Author Topic: WW1 FSO Dogfight Scenario  (Read 2291 times)

Offline Saxman

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Re: WW1 FSO Dogfight Scenario
« Reply #15 on: March 12, 2010, 03:48:12 PM »
FYI, I think victory credit varied. The Allies included balloons in their tally, but I think the Germans didn't. Not that it makes a difference in the context of an FSO frame, but just thought I'd bring it up.
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Offline ghostdancer

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Re: WW1 FSO Dogfight Scenario
« Reply #16 on: March 12, 2010, 04:01:21 PM »
True, I forgot about that.

Just doing research to try to get ideas for objectives that would allow for a WW1 FSO to be done. Not saying we will do one or not but just looking into whether it would be possible or not.
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Offline Nefarious

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Re: WW1 FSO Dogfight Scenario
« Reply #17 on: March 12, 2010, 05:23:59 PM »
Recon Missions using Screen shots should work well too.

Truck Convoy intercepts too.
There must also be a flyable computer available for Nefarious to do FSO. So he doesn't keep talking about it for eight and a half hours on Friday night!

Offline ghostdancer

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Re: WW1 FSO Dogfight Scenario
« Reply #18 on: March 12, 2010, 05:46:22 PM »
True, on the recon. I was sort of thinking of say .. 10 many pilots in F2Bs must take pics of this installation. For each one who does and makes safely home and lands you get Y amount of points.

That say you could have 10 Camels assigned to protect 6 F2Bs (providing an escort mission to the recon which is historical).

Train busting might be possible also. Actually it also might a different type of recon role. Find and photographic train and return alive.

So right now I see recon missions with escorts,  sweep missions, aerial denial missions (typical defense of an area), and strafing missions (dial down the hardness on objects so that they could be gunned down). Plus, looking into whether it would feasible to create a terrain with custom balloon objects since balloons were stationary (so also attack and defend balloons).

Of course there is a bit of terrain work that needs to be done so would be several months out before anything could be attempted.
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Offline Squire

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Re: WW1 FSO Dogfight Scenario
« Reply #19 on: March 12, 2010, 05:47:57 PM »
Incindiaries were used for balloon missions but im not sure that really matters for our purposes as long as they can be destroyed by mg fire. Just have them take X ammount of damage and then they go boom like any other target. It took a lot of nerve to go after the balloons, they were almost always covered by a lot of AAA arty and gun crews.

Maybe by the time FSO is rdy for WW1 we will have a few more a/c as well.
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Offline ghostdancer

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Re: WW1 FSO Dogfight Scenario
« Reply #20 on: March 12, 2010, 05:50:07 PM »
Well if we can create a custom balloon object that sits up in the air above the ground (not something we have every tried before) that is just attached by rope(s) we can create like a custom Vehicle base .. with AA several balloons, etc.

Checking into it but don't have an answer yet if it is feasible or not.
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Offline Saxman

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Re: WW1 FSO Dogfight Scenario
« Reply #21 on: March 13, 2010, 01:45:45 PM »
Wow. If you watch the main board there's some people out there ready to storm hitech's offices with torches and pitchforks at the very HINT of something other than fighters being added to the WWI plane/object set. :O
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline ghostdancer

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Re: WW1 FSO Dogfight Scenario
« Reply #22 on: March 13, 2010, 06:24:10 PM »
Yes, I know but as you pointed out they don't have to be enabled for WW1 arenas.

However, to run any type of special event you sort of need more to do that say .. go to sector 1,1 and dog fight.
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Offline Saxman

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Re: WW1 FSO Dogfight Scenario
« Reply #23 on: March 13, 2010, 06:44:27 PM »
Yes, I know but as you pointed out they don't have to be enabled for WW1 arenas.


I actually tried making that very point in a post I made on the Wishlist forum right after the update. Didn't seem to matter that I specified special events in the post....  :rolleyes:
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline ghostdancer

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Re: WW1 FSO Dogfight Scenario
« Reply #24 on: March 13, 2010, 09:49:49 PM »
Well I have discussed with the Object builders on the CM Terrain Team and yes, mrmidi has already made tethered balloons (WW2 versions) and trenches. Both can be be made destroyable. So we can definitely do this. Just need to start a terrain .. so an WW1 FSO does seem possible once a terrain is created.
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Offline AKKuya

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Re: WW1 FSO Dogfight Scenario
« Reply #25 on: March 13, 2010, 09:53:36 PM »
Sounds excellent GD!!!
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Offline daddog

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Re: WW1 FSO Dogfight Scenario
« Reply #26 on: March 14, 2010, 04:10:30 PM »
 :aok
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Offline PFactorDave

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Re: WW1 FSO Dogfight Scenario
« Reply #27 on: March 14, 2010, 11:42:57 PM »
I love it!

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Offline Tarstar

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Re: WW1 FSO Dogfight Scenario
« Reply #28 on: March 15, 2010, 11:27:48 AM »
Well I have discussed with the Object builders on the CM Terrain Team and yes, mrmidi has already made tethered balloons (WW2 versions) and trenches. Both can be be made destroyable. So we can definitely do this. Just need to start a terrain .. so an WW1 FSO does seem possible once a terrain is created.

SWEET!  :aok

Offline Viper61

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Re: WW1 FSO Dogfight Scenario
« Reply #29 on: March 21, 2010, 10:48:06 AM »
Can't wait  :aok  I also like DD's idea to run several snap shot events prior to a FSO style event.  Might be a good way to work out the bugs and figure out how to make a FSO scenario that all can enjoy.

WWI FSO's I would think would need to be very different event from a traditional WWII style FSO because of the speed of the AC and the light damage needed to down the aircraft.  The WWI AC fly so slow and no one wants to fly for 60 minutes to get anywhere, then die in the first 30 seconds of a furball because their plane falls apart or they get one bullet to the head.  Realistic yes but the fun factor is low.

Idea's would be to have 1 hour WWI FSO's which would take into account the slow flying time and lighter damage needed to down a AC.  And maybe run 2 during a FSO scenario night to get the 2 hours.  Would be interesting to see if the WWI AC could handle a "Air spawn".  That might help things as well if the AC could survive.  This would place them closer to their targets and at alt.

Another idea might be to allow multiple lifed FSO events but limited to 2-3 total dependent upon the scenario.  Have the CM open and close fields for 5 minutes every 30 minutes or as it makes sense to the scenario.  That would allow for 2nd or 3rd wave attacks.  If the objectives were close enough to each other the CIC would be able to shift and move additional squads to attack weak points and strengthen areas of concern by shifting his squads to other airfields for 2nd and 3rd strikes.  This would allow for re-enforcements to arrive for continued attacks as well.  Keep the points the same.  Keep the attack and defend targets even.

Either way I and several others from the 325th VFG are looking forward to coordinated WWI events whatever they look like.  And we'll do our part to help you test them out.