Hitech asked to post ant additional ideas for the mission system, so…I’m just putting a list here so I don’t clog up the Wishlist.

In addition to the other recent requests:
https://bbs.hitechcreations.com/smf/index.php/topic,398914.0.htmlhttps://bbs.hitechcreations.com/smf/index.php/topic,398912.0.htmlhttps://bbs.hitechcreations.com/smf/index.php/topic,398911.0.htmlhttps://bbs.hitechcreations.com/smf/index.php/topic,398670.0.html1. Improved runout segment behavior: I have never gotten this to work as expected. What I’d like is it to automatically transition from the previous landing segment speed to a taxi speed. What I want is to have a landing segment, then a runout segment that decelerates to taxi speed, and then taxi off the runway to a hangar. I’ve never found a way to make this work.
2. Improved roll-delay behavior. If roll delay is a few seconds then things work OK. However, if I want to start the mission and have one flight take off and I don’t want some other flight to take of until 4 minutes later, things don’t work well.
If you watch the mission play out in the editor, you see a navigation marker object (just what I call it) that moves along the route path the specified segment speed. The AI aircraft chase that nav marker like hounds chasing a rabbit. However the nav marker doesn’t obey the roll delay. It just takes off. When the roll delay is short, that still works pretty good. If the delay was long, the marker is totally in a silly place for the AI to chase and everything falls apart.
3. Improved AI self-preservation: Regardless of the segment type, or whether, two other AI have already targeted an enemy, if enemy round are coming within a certain radius of their position they should maneuver defensively. To happen upon and AI in cruise segment, or when two other AI are chasing you, and just fly straight while you start pinging them, just harms the suspension of disbelief.
4. I would love a dive bomb segment type where a diver bomber performs a reasonable approximation of a proper maneuver. I’ve lever got stuka’s doing anything that just didn’t looks silly.
5. Have a Mission Group Properties checkbox controlling if AI should receive damage from AAA. Sometimes I’d want that.
6. Have a “Recalc-All” action on routes. If I move around waypoints, then execute this, it would iterate over all segments and perform a “Fill Segment to End” and “Calculate” on each and update each segments listed start time based on the new calc.
7. Infantry position ground targets: They don’t move. They are foxholes and sand-bagged machine gun and motor positions. Maybe platoon size. They have an icon to help spot them and can be strafed and bombed and destroyed for mission objectives/points.
8. Waypoint distance callout. When placing waypoints, a callout floats above the mouse cursor showing the distance between the current mouse cursor position and last waypoint. The distance is formatted in ft until it reaches 1 miles and then in miles. Like “(100 mi)”. When moving a waypoint, there will be two values if there are waypoints before and after the one being moved, like “(100 mi, 3456 ft)”
9. The ability to drop a ruler on the ME view to measure anything. To determine where to place waypoints a certain distance from objects or other flights.
10. Per flight text events. I would like to target certain text events to certain flights.
11. Global text events. I’d like to be able to evoke text events that are seen by both countries.
12. For Global and country level text events, have a checkbox controlling if those are to also be seen by arena players not assigned in the mission. (Normal text buffer.)
That’s a good start. I’ll come up with more some other time.

13. Oh yeah, forgot. Time compression for offline missions.
