Closed DanAlbert closed 3 years ago
One interesting idea with this: once an aircraft type at an airfield exceeds 12 (though this number may be changed), a second squadron is created with a different livery and skill level (if implemented).
another thought: if skill levels are implemented, then a ferry command would make more sense than decommissioning units at one base, then using the $$ to commission units at a front line base.
(merged into OP for task tracking)
The pilot half of this work is now done (aside from a UI improvement) and documented.
Squadron side is now complete. Any remaining work was forked into separate bugs, but this is feature complete.
Perhaps the squadron feature is not totally complete? I created 4 squadrons of the same aircraft type and allowing liberation to autopurchase aircraft, it only populated the first squadron with around 26 aircraft and 0 for the others of that type.
Aircraft do not belong to squadrons. It assigns missions to squadrons with available pilots first, and then creates new pilots as needed. If you have two squadrons of identical capability and haven't created any pilots then it creates the pilots all in one squadron because there's no reason not to. If you want to use the second squadron, give it pilots.
Add "squadrons" that have persistent AI (and player) pilots. Squadrons could be given a specific aircraft type, a mission type preference, and a fixed livery. AI members of the squadron would increase in skill as they complete missions.
Squadrons:
Pilots:
Planned flights would no longer have just a client count; they'd have an assigned pilot.
Player pilots:
A handful of follow ups were forked out since they either make large changes to economic balance or require non-trivial AI work: