It's about the "RTB Exhaustion" feature recently added. It's a very nice touch that adds a new layer of realism (and more planning for me

Here the problems how I see them :
- First is the fact that said RTB order appears to be "absolute", meaning it seems to be, either as intended or as a "byproduct" of coding, overriding all orders issued to A/Cs. For a typical RTB (weapons state / fuel) I can dismiss the needs of the unit and instead redirect it to a new task as I see fit regardless the consequences (like a fuel starvation crash) and this can be set even at doctrine level. This doesn't apply to an RTB Exhaustion status.
- Unfortunately it appears that currently (as of B1265.1) on top of being unable to override the RTB Exhaustion status / order it completely disregards any possible "issues" on the way to base (like no-nav zones)
- Lastly, and this is my personal opinion, I think that a plain RTB on reaching exhaustion is not correct(?).
Just think about the following situation :
"Flight Bravo 22, we need you to remain on station for 30 more minutes, Echo 32 had to take a detour and will arrive on position later than predicted, ETA 20 minutes, over" - "No can do Center, I've been airborne for 7 h and 52 min, I'm clocking out in 8 min, no overtime, bye" ... ... ... *static*
I mean they are flying a combat mission and are on duty, if I've been caught "with my pants down" and have to order them to engage a flight of strike A/Cs inbound to my SAG while they have 20 minutes of fuel left and will likely crash afterwards why can't I do the same if they are tired and sleepy? We may loose a couple ships and a war if they don't sacrifice some sleep time...
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Critic over now to the suggestions :
- Remove the RTB order. Now wait I will explain why.
- Introduce a "fatigue" counter instead of the current "time" counter. It will work similarly but instead of counting time it will accumulate "fatigue points".
- "Fatigue points" will be added linearly over time and a multiplier will be applied any time the unit will experience :
G tolerance decrease, Engaged Offensive / Defensive, any other status as you see fit.
Fatigue points will be accumulated until they top the unit's "fatigue tank" (say in the same 8 h for a fighter but in fatigue points minus any detraction by multiplier etc... if it makes sense)
- Once the "fatigue threshold" level has been reached (i.e. "fatigue tank" topped) :
> The fatigue counter will be stopped and a malus will begin to be applied
- The malus :
> Will negatively impact OODA values, they will exponentially grow over time for every minute after reaching "fatigue threshold" level
> Will negatively impact G tolerance values, they will exponentially decrease over time for every minute after reaching "fatigue threshold" level
> Will negatively impact sensor cueing. Now this one I will admit, I have no idea how to implement... Maybe the mk.1 Eyeballs will be the only affected with a diminished range / sector scan? I mean a RADAR or RWR works without input but you have to monitor it...
> Will impact any other mechanic you may want to include. The plus is that said system should be "modular" (add / remove maluses as you see fit / new features get implemented)
- Two new mechanics will come into play :
> Sleep deprivation mechanic : every X minutes the "dice will roll" for a chance of the pilot falling asleep, for every "not asleep" dice roll the next chance for "asleep" multiplies. When the "asleep" dice rolls the A/C enters "No comms" status and all contact is lost. Now the dice will roll again but this time it will be a "wake up / don't wake up" roll. Unlike the first this one will not receive any chance multiplier for a successive "don't wake up" roll. Once "wake up" is rolled comms are reestabilished and the "asleep / not asleep" cycle will restart.
> Accidental crash mechanic : every X minutes a dice rolls for a chance of air crash cause pilot error. The chance is "flat" (as opposed to the sleep roll). If the dice rolls "crash" you loose an A/C. If during dice roll the status of the A/C is also "asleep" a flat bonus to the "crash" dice roll is applied.
Both mechanics will persist until "over fatigue threshold" status is removed (that is by landing).
The idea is that this fatigue mechanic will be toggleable in the "scenario features".
This are just my 2 cents on the idea... I understand that compared to what we have now it would require more work so I don't know how feasible it is (and honestly I don't even know how to implement it) but since this is a public beta and essentially WIP I thought my suggestion could have a right to be discussed.
That's all that comes to mind for the moment.