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Thougts on Full Game


Skuderian

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Hi!

I have played now many games with full version and here are some thougts on it:

1) If you reach a niveau of around 30 points its always the same. Try to shoot down his wingie in first down and than hope you get lucky on his leader.

2)If you have a good leader and loose his wingie in next fight its impossible to stay cause your wingie has no skills and he has many skills with both planes.

3) Its nearly impossible to gain Exp with your wingie cause most time is it time for your leader to shoot down enemy planes cause of the lack of cards. (Maybe doubling points gained by a wingie could help.)

4) Escort missions are unbalanced cause you do not know at which level your bomber start. So often 1 or 2 had been shot down without possibility to intercept from my side.

5) Most annoying is fatigue gaining for top pilots. When you start you can fly 2 Missions before you have to rest. For top pilots you have to rest 3 missions before flying 1. So good pilots will be killed very fast. Dont think that this is interesting for experienced players...

And here is a short bug list:

1) Wingman dont get Fighter Clasp after 20 missions.

2) Wingman dont regain escape death after a while. (Really annoying cause i have a wingman who has flown more than 50 successfull missions without regaining Escape Death.)

3) German top pilots always fly against a Spitfire XIV. (Value own pilots from 27 to 43 makes no difference.) Also escort missions always against XIV. (Why not against americans or other british planes? Make no difference if playing with FW190 or Me109K always the same opponent plane with same stats.)

4) Leaders get misterious cards. He played three defense cards against my attack cards and had at end of turn same number of cards. (Should be impossible cause he only can get 1 for Reflexes and 1 for drawing cards.) Sometimes I left a leader with vertical roll, he decides not to follow but at the end of my turn he has two cards more than before. (AFTER climbing, wingie already shot down.)

[ October 08, 2005, 03:42 AM: Message edited by: Skuderian ]

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All good points by Sku. Just to add my impressions:

3) There definitely needs to be some way to increase wingmen exp at high levels. At low levels it's easy to pick up points because enemy planes don't have as much defense, but this really drops off when you're flying the top-level aircraft.

4) This is REALLY annoying. And in the campaigns can be unbalancing.

From the bug list:

2) I have experienced this as well. Once a wingman loses his Escape Death it seems to be gone for good. All of my high level pilots' wingmen no longer have Escape Death and aren't getting it back.

3) Yes, flying the top pilots gets very samey as it's always against the same guys. Why not more variation?

4) The draw stuff needs serious work on all fronts. This is something where the game is really being hurt by not showing what is going on. Any time a pilot draws a card, the reason should be shown.

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I agree on the "wingie must go first" part. I think the increased nuisance caused by wingmen coupled with decreasing relative survivability designates them as first-choice victims after they collected 800 XP or so of permanent skills.

At this level, even a fully defensive wingman (check six, natural pilot, sweep tail, spoil aim) should have a very short life expectancy. This is one of the major areas where the bots fail to play properly, by the way. The AIs are going for the leader far too often, that is one of the main reasons why the über aces are still "winable" despite all their skills and redraws.

Since the number of structure points does not rise as quickly as the potential damage per turn, the poor wingies become at the same time more threatening and easier to kill. The two effects add up in favor of getting them out of the way first chance :D . And the general nuisance of the most powerful wingman skills (distract leader, leader advice, extra energy and so on) add yet other reasons to go after them first.

I also agree on the wingmen not regaining their escape death. I take the word of Dan that the intended rule is 30% to regain the ED after a mission, but the implementation must have lost its way somewhere. As many other "frequent flyers", I have wingies who never got their ED back after more than a dozen missions. The probability to fail to get the ED back would be something like 2% after 12 games. And this is not an isolated case. Besides, regaining ED seems to work for leaders. But maybe it is just because of the second possibility (after scoring a kill), since leaders usually kill a lot more than wingies.

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more on "wigie cant regain ED" topic:

Yesterday I finally got an ED back for one of my old wingies, and it may be a coincidence but he happened to shoot down a plane on that mission (which, as it was already said, becomes more and more difficult as experience increases).

My hunch is that shooting down planes is the only way to regain ED for wingies in the current implementation.

I wonder if some kind of automated test could shed some more light on the problem, like the server code creating fake player elements, playing them for a while and doing statistics on the ED recovery?

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I'd have to look at the code again to refresh my memory, but I think shooting down an enemy aircraft improves your chances of receiving an ED to 30%.

If you didn't shoot down an enemy aircraft, then I think you have to survive the mission undamaged (or maybe just not have been shot down, I don't recall). In this case, I think it is a 20% chance.

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