(Land) Strike mission: 4 targets - 4 aircraft

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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thewood1
Posts: 10130
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: (Land) Strike mission: 4 targets - 4 aircraft

Post by thewood1 »

You will always be able to do things the AI can't do. Its just the nature of PC games as they are today. But the new planning tools are actually a bigger deal in scenario design than in the execution of the scenario. Again, getting the AI to do thing in missions more like a human is the biggest benefit og the new tools. The side benefit is if you put the time into planning up front, the execution part can also run fairly hands off.

To give an example: I have played around a lot with assigning aircraft to two missions on every strike mission where I think there might be significant air defenses. I have the ingress and strike and then create a mission that brings them home. It takes a little playing around with but have gotten it to work fairly consistently. If I'm playing in the editor, I use events and sometimes lua. But in execution, you should be able to use the MDSP and its new multi-mission and trigger features to do it.
cwemyss
Posts: 254
Joined: Fri Nov 29, 2013 9:00 pm
Location: Grapevine, TX, USA

Re: (Land) Strike mission: 4 targets - 4 aircraft

Post by cwemyss »

No doubt, it's a massive improvement and I heartily thank the Devs for taking it on. This wasn't a complaint, as much as "has anyone found a way around this?"
Occasionally also known as cf_dallas
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