One last thing before I go for the night. I think it is important that we should start talking about the things that we feel are important to our Air Model and making a list and checking it twice. Perhaps, Mogami, you could jot this stuff down or print it out and compile it for the designers who care. It may not result in any change, but at least through Mogami, who's open mind and generous posting keep my hopes alive, at least we'll be heard.
I'm talking about things that might be added to the current model to "flesh it out" if you will, give it more depth, more variables etc.
Consider this.
For those of you who don't know I fly Hornets for the US Navy. VFA-131 to be exact. And these are the things that we as fighter pilots see as important, in no particular order(for now)...
1)Experience(EXP)--You're overall time spent in the air. Flight hours, traps, air/air engagements(training or real), Kills (a big one), etc. this provides a sense of comfort in the air to a pilot, even in a combat situation for the first time. A sense of the air, his aircraft, how he can expect his men to react under fire etc. by no means should it be absolute, (ie a 90 EXP pilot should not ALWAYS best 65 EXP pilot.) There are INFINITE variables that affect Air Combat. This one attribute encompasses/affects/modifies ALL the following attributes. A catch all of sorts.
2)Airborne leadership(LDR)--This develops over time. Training helps, but combat is the real test, and will really develop this attribute. Some people are born with the innate ability to lead, and that extends to the air.
3)Training(TRA)--a starting level or initial standard of training, based on the current demand on the pilot pool. Low losses at the front, ie early success=fewer KIA/MIA, and more time to train better RPs. This attribute could be a composite with later experience, or just turn into EXP after they reach the front. Don't forget the pilots that are rotating back to the theater, or may be transfering in from another theater.
4)Proficiency(PROF)--a direct result of the quality and frequency of your training OR your combat. A pilot who flys every day is said to be "proficient". A Combat Pilot who flys Combat every day would be a proficient combat pilot. This attribute might flux depending on time in the AOR, intensity of operations, or steadily decay (much like ship SYS DMG increases over time) while resting. ie when the yanks pull into Sydney and are pre-occupied with the local Auzzie beauties
5)Situational Awareness(SA)--this actually has a definition form TOP GUN, but I'll paraphrase..."The mental picture that a pilot paints of the events and circumstances around him" It is extremely important, but isn't constant. It varies with EXP, the evironment, luck, fatigue, the sun in your eyes, a well executed enemy tactic, a disadvantageous position etc. The analogy we use is that of the bucket. Is it full, overflowing, or do you have room for more?
6)Tactics(TAC)--A knowledge of, experience with, and the ability to...EMPLOY your Airplane. But not JUST your airplane, but those in your section, those in your division, and those in your squadron. For example the section Thach weave, the division Thach, slash attacks, the squadron bounce out of the sun. The list goes on and on.
You could also include the same knowledge/exp with ENEMY tactics. Are these the same guys you've been dueling with over the Owen Stanleys for the past month, or are they newcomers to the fight, complete with a new type of improved aircraft, and using new tactics.
7)Raw Talent(TAL)--let's face it. Not everyone is meant to be a fighter pilot, dive bomber pilot, level bomber pilot etc. Some guys can really bend their bird around in ways others can't. Yes its true this can be learned, but to some it is innate.
8)Luck--This randomizer shows up EVERYWHERE. It is what makes Aces into asses, and asses into Ace's(yes I just made that up)
How would this apply to the model? A traditional Navy squadron deploys 12 aircraft, or three DIVISIONS of four aircraft. Even in WWII as we know, the division was a basic unit (2 sxns of 2 a/c) I think the best way to resolve comabt in WiTP is to form divisions via some algorithm that uses a given attribute(Like LDR) to select division leaders(each with their own EXP, LDR, SA, TAC, etc). The Squadron leader, usually the skipper, or another high ranking member of the squadron, leads the whole unit in the intial stages, but the divisions split up, or gang up on their adversaries after the initial advantage is resolved. Those divisions enter combat together and either succeed or they don't relative to the attributes, of their enemy, and the initial advantage at the start of the fight.
Once combat is started, the attributes of the LDRs and the rank and fiel pilot, the current morale level, SA determine how well they maintain section and division intergrity. When a new round starts this would affect the following combat, perhaps the first combat seperated the division, and the 2 individual sections are now working independently. One section finds an enemy plane at a disadvantage, and dipatches it. The othe is beset upon by a larger sub unit of the enemy force and they are further seperated into singles or even dispatched themselves. Each step of combat though is affected, modified, rolled based on these attributes, special situations could be created basedf on tactics, luck, environmentals, leadership, expeience, and of course the relative performance othe involved aircraft.
Feel free to add to or expand this list, and keep track of these things.
Mogami if you think this "List" warrants its own thread, make it happen. I'll be at sea for the next 2 weeks with limited internet access at best.
v/r
Elf