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Squadron Commander Mechanics


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Posted

Absolutely love this project, but one thing I was curious about was whether any mechanics for a user pilot being a squadron commander exist? For example, being able to view and plan all missions for the squadron even if the player pilot isn't assigned, and just in general having some management over the squad. Seems like this would tie in nicely with the experience mechanics for pilots.

PatrickAWlson
Posted

At the moment there is not really a good reason to have detailed mission planning outside of your mission.  PWCG does not model a BoB type campaign where overall results can change outcomes, so I'm not sure how planning other missions would really fit in.  

 

You can edit your own flight, but the rest of the squadron flies virtually.  The assumption is that the rest of the squadron is flying at different times during the day.  PWCG models every pilot in every squadron.  Those that are not part of your actual mission are all dealt with virtually, including your squadron members.  You may notice in the AAR that victory notifications and losses happen to squadron members that are not part of your flight.  Flight members not in your mission also gain experience.  As experience is gained the AI level will actually improve, so it pays to take care of your AI squadron mates.

Posted

I was thinking in terms of adding a layer of overall squadron management, so for example getting a list of missions for the next day (or next several days or week) and choosing what pilots/planes to assign to each mission. That way you could, for example, try to get newer pilots more experience on a less risky mission and leave more difficult missions to experienced pilots. I suppose this depends on the fidelity of the simulation for background missions though. 

 

I did see there is a github repo for the project, it's been a while since I've done any java but if the source code is up I might get a copy and play around a bit.

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