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January 18th, 2006, 05:33 PM
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BANNED USER
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Join Date: Jan 2006
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Re: SAM Effectivness
There is a problem here, though. Any plane that gets hit with a MANPAD is probably going to be too beat up to keep flying a later turn. I remember that in the old SP3 there was a "morale check" where planes with low morale/high supression weren't allowed to do any missions. There dosen't seem to be much of this in WinSPMBT because I keep getting attacked with planes that I've already hit.
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January 18th, 2006, 09:29 PM
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Corporal
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Join Date: Jun 2005
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Re: SAM Effectivness
I'm pretty sure if a plane has any damage, it won't fly any more missions....
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January 19th, 2006, 09:26 AM
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National Security Advisor
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Location: Dundee
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Re: SAM Effectivness
A plane with 1 or more damage returns to base.
Helos can (occasionaly) manage to fly after some damage, if you can rally them enough, perhaps for a turn or so (allows you to drop passengers before bugging out) but in most cases - go home on 1+ damage too. Theoretically they are supposed to go right home, but I am happy with this occasional extra turn of hanging around "bug" becoming a "feature", and so do not propose to find out where in the spaghetti it happens in order to fix it.
Andy
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January 19th, 2006, 09:28 AM
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National Security Advisor
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Join Date: Mar 2005
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Re: SAM Effectivness
And to reply to myself - I think it has to do with troop carring helos, to give them a chance to offload the pax?.
Cheers
Andy
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January 19th, 2006, 11:44 AM
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BANNED USER
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Re: SAM Effectivness
I think that helos should stick around, because I'm sure certain attack helicopters, like the Apache, are tough enough to stick around. There wouldn't be too many planes, though, that would stay around after being hit. There still would be some times, though, when a plane could ignore a light hit, espeically for a plane like an A-10 Warthog.
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January 19th, 2006, 12:11 PM
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Captain
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Join Date: Jun 2005
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Re: SAM Effectivness
Quote:
Mustang said:I think that helos should stick around, because I'm sure certain attack helicopters, like the Apache, are tough enough to stick around. There wouldn't be too many planes, though, that would stay around after being hit. There still would be some times, though, when a plane could ignore a light hit, espeically for a plane like an A-10 Warthog.
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What do you consider "ignoring a light hit"? I'm no fighter pilot meself but I'd tend to consider flying back home in one piece a relaxed enough, posture, as opposed to outright ejecting. A plane like the Warthog already is much more resistant than other planes, i.e. I guess it means it can take more damage before being critically damaged and crashing.
Also keep in mind that a damage pericieved as non-critical when it occurs, can turn really nasty minutes afterwards, like a tiny fuel or oil leak for instance. So IMHO a pilot will return to base after any kind of hit, because he will prefer being (himself and his plane) fit and available in the near future than running a last dash that can turn deadly (he got an enemy hit, remember, so probably he has chances taking another one if he comes back). Not mentionning loitering around waiting to be called again while his plane disintegrates slowly... 
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January 19th, 2006, 03:17 PM
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Captain
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Join Date: Jun 2005
Location: Nijmegen
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Re: SAM Effectivness
The ability to withstand some damage (like A-10's and attack choppers) is already in the code. They are harder to damage. Whent hey do get damage, even 1 point, that doesn't mean a 'light' hit, but a hit serious enough to make the pilot go home. All those 'light' damage hits aren't registered.
As to being attacked by planes already hit, I think Mustang means that planes which are hit while doing their attack run will continue with the run unless actually destroyed before they reach the target. Damaged planes don't return for later turns, but they do continue with their mission in the turn they are being damaged.
Narwan
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