#4143928 - 07/07/15 08:06 PM
Re: Future expansion idea...
[Re: Wodin]
|
Joined: Jan 2006
Posts: 1,474
JFM
Member
|
Member
Joined: Jan 2006
Posts: 1,474
Naples, FL
|
Love the French two-seater ideas. Farman, Salmson, Voisin, SPAD, Dorand, Caudron--some gems there.
I'd like an IAF expansion for strategic bombing. Would require the DH4, DH9, HP O/400. But, of course, I'd really like an Italian Front expansion the most. And since this is the part when people come and tell you why what you want can't or shouldn't be done, I'll go back to trying to figure out which plane I'm going to fly in my next campaign. My Nieuport campaign, ah, didn't turn out so well. Maybe it's time to head back into my trusty AMC DH5. Something about that machine I love.
|
|
|
#4143951 - 07/07/15 09:00 PM
Re: Future expansion idea...
[Re: Wodin]
|
Joined: Jul 2014
Posts: 2,105
Raine
Member
|
Member
Joined: Jul 2014
Posts: 2,105
New Brunswick, Canada
|
Once the French two-seaters and Italian front expansions are out, an enhanced and more complex training expansion would be nice, with Longhorns, Shorthorns, Avros, Taubes, Bleriots, and miscellaneous ridiculous early aircraft.
|
|
|
#4144056 - 07/08/15 08:17 AM
Re: Future expansion idea...
[Re: Wodin]
|
Joined: Dec 2006
Posts: 229
markl
Member
|
Member
Joined: Dec 2006
Posts: 229
|
I would like to see some sea plane anti shipping campaign elements added.
Extra ground activity is a good idea though. Possibly ground based target campaign instead of mainly again other aircraft.
I would like to see something different not just another aircraft pack, perhaps more bombing anything different.
Regards
MarkL
|
|
|
#4145852 - 07/13/15 02:37 AM
Re: Future expansion idea...
[Re: Robert_Wiggins]
|
Joined: Jun 2014
Posts: 1,595
OldHat
Member
|
Member
Joined: Jun 2014
Posts: 1,595
|
Improve AI's tactical decision making ability: AI#1 and AI#2 (is AI#1's enemy) and both "see" each other. All variables are the same for both AIs including altitude, skill, morale, fatigue, location, etc...
If AI#1 is "on patrol" and AI#2 is "going home" or "landing" or "taking off" or "attacking" (ground structure or balloon) or "in transit" or "forming up" then AI#1 should still be able to attack AI#2 and not ignore it.
If AI#1 is escorting bombers and weaker than AI#2, then AI#1 will not run away, but instead it will attack AI#2 to defend bombers.
If AI#1 is weaker and "on ground" or "on alert" then "take off" to intercept and AI#2 is "on transit" or "on patrol", then AI#2 will not run away and attack AI#1.
For example, (Jan 1917) First encounter of 5 Pups (4 HAs) from 8 RNAS with 4 Alb D2s (Skills=Ace) from Jasta 2, the Albs all ran away heading for home base - no shots fired. Then the Pups attacked their airfield at Douai while the same 4 Alb D2s continue on their landing pattern to land. Result - Easy unobstructed Airfield attack.
(Jan 1917) 4 Pups (3 HAs) from 8 RNAS on patrol over the front encounters 4 Alb D2s escorting 3 DFWs. The Albs all ran away heading for home base. Result - All DFWs easily shot down.
|
|
|
#4146412 - 07/14/15 02:58 PM
Re: Wish List for WOFF
[Re: BKCason]
|
Joined: May 2015
Posts: 139
BKCason
Member
|
Member
Joined: May 2015
Posts: 139
Maryland, USA
|
I am very new to WOFF [just a week or so] but I ran into something that I feel could be improved. I started a campaign and 3 missions in, I messed up a landing, destroyed the plane, and killed myself & the observer. I expected to have to start a new character/mission. But, I found I had left the "player never dies" setting in the Workshop on. So my character is still alive. This was disappointing to me since I planned on being on the realistic side with this campaign. I was fully prepared to have to start over. Since there is only one set of Workshop settings that apply to all characters, it looks like I will have to micro-manage the Workshop settings to be sure I have what I want for any flight. Would it be possible for the Workshop settings to be on a per character basis? So pilot1 could be the one where "player never dies" is set on and all sorts of experiments/wild adventures take place and the pilot never dies. Pilot2 could could have a different set of Workshop settings from Pilot1, including the chance to die. That way I would not have to remember to check to see what the settings in the Workshop are before jumping into a new character. I realize this request could be anywhere from trivial to nearly impossible depending on the WOFF design. I won't be heartbroken or leaving WOFF [you won't get rid of me that easily ] if no one else likes the idea or you developers say it is undesirable for some reason or perhaps too big a job. In the meantime, I'll put together a check-list of things to verify before each mission/flight. Pilots are big on check-lists, right? I thought I would mention this suggestion again. If one instance of the Workshop settings per player character is too much, perhaps one Workshop setting for campaigns & one for QC would be possible. I have learned to double check the settings before going into a campaign mission or QC mission just to be safe. Having revisited this suggestion, I'll leave it alone. Only the developers know the impact of a suggestion and I trust their judgement. Now, off I go into the wild blue yonder
Regards, Ben Cason "I shall endeavor to persevere" - Chief Dan George in "Outlaw Josey Wales"
|
|
|
#4148210 - 07/19/15 09:55 AM
Re: Wish List for WOFF
[Re: Robert_Wiggins]
|
Joined: Dec 2012
Posts: 740
Cavaliere57
Member
|
Member
Joined: Dec 2012
Posts: 740
Tuscany coast,Italy
|
Wish to add a few,better tracer visibility and appearance,as well as their smoketrails,the only thing I envy about RoF actually.
" In vino veritas "
|
|
|
#4150493 - 07/25/15 03:32 PM
Re: Wish List for WOFF
[Re: Robert_Wiggins]
|
Joined: Jul 2014
Posts: 907
Nietzsche
Member
|
Member
Joined: Jul 2014
Posts: 907
Grevenbroich, Germany
|
My next Wish is a dedicated "Rabbit-Mode" - ...something, that lets a fleeing Aircraft take evasive Maneuvers as soon as a pursuing Aircraft gets near Firing-Range. This Mode should be a special Version of the "Going-Home-Mode", that would activate, when AI chooses to break off from a Fight because of the usual Reasons already implemented in the Game, and could consist of this:
1. Spend more Time in "Backward-View" than when in "Going-Home-Mode"
2. When EA spotted in "Backward-View", that has +/- same Heading and +/- same Altitude and is closer than +/- 200 yrds: Switch to "Fighting-Mode" for 5 Seconds, then go back to Start of the "Rabbit-Mode"
3. When last Time, Point 2 was active, is longer than 1 Minute (or so), switch to "Going Home"
Okay, I'm no Coder (Basic doesn't count LOL), but nevertheless I have the Feeling, that it is not as easy as it sounds...
|
|
|
#4153963 - 08/05/15 01:31 AM
Re: Wish List for WOFF
[Re: Robert_Wiggins]
|
Joined: Nov 2014
Posts: 3,696
Fullofit
Senior Member
|
Senior Member
Joined: Nov 2014
Posts: 3,696
Ajax, ON
|
I don't mind the HA's being resurrected after they "land" their wingless balls of flame, but I wish they were put out of action for at least a day or two to recuperate from their "light wounds". Same goes for being forced to land behind enemy lines.
"Take the cylinder out of my kidneys, The connecting rod out of my brain, my brain, From out of my arse take the camshaft, And assemble the engine again."
|
|
|
|
CD WOFF
by Britisheh. 03/28/24 08:05 PM
|
|
|
|
|
|
|
|
|
|
|
|