Author Topic: Loadout flexibility  (Read 570 times)

Offline Stellaris

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Loadout flexibility
« on: May 15, 2013, 01:07:10 PM »
I'd like the ability to tailor my fuel and ammunition state in a little more detail.  In general the 25% increments for fuel and the provided ammo loadouts work fine just zooming around in the main arena, but when actually planning a mission some finer control is needed.  I'm sure some of the tweakier pilots would also like the ability to load fuel by tank, but I'd be happy with a gas gauge that let me fill to 30% or 33% 90% or whatever.  Same deal with the ammo loadouts.

Offline gyrene81

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Re: Loadout flexibility
« Reply #1 on: May 15, 2013, 01:15:39 PM »
hmmm...i have to ask, why? 100% fuel and full ammo load...bombs/rockets optional...that is s.o.p.
jarhed  
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Offline Wiley

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Re: Loadout flexibility
« Reply #2 on: May 15, 2013, 01:52:02 PM »
Ability to choose tanks would be kind of cool, but not a real fan of the micromanaging of fuel loadout.  It's already gamey enough letting you adjust by quarters in fighters.

Wiley.
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Offline Tinkles

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Re: Loadout flexibility
« Reply #3 on: May 16, 2013, 10:29:20 AM »
Ability to choose tanks would be kind of cool, but not a real fan of the micromanaging of fuel loadout.  It's already gamey enough letting you adjust by quarters in fighters.

Wiley.

I have heard many ways of how we could 'fix' this.  "This", being players choosing 25%-50% fuel for a dogfight, with drop tanks.

Personally, I think if they can get 25% fuel, they should get 25% ammo as well.  Is it realistic? Nope.. but neither is 25-50-75% fuel increments either.

Then the usual.. in order to get drop tanks you must have 100% fuel.   :airplane:


Would at least decrease how many get 50-75% fuel, and would disable drop tanks because they didn't get 100% fuel. So I think that would be beneficial.

What are your opinions on it?

Respectively,

Tinkles

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Offline gyrene81

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Re: Loadout flexibility
« Reply #4 on: May 16, 2013, 10:43:23 AM »
kinda like that train of thought there Tinkles...could work. consider the scenario where a pilot has just landed from a mission, ground crew is working on it...before they can get it full of fuel, the alert goes out of incoming hostiles and the pilot takes the plane up as is.

would have to be different for gv's. not unusual for gv's to take less than 100% fuel and still have full ammo load. maybe have to rely on supplies to refuel if they run out...(big if).
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline RTHolmes

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Re: Loadout flexibility
« Reply #5 on: May 16, 2013, 04:24:25 PM »
... in order to get drop tanks you must have 100% fuel.

+1
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Offline Wiley

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Re: Loadout flexibility
« Reply #6 on: May 16, 2013, 04:59:46 PM »
Then the usual.. in order to get drop tanks you must have 100% fuel.   :airplane:

This I like.  Actually, I'd be good with this as a change period.  There are times when taking less fuel is legitimate and pretty much mandatory, like upping into a base take attempt that would unfairly penalize the defenders if they were forced to take less ammo as well.

It does fix my issue with people flying with 25% and DT's.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Offline Tinkles

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Re: Loadout flexibility
« Reply #7 on: May 16, 2013, 05:29:10 PM »
This I like.  Actually, I'd be good with this as a change period.  There are times when taking less fuel is legitimate and pretty much mandatory, like upping into a base take attempt that would unfairly penalize the defenders if they were forced to take less ammo as well.

It does fix my issue with people flying with 25% and DT's.

Wiley.

Then perhaps make it so 50% would be the penalizer? So if you take 75% fuel you can't get drop tanks, but your ammo is still at max, yet if you take 50%, your ammo is cut to say.. 50-75%? And drop tanks aren't available until you select the 100% fuel loadout option.

I understand where you're coming from, in terms of CV's or short distances. 


Respectively,

Tinkles

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If we have something to show we will & do post shots, if we have nothing new to show we don't.
HiTech
Adapt , Improvise, Overcome. ~ HiTech
Be a man and shoot me in the back ~ Morfiend

Offline Stellaris

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Re: Loadout flexibility
« Reply #8 on: May 17, 2013, 01:38:10 PM »
It is routine in flight planning to tailor the fuel load to match the mission.  For ammunition, I can only speak for ground operations, but here it is routine to tailor the loadout to the mission as well.  The "basic load" exists simply as a baseline for staff purposes - a standard, general purpose package that is modified to suit circumstances as required.  My very limited exposure to strike planning suggests that load tailoring in the air force is even more specific, which makes sense given the relative scarcity and expense of both platforms and munitions.

So in general I think there should be no issue with tinkering with the loadout to the finest detail, up to the limits of the aircraft capacity (and certainly beyond the by-the-book limits of maximum takeoff weight - this is commonly mentioned in histories).  The only possible exception is the point on drop tanks - I'm not aware of drop tanks being taken for any reason except range extension, which would imply full internal tanks, but it makes sense to do it for maneuverability purposes if they're available, so it may be that it was done historically.  I know Spitfires on short-range ground attack missions in Normandy carried slipper tanks when it would seem full internal fuel would be enough.  However it may be they were taking extra for insurance, rather than getting light for maneuverability (a secondary consideration in the ground attack role).


Offline gyrene81

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Re: Loadout flexibility
« Reply #9 on: May 17, 2013, 01:54:23 PM »
 :rofl  that was a good funny read Stellaris...very entertaining.
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline ReVo

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Re: Loadout flexibility
« Reply #10 on: May 18, 2013, 01:18:06 AM »
Allowing lighter fuel loads with droptanks or without is in my opinion perfectly fine. I don't want to have to up from a base I am defending with 100% fuel to fight higher opponents who have had plenty of time to lighten themselves up.. And if we're going to go down the "It's gamey" road I am pretty sure I can bring up some other things that I would like fixed as well.  :P
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Offline gyrene81

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Re: Loadout flexibility
« Reply #11 on: May 18, 2013, 06:15:35 AM »
it's console kid game the game stuff Revo...  :neener:
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline Karnak

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Re: Loadout flexibility
« Reply #12 on: May 18, 2013, 08:55:04 AM »
I am good with the idea of not allowing drop tanks without 100% internal.  The ammunition thing is silly though, and would have a disproportionately adverse effect on bombers and American and Japanese fighters.  If you really like Spitfires, Bf109s and La-7s it would probably be a good thing.
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