You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Feature Description
Flares in YSFlight defeat the entire purpose of missiles, rendering BVR combat to be less a combat engagement and more a 3D animated Looney Tunes special. Look me dead in the eye and say this is fine without looking like that dog in a burning house, regardless of your opinion on reworking the entire weapons system.
How would this function work?
I suggest we implement an RNG flare system that causes flare effectiveness to range between a minimum of 30% and a maximum of 75%, or some other range, as needed for balance.
Potentially, have the odds of flare defeat be per-weapon archetype.
i.e.:
AIM9 : 50-80%
AIM9X: 30-60%
AIM120: 20-50%
We may also want to up stock YS flare values to complement this so that prolonged engagements with experienced pilots are still possible, as aircraft equipped with them tend to have around 70-90 individual flares.
Why is this feature important?
I think the feature description puts it best. Any examples as to how this feature would work?
The existing missile guidance code would run an RNG check on values between the minimum and maximum values for each flare deployed by a targeted aircraft. Whatever value it comes up as, will serve as the odds for defeating the missile guidance.
The text was updated successfully, but these errors were encountered:
Feature Description
Flares in YSFlight defeat the entire purpose of missiles, rendering BVR combat to be less a combat engagement and more a 3D animated Looney Tunes special. Look me dead in the eye and say this is fine without looking like that dog in a burning house, regardless of your opinion on reworking the entire weapons system.
How would this function work?
I suggest we implement an RNG flare system that causes flare effectiveness to range between a minimum of 30% and a maximum of 75%, or some other range, as needed for balance.
Potentially, have the odds of flare defeat be per-weapon archetype.
i.e.:
AIM9 : 50-80%
AIM9X: 30-60%
AIM120: 20-50%
We may also want to up stock YS flare values to complement this so that prolonged engagements with experienced pilots are still possible, as aircraft equipped with them tend to have around 70-90 individual flares.
Why is this feature important?
I think the feature description puts it best.
Any examples as to how this feature would work?
The existing missile guidance code would run an RNG check on values between the minimum and maximum values for each flare deployed by a targeted aircraft. Whatever value it comes up as, will serve as the odds for defeating the missile guidance.
The text was updated successfully, but these errors were encountered: