Training squadrons with 0 or 1 plane

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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InfiniteMonkey
Posts: 355
Joined: Fri Sep 16, 2016 12:40 am

RE: Training squadrons with 0 or 1 plane

Post by InfiniteMonkey »

ORIGINAL: Revthought
ORIGINAL: rustysi
Not much of a wall at 50 shown in this screenshot.

It is my understanding (and experience) that the 'wall at 50' is WRT experience not individual skill sets. These in my experience can train up to 70 quite easily. Experience much over 50 requires some sort of mission other than training.

What kind of experience are we talking about? Overall experience or skill experience? I find that you can absolutely increase skill experience past 50 with training. In fact, I usually don't (I am not saying what I do is the most efficient) start running pilots in actual "combat" missions until I've achieved at least 60 in all of the relevant pilot skills for the type of aircraft they're flying.

Edit

While I am a data scientists by profession, if not training, what I really don't want to do for the games I play is test these things myself; therefore, what I need, and players like me need, is for someone to tell me the absolute best training regimen so I can implement it into my play without thinking too much about it. [:D]
I'm working on one. I'm testing all the way though, so I'm verifying with tests the statements I make. I do not want to just parrot the manual or some post or my own observation, but have tested and proven in the game engine the plan I propose. Testing that much takes time. My document has already changed several times due to things I've learned in testing or through the questions or points raised in this thread. And I am fleshing out concepts along the way. It's getting to be a pretty long document. I've been thinking of writing it in 4 sections:

1) a plan to follow (checklist)
2) tutorial for the checklist (how to look at each squadron and what to do with the squadron to optimize if for training case studies)
3) principles behind the checklist
4) test results supporting principles in the checklist

The idea would be that someone could just follow 1) & 2) without a lot of effort, but could read it all if they want to spend the time and understand the why rather than just the what. It will be from the Japanese perspective, but most principles should carry over.
InfiniteMonkey
Posts: 355
Joined: Fri Sep 16, 2016 12:40 am

RE: Training squadrons with 0 or 1 plane

Post by InfiniteMonkey »

ORIGINAL: TulliusDetritus

ORIGINAL: Revthought
what I need, and players like me need, is for someone to tell me the absolute best training regimen so I can implement it into my play without thinking too much about it. [:D]

Just installed Da Big Babes mod [again], allied AI... the theory is sound and solid, problem is where am I going to find the spare planes to fill the training squadrons? [:D]

And then there's the "philosophical" issue. I guess everyone agrees green fresh pilots need more on map training, they are not ready. OK, but the training tools are lacking though (unless I'm missing something). Or the developers expected these pilots should be thrown to combat?

If that's the case, aren't we artificially creating terminators?
I dunno about terminators. There is a limit to how good a pilot can get off a training program. Eventually, they have to go on real missions before they can become veterans and you have limited time to train any given pilot or you will not have the quantity you need - and quantity has a quality all its own.

Both sides are limited in # of "slots" in training groups and time to train per pilot - the more time you spend training an individual pilot, the fewer pilots you get per month at that level of skill for a given number of slots. Every training slot you have comes from an air group that will not be available for "real" missions.
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Tanaka
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RE: Training squadrons with 0 or 1 plane

Post by Tanaka »

ORIGINAL: InfiniteMonkey

ORIGINAL: TulliusDetritus

Sorry if this was already asked but I can't get the search function to work.

Let's suppose x squadron is a "training" unit. Two scenarios:

1) squadron has 0, 1 or 2 planes only
2) squadron has the maximum number of planes

Will the pilots of 1) and 2) increase their skill/s at the same speed?

Thanks in advance [:)]
The short answer is the more planes you have, the faster the group will advance. There are multiple components to training advancement. From my testing, number of planes is one of the more important ones in determining rate of advancement. I'm slowly building a document "How to be a Japanese Fan Boy" that covers a wide range of topics important to Japan. My section on training pilots is something like 10 pages in OneNote right now... One day, I'll share. :)

Hey Infinite Monkey did you ever finish your JFB document? Care to share yet? [;)]
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