WTG. "Tick-tack Fritz..."

 

Remove messages: Player X connect or disconnected, if one want know that is "Nº 1" enemy is online, look at the game Lobby. 

 

Add CHAT exclusive for players in same vehicle, plane or tank.

 

Benefits: Will greatly enhance the CIVILITY in multiplayer and makes the CHAT less polluted.

Edited by Sokol1
  • Upvote 1

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Type of improvement: controls

 

Explanation of proposals: I've experienced the problem, that it is not possible to add relative control/ no relative control to analogstick view. That means the view will always fall into the middle (to your crosshair, to the front) when you leave the stick again. So if you want to look to the right, you need to hold the analogstick to the right. It should be possible that the view is not falling back into the front when you leave the analogstick again, so you have a normal mouse view with your analogstick without getting sick.

 

 

Benefiets:Makes it possible to give the player the freedom to choose what he wants to. If I want to look with analog it should be possible. I mean it is possible in war thunder too, and war thunder is a free game....

 

 

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Type of Improvement: Multiplayer/Realism

 

Explanation of proposals: Allow Multiplayer servers to disable the techno chat, and the global radar.

 

Benefits: Benefits that it is actually EXPERT on an EXPERT difficulty server.

  • Upvote 1

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Type of Improvement: Graphics - internal canopy textures

 

Explanation of proposals: Possible improvements in the LaGG-3 and La-5 cockpit reflection texture in the canopy (in cockpit view):

- Tone down reflection visibility, the current texture (v1.105) is a bit too visible and distracting, more than in other planes (see screenshots below).

- In the reflection we see an empty seat, which looks creepy  :)  If possible add a pilot body in the reflection texture

 

Benefits: Improved visuals, less distracting/more immersive LaGG-3 and La-5 cockpits.

 

 

 

post-1184-0-13170000-1449490593_thumb.jpg

post-1184-0-88138800-1449490604_thumb.jpg

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