Thread: FFG vets.
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Old 01-26-06, 02:37 PM   #4
Fish
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Join Date: Sep 2001
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Default Re: FFG vets.

Quote:
Originally Posted by OKO
Quote:
Originally Posted by Fish
When I set the flight schedule for the FFG to 5 minutes, and the host prevents the players from using "aircraft quick launch", how long does it need to launch a Helie from the FFG in a multiplayer mission?
Well ... 5 minutes
Your question is a bit strange, Fish
let me be a bit sarcastic with you my friend =>
you ask how long is 5 minutes in reality Uhh...not necessarily. well 5 minutes is ... 5 minutes

If you put alert 5 , the helo is immediatly at alert 5 at mission start, and could take off 5 minutes after the game start
same for alert 15 & 30

ALL realistic missions will NEED to switch OFF the air quick launch.
There is no advantage at all to use quick launch, if you want immediat launch, use alert 5 in edition, or put it in the air.
But using air quick launch is NEVER a good thing.

Missions are made to be accomplish with means at a time, not with all means immediatly.

As mission designer ... designed this, if you use air quick launch on my missions (and on most of missions made by the community I tried) you just unbalance the scenario with a cheat.

So it's just never to use.
need a helo from the start ? use alert 5 or put the helo in flight.

Other thing is AI surface platform
If you use air quick launch, they could immediatly send you one or 2 helo as soon as you are detected.
This kill most of single player mission with human sub against surface IA : suddenly you have a forest of helo because you were detected some minutes ago
I tested this ....
Well, I am obliged to follow the SW dive ROE.
I was in the opinion, when you set the helie on the FFG to "alert 5", you can launch the helie with in 15 minutes (tested that), BUT.. it seems not to work that way in multiplayer, thats why I am asking.
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