TOD and timidity...........
I cannot envisage any version of TOD that will motivate toward less timidity.............(translated as extreme caution to sustain any combat.....)
IMO role playing, combined with role development in a mission orientated environment will lead to more caution, not less.
If it is limited to a clever mission planner then it will just replace the CT as a "mission arena".
TOD could yet be many things.............all we know is that game play will be mission led and that avatars can be multiple and can develop over time gathering "benefits/rewards" in a WETO setting.
Given this will not be an arcadia experience then it seems to me that the only reward thru development is ride choice based........
placing this in a historical context means that the avatar may be promoted or transfered (offerred promotions or transfers)between squadrons (and therefore changing ac types) or even within squadrons (where a squadron has more than one ac type).
These become "options" in the game play.
These options allow access to certain types of mission with differing rewards. (coastal patrol may induce a quicker dog fight but bomber escort brings more rewards etc etc)
However to access a P51D for bomber escort so many "hours" in coastal patrol is required.
Stuff like that anyway..................
................plus without AI (fighters, bombers etc) folk will all too often find they have no opponents (unless we are sitting in ready rooms waiting for thier opponent to gather) hence IMO AI stuff is essential to fill in gaps.
.............of course it may not be like that but when you begin to break down the stuff that has to be done above a simple mission planner.............I reckon Hitech has many months of work to do
2006 would be good going.
Not necessarily. First there will be no base capture so that rules out 90% of main players right away.
Second it all depends on the depth of the mission victory conditions.
An escort mission should require that XX% of bombers (or what ever you are escorting) make it to and from target and that your XX% of the players in your mission survive.
A bomber mission should require that XX% of the bombers survive and that XX% of the target gets destroyed.
A defense or bomber intercept mission would require that XX% of the bombers get shot down and that XX% of the target remains intact and that XX% of the players in your mission survive.
Fighter intercept or sweep missions would require you to 'sweep point XXX' and kill XX% of the opposing fighters and that XX% of your own survive.
I would also suggest a time limit for the mission to be completed so that you don't have the bombers/escorts just flying around until the other side runs out of fuel.
This way both sides will be forced to make contact with the enemy rather then avoid them. It would be possible for both sides to fail their respective missions.
Just taking off and landing should not be rewarded. There should be very low minimum points for completing the mission, then a high multiplier for the number of kills. You would deduct for bails and ditches. Capture should be treated the same as a death. Deaths should have a very high penalty in terms of point loss or demotion.
With a harsh death penalty you get rid of the suiciding 'at least I got the hangar / CV / building' types. With very low points for just completing a mission and a high multiplies for enemy kills the timid or avoiders of combat will progress very slowly and be forced to come out from behind their mothers skirt (ie hiding behind the horde).
With a penalty for ditches and bails the player will be encouraged to make it home in his plane. If not he may just bail out whenever he gets in trouble.
ToD is not necessarily a new thing. It maybe new in terms of on line subscription flight games but in some box games this very thing takes place in the good on line wars.
Missions should be significantly difficult and the victory conditions need to be in depth enough to encourage combat not just surviving the sortie.
HT has also mentioned player rating. This would allow folks in a mission to vote or rate a player or mission leaders performance.
If you go hide while the rest of the guys are out fighting those other players can let you know how they felt about that.
It's not the kills that the timid haters like, it's the fights. It doesn't necessarily matter if someone gets killed, it's the human v. human competition that makes these types of games fun.