It would be great to have some simple'ish scripting that would let you control things a tad better.
Such as:
Fly mission type a to range x until fatigue > y with z% of available aircraft.
This would take care of two things: extreme range silliness and overflying, allowing you to set and forget a base without having planes run off and commit suicide for nothing.
The above made me think about managing air ops in general. I wonder how much time and mouse clicks it will take to go through all those air groups in WitP, checking morale, fatigue, mission etc. each turn - provided the current UV system is used without changes. It's a hassle within the limited scale of UV already, and IMO too much micromanagement will kill the fun factor.
Mr. Frag's solution looks good and the principle looks familiar from Talonsoft's 'Battle of Britain', where you could assign thresholds for certain parameters, e.g. 'fly missions only if morale is >50, fatigue <50 and cloud cover <7/10'.
However, this might be a bit too 'tactical' for WitP. What I have in mind is a button on each 'air group screen' toggling the effort of the group between 'sustained' (sustainable?) and 'all-out'. 'Sustained effort' would automatically use only those pilots with reasonable fatigue and moral values (say fatigue <30 and morale >60) and would only allow missions if the unit is at least at say 50% of nominal strength and weather isn't lousy. 'All-out effort' is self-explanatory. Once set to 'sustained' the unit should be able to operate without needing the player's attention each turn.
Furthermore, it might be useful to have an indicator (e.g. red border) on the airfield symbols if the base contains units on 'max effort', so the player could easily recognize the bases that need his closer supervision.
This idea probably isn't thought-out too well, so what do you guys think?



