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01. After you destroy enemy radar, it will stay destroyed for the following missions. Also you can see enemy repair brigade rebuilding radar. And, you can attack it to further delay this radar return to functioning. Affects any structures, not only radars. 02. Mission types:
03. When you're out of fuel, you don't need to end your mission. Instead you can refuel and continue. You can refuel/reload at airbases/airstrips/flying tankers/space stations. Doing so, you can beat any previous records. 04. Frontline moving based upon friendly troops success. You can assist it. 05. For different mission types you can choose among different aircrafts:
06. There are not all kinds of aircrafts and armament always available in a particular airbase. Travel at other bases to get them. 07. There is an economic part in the game to those players who want to enjoy it. It is in close resemblance of Milo Minderbinder's syndicate (Joseph Heller - Catch 22) where war planes were used to trade goods at a profit, primarily through black market channels. Player can get additional aircrafts, armament and promotions, in exchange for earned profit via corrupted staff officers. Technically this part is not hard to implement - it uses the basic Delivery mission type along with a couple of interface screens. 08. Dashboard consist of large HUD (standard configuration with Boresight/Gunsight, Accelerometer, Altimeter, Target Designator, etc.), Radar (with pictograms) and Target view (with Description, Specifications, Range, Bearing, Closing Velocity, LAR). Map projected onto the HUD with transparency about 80%, turning off other data. |
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