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Gopher's Wish List


Gopher

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Wishes are dreams, which may be real once in the future.

 

So far ....

 

1. Multiplayer (((with 56K modem)))

 

2. (TonyE) Useable entire world map, including the ability to seemless move 'across the back of the Earth'.

 

3. (TonyE&divefreak) Allow units to carry other units, i.e. LCACs in LSDs, Marines in LCACs (Marines in Aircrafts, Marines on lorry's, a.s.o.)

 

4. (divefreak Pt.9 ?& Akula?) Predefine patrol path at lanuch with waypoints, sensor, bouys dropping, speed/alt, attack, loitering time, areal refueling consumption/delivery, "intercept for refueling", land, "attache unit to..." and "split in..." setting at launch/patrol panel.

 

5. "Dynamic" speed setting for aircrafts. For ships it work fine so that a ship can have any speed from 0 (stop) to e.g. 20 (Max Group). For aircraft the speed shall be e.g. 250 kts (Lotier) till 1100 kts (Afterburner) with all possible 850 settings between, with effect to the fuel consuption and range. (Maybe the math model of H2 could be implemented)

 

6. Scriptable AI-Staff logic. A file similar to a commondb.res file in which the user can define the user-side AI-staff logic. So for example when a aircraft is ordered home, the AC automatic fly the medium alt and full speed.

 

7. Scriptable general AI logic. A file similar to a commondb.res file in which the user can define/select all AI logic. So for example that the user can create several files and then select the AI behavior, from tame to very hard.

 

8. (TonyE?&mack) Long Range ASW patrols to be improved, say by setting an area and the ASW plane flies around dropping bouys. It is slightly annoying to fly a plane out to a long contact by sosus or something like that, and have the still viable contact drop off, leaving you to either manually search with dropping sonobouys, or have to just route the plane around the area hoping to pick up a MAD contact. Perhaps add a new order, after you use it will have the plane automatically drop sono-bouys for the rest of the plotted course.

 

9. (Smitty&TonyE&mack?) Allow refueling groups to be assigned to intercept the groups they will refuel and join up and refuel automatically. Note that refueling aircraft are often slower that the aircraft that will be re-fueled. Often they will start out, while the aircraft to be refueled are on the outgoing leg. The logic will have to allow them to deal with that fact in this situation. In other words they will never intercept until their target flight starts back.

 

9a. Possibility to chance the hight and the speed setting of a singel unit inside of the group (airgroup, shipgroup, ...). With this it will be possible to have an AWAC on high altitude and cover the protecting F-16 at low altitude. Also with this is shall be possible to supress the "nosing top speed" of a ship inside of a formation patrol arc.

 

10. (mack?) More info how much much fuel a tanker has surplus for refueling (after subtraction of the fuel for RTB). Further it will be then very helpfull to get from every A/C the information how much fuel it need per 100 nm)

 

11. Define sensor and speed/alt setting for a fromation patrol by apply them to the patrol. (Example: Helo patrouling without activ radar around a carrier, or without using active sonar)

 

11a. (copied from SirVival) Flexible Loadouts for Aircrafts / Helicopters. An Aircraft can be armed from a list of "Mission-/Aircraft-compatible" Weapons (Same MissionType with different Ranges (MaxPayload/MinRange --> MinPayload/MaxRange; for Example: A-6E/ASuW with 1, 2, 3 or 4 AGM-84 and 4, 3, 2, or 1 DropTanks (Range: 1772nm, 1608nm, 1444nm, 1280nm). Calculating Range from MToW and Fuel.

 

12. (Smitty) For aircraft groups it would be desireable to temporarily disable long range missiles. Often a group on CAP may come upon an enemy group with little missile capabilities. In this case it would be desireable to attack using short range missiles and preserve the long range missiles for a later target. It can be done by manually flying an intercept and only issuing an attack order when very close, but this is very tedious.

 

13. (Smitty&TonyE) Allow for the capture and use of enemy bases.

 

14. (Smitty&TonyE) Allow for damaged bases to be repaired (so fare CB's with equipment are flown in/walked to and attached to the base/groupe)

 

14a. Optional unlimited number of missiles and gun rounds for airbase, SAM- and ground units. (it will be only faire when the logistic of a/c is unlimited then also the logistic of the other units is also unlimited).

 

15. (divefreak) Smarter SAM and AAA Handling

 

16. (mack) Single ship/sub formations automatically (or via option) centre over the single ship. Annoying to (for example), intercept a ship with a sub, and then find the sub is actually in the upper right quadrant/zone and is still miles away from the target.

 

17. (Smitty&TonyE) Allow one or more additional range bands in the formation editor (and increase the maximum range in the formation editor from the current 255 nm) and diversify the angular grid (helpfull for for Patrol which are 255 nm away).

 

18. (divefreak) Show loadout ranges in attack launch screen Done with 2008.044

 

19. (TonyE) Allow greater number of items per annex in the database

 

20. Possibility to make all units in the group window visible on an efficient way (as in H3 with a key)

 

21. Dynamic altidude setting (similar to H2).

 

22. Ground elevation effect (similar to H2).

 

23. More realisitc weather with the ability to get an grafical weather report map.

 

24. Definition of of AI difficulty level (easy, intermediad, hard in Surface to Surface, Air to Air, Sub to Ships, and so on) on the option screen (that one which define the auto formation, Nuke allowance, ....)

 

 

Additional only for SE:

25. Mulitselection by add bases/installations to a scenarion. For example: By creating a scenarion with all spain bases I have to add each hand by hand. Work around found with HCE 2008.023 .

 

26. Change of side for group, base and installations (with mulit-selection) after add then to the scenarion. Example: After add a carrier group to one side I recognised that it was added to the wrong side. :rolleyes:

 

27. Scriptable general AI logic. A file similar to a commondb.res file in which the user can define/select all AI logic. So for example that the user can create several files and then select the AI behavior, from tame to very hard.

 

28. (SmittyTonyE) Allow the time of day for the scenario to start, to be set either at start up or in the scenario editor. It would also be nice to have some sort of progress bar to show the current day night situation.

 

29. (Akula) Editable/scriptable weather.

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