While I like your idea there are some issues with it.
Overall, having some sort of “return to base” point is a great idea if you want to retire your battered plane, as currently the only option is to keep flying till you die.
If you can’t resupply at all, then there is no point to have a fighter in the air. Realistically they won’t be able to shoot down bomber fast enough and bombers can just use their extra speed to run away into “return to base” point. When playing as fighter It’s not rare to spend all ammunition and not critically damage enemy, which again, gives them ability to nuff off while you like a mofo have to fly to your “return home zone, without amunition”.
IMHO we need a larger distance between resupply and battle zone in Campaign where planes are faster, like in Normandy, in Moscow it’s pretty balanced. Distance could be increased more everywhere, especially for the spawn point, to have a chance to intercept bombers before they can drop their bombs.
On Moscow the distance is already large enough that one can watch youtube in parallel while flying to resupply and back. So it’s not an ideal solution either.
As I was saying in another tread, there is probably some bug with the bomb damage. Fixing that bug and lowering bomb load should elivate most problems.
Let’s look at some of the obvious problems with WT approach:
Airfield camping, just as it happens in WT, some people will be camping enemy airfield instead of “playing objective”. Do you set airfields far enough so camping is no viable? Do you give airfields super AA defense? Do you somehow prevent high altitude bombing of airfield? Do you set airfield in some sort of “out of bounds” region?
WT doesn’t have a limit on airplanes in the air and Enlisted does. So if I’m a competent pilot, I’ll potentially be sitting and waiting while a new guy barely takes-off, flies for 3 minutes to objective, maybe bombs something, flies for 3 minutes back and then crashes on landing. Great, half of the match already ended.
The same can be accomplished by setting resupply zone even further away, again.
It’s kind of already there in a form of engine overworking if running at 110 throttle, but if you run at 99 you can fly for over 2 hours according to gauges.
Having less fuel could help but might be irrelevant with “return to base” function for reload.
maybe the return to base area should be farther away, and if you have an enemy fighter on your ass the return to base area will be unavailable.
but i dont think that putting it really faar away will help since its time the pilot should be on the ground with troops helping rather than just auto piloting the plane to an airfield.
I think it would be difficult to determine if someone is “on your tail” or not. And if you can’t leave then what would happen? Kill timer would be lame, no kill timer would be lame too as you both would fly till out of fuel.
Spawn further than resupply point, not closer like it is right now. The benefits:
this will prevent rapid revenge kill
demand a commitment to the role, because spawn-bomb-resupply-bomb-resupply cycle becomes more effective, time wise, then just spawn-bomb-suicide
give chance to fighters to shoot down bombers before they get to play area
remove 1 minute delay at the start of the match as it will take about 1.5-2.0 minutes to get to battle zone after spawning
Could actually combine it with the OP ideas but in a different way. Each plane gets let’s say 3 resupplies, after consuming all resupplies, Resupply marker changes to “Finish sortie” marker and you despawn when reaching it.
I just dislike the Resupply dynamic in general. Different planes are designed for different strengths/weaknesses and resupplying diminishes these tradeoffs. Also, with limited slots available one person is able to monopolize that spawn.
Returning to Base when your mission is complete and your armament expended plays into how these vehicles and crews operated better.
Sounds good. Single use airplanes would be a better fit with the way battles are - super arcadey, fast paced, taking place on small maps. Going back to the airfield to resupply won’t work until they make all the other conditions more realistic.
Punish kamikaze with teamkills/extra ticket loss. Extended spawn timer for new planes.
Plane fairies can continue to have their megadeath machines that wipe out everything in a 75m radius and the infantry can actually have enough time to leave their spawn. problem solved.
The bombers and arty does nothing but detract from this game… the bombers can fly around and attack at will, killing many and changing the balance of the game without much chance of being shot down. this game should be more about skill at arms not flying around and killing without repercussion. This game will fail as too many new people will start, get discouraged and just leave. There is a chance for this game to have some legs, having a few just racking up the points isn’t it…
What about the planes that crash due to the ping issues in game? Or the ones due to those slight lags that occur which sometimes makes it impossible to pull up?
Making the plane a one use mechanic will also make the tanks more powerful in the game. And this will lead to even more outcry over some tanks being better than the other or not being counterable. Planes help a lot in this regard. And the player base is way too small for a realistic counter to be mounted against teams that have actual human players if all you have is bots.
Punishing players for suicide bombing is very harsh in the current state of the game. There’s already a bit of punishment but if the player’s intention is to lead the team to victory, he could care less about the kill credit.
Buff the AA guns damage to planes(hopefully the anti infantry capacity remains the same), bring the plane bomb damage to pre HE buff values and be done with it. Most of the nerf planes post comes from people who are frustrated dying from it and not able to use the planes in the same way. Atleast planes take skill. I’m much more concerned about arty and mortar spams.
You mean punish their unfortunate allies? That’s all you’re going to achieve unless maps and most importantly areas of active combat / objectives become larger at the same time.
What’s described here is much more practical and doesn’t require a huge overhaul. Limit how much you can get out of an airplane in one go. Limit how often aviation can be used by the same player. This will result in a healthier rotation of players taking that role while also reducing the overall presence of airplanes. It does produce visible results, arcade tank battles in WT are a good example.
Yeah, keep making baseless assumptions and trying to shift the discussion towards me personally instead of addressing what I said. I don’t use bombers and rarely take fighters - only to clear the sky, I find them neither interesting nor rewarding.
“What about the planes that crash due to the ping issues in game? Or the ones due to those slight lags that occur which sometimes makes it impossible to pull up?”
well thats a problem for the devs to fix, the main problem with air is that its way too usep and spammed.
“Making the plane a one use mechanic will also make the tanks more powerful in the game. And this will lead to even more outcry over some tanks being better than the other or not being counterable. Planes help a lot in this regard. And the player base is way too small for a realistic counter to be mounted against teams that have actual human players if all you have is bots.”
Tanks in this game arent that much of an issue seing as their vision is a funnel and can be flanked, tagged , and dealt with one tnt. planes on the other hand can zoom around the map in instances and constanly spam the cap zones for cheap kills.
“Punishing players for suicide bombing is very harsh in the current state of the game. There’s already a bit of punishment but if the player’s intention is to lead the team to victory, he could care less about the kill credit.”
The game has a practive mode for a reason, we should balance the game for aborrant behavior not because someplayers cant learn the flying mechanics in my opinion.
“Buff the AA guns damage to planes(hopefully the anti infantry capacity remains the same), bring the plane bomb damage to pre HE buff values and be done with it. Most of the nerf planes post comes from people who are frustrated dying from it and not able to use the planes in the same way. Atleast planes take skill. I’m much more concerned about arty and mortar spams.”
the AA should be buffed,Planes take skill ? thats a big no no. i would argue a tanker needs way more skill to actually be usefull in a battlefield, than a pilot.
I think about a 1-2 min trip to the resuply would be decent, that means it’s a 3-5 minute loop. For 20+ average kill in bombs that sounds fair.
Potentially as well as a 3 minute respawn cool down on another aircraft squad. To alleviate the bomber , fighter repeat method.
I love flying planes and I’d be fine with that time, in war thunder the bases are ages away to resuply.
I think for the game to survive, I notice people are complaining alot about the bomb spam ruining the intent of the game. The need to find the balance.
Also increasing AA speed and power helps.
Also increasing your AI squad accuracy controlling AA towards aircraft. So you can fight and the ai squad can help take out air.
Thoughts?
Is there something wrong with you? I didn’t even say I don’t want what you’re suggesting. I only said it probably isn’t going to do what you think it will and they’ll have to do much more to make it work. Either way my motivation is completely irrelevant, the only thing important is whether or not my logic and arguments are sound. Which you didn’t even touch upon.