Author Topic: BETA Test input  (Read 111 times)

Busdriver

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BETA Test input
« on: January 20, 2000, 07:45:00 AM »
Here's my input (which is the purpose of the Beta test....no?):
I enjoy flyin' the bombers. Last night I spent 45min flying to target (radar), low on fuel and only a 6pak (6 X 1k bombs). I was intent on doin' the radar in, but unfortunately, as I began my run approx 1 min from target at 28.5K, I lost my connection. I'm not squeakin about losing my connection, just pointing out there are people like me who will spend huge amounts of time just flying for that 18sec of excitment, and knowing that I contributed something to the war (plus I suck at flying the fighters). And THATS the point: there seems to be no real need for bombers other than pegging ack ack. So here's my observations (which of course the free beta is all about:
  • Previous posts dealt with no desire to pursue 'attrition' aspects in the game. This seems to eliminate any wish to launch strategic missions, since they will have no effect on the front lines.
  • Air base bombing's are kinda fun, but other than having to knock out ack's, there's no real reason for any of the other buildings to even be there other than as objectives for the para's. Is there any real effect on the usefulness of a base if the tower is wiped out? Is there ever a point in time where the base can have NO fuel and get NO planes off the ground?
  • ACK BOMBING: good god, I dropped 2 1k's RIGHT BESIDE an ack (viewed on a subsequent flyby), we're talkin' PIXEL's away. No real effect on the ack. Does anyone remember whatching archive footage of HUGE concussion shocks that come with droppin' these big boys? I think CLOSE counts in horse-shoes, hand grenades, and 1000lb HE bombs. I think bombs would benefit from a 'damage range'
  • Runways: why are they there? For looks? I'd like to see effects matter. I could care less about the fighters, since they can take off from pretty much any dirt field, but heavy laden bombers should REQUIRE a paved surface to get off the ground. If I kill your runways, they should be out for a certain period of time (thus I wouldn't mind flying deep into enemy territory to do some 'strategic' bombing.


Done for now, just had a couple of thoughts to share. Without real need for the bombers (something fighters can't do, as I'm sure there are plenty o' good fighter pilots that could jockey some rockets/bombs onto the ack) there seems to be no need for them, which kind of gives me the feeling of a 'first person shooter' game rather than an actual 'sim' (unless of course you're worried about the flight model only, not the entire scope of the 'sim').

All in all, so far so good, I'll be excited to see more development for other aspects of the game in addition to tweaking the models.

Offline Azrael

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  • Posts: 2
BETA Test input
« Reply #1 on: January 20, 2000, 07:52:00 AM »
Current strategic system:

    Field targets / result when destroyed:
  • Fuels: reduces the max allowed fuel load down to 25%
  • Ammo: reduces the bomb/rocket loadout down to zero
  • Barracks: reduces Troop loadout for C-47 down to zero
  • Tower: kills 12.5 mls radar radius around field
  • Acks: vulch / troop time    
  • Hangar: does nothing
  • Runway: Landings count as ditches
  • Map room: can only be destroyed by 10 troops, field ownership changes

    Strat targets / result when destroyed:
  • Fuel refineries: increase rebuild time of fuels on fields
  • Ammo factories: increase rebuild time of ammo on fields
  • Grunt training: increase rebuild time of barracks on fields
  • Radar factories: increase rebuild time of towers on fields
  • Flack factories: increase rebuild time of acks
  • City: Increases rebuild time of factories and HQ
  • HQ: Kills all radar for a country, 10,000lb needed

Default downtime for all field targets and HQ is 30 minutes, all factory and city targets is 60 minutes. This could change or have already been changed of course.

Az

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Azrael

Erprobungsgruppe 177