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Good point, and maybe even give the devs a bit of credit.
They've already stated they don't intend on making the same mistakes again that were carried over to CMO all the way back from the first Harpoon 35 years ago.
That doesn't mean they don't intend on doing anything, and certainly not that they aren't acutely aware of the same old ideas that only marginally work.
Disagree here, having worked with Unity myself that is comparatively easy compared to other engines, or (god forbid) a self-developed engine.
The big issue will be scalability, that is something Unity isn't exactly great at, and there are quite a few caveats when it comes to fully leveraging multi-threading.
I guess we will see, but I somewhat doubt that scenarios with a couple thousand units are going to be feasible without considerable development effort.
Not a problem for me personally, I prefer smaller scenarios anyway, but something that might eat quite a bit of resources depending on the scale envisioned.
So many people commenting on this topic shows that ready-states or a more realistic approach to carrier operations is something a lot of people feel missing, and it's perfectly reasonable to voice this concern right after release.
That's exactly what Early Access is for, no one asked the devs to make it happen tomorrow.
If micro management is a problem with aircraft then you need to review how aircraft work in the game. They're micromanagement heavy because there is little to no automation or QoL when dealing with them. You typically have to break air groups to allow all aircraft in a flight use all their weapons or target independently for instance. You can send a flight of 3 aircraft and as soon as one has used all their weapons the entire group will RTB... Or you can target 3 tracks to attack and they'll attack one at a time instead of splitting the targets between the entire flight. You can't preset way points to change speed or altitude. No UI elements or voice elements to notify you when an aircraft is ready (after landing or taking off currently), no voice elements to notify when they pass a way point, They auto RTB without orders (it's a pain if you need to follow flight paths to avoid anti-air), Etc, etc.
I think there should be an arming time and refuel time. It adds strategic thinking and limits aircraft from a spam "I win option" to more of an option of "do I use them here or not" and prevents them from being used as a "oh ♥♥♥♥ button" with instant launching. That said, I don't for a moment think the times should be reflective on RL air operations. I'm talking of minutes, with maybe 15 to 30 minutes being the upper end of this timer with 2-8 minutes being the norm.
I would maybe think of something like this: The arming time would be the "ready state" and refuel time would be a "cool down". The cool down time would help prevent aircraft spam, which is currently so overpower that it breaks missions. The cool down should reflect based on remaining weapons and fuel. The more weapons left on the aircraft the more time is added to the cool down, while the more fuel that's left over the less time is added. Ready State time would be the time it takes to arm an aircraft. The more weapons or larger weapons should add time.
They shouldn't be able to take off again for quite some time, something like 30 minutes of downtime definitely doesn't cut it.