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Bail-out for Aircraft
"As one of our longest standing requests from pilots, bailing out from aircraft has remained an elusive feature. We have chosen to develop a partial answer to this request with 1.32.
The goal of this feature is providing a means for a pilot to increase the chance of having his mission scored as "Rescued" or "MIA" instead of "KIA". Pilots will have the ability to despawn while in-flight which will activate the despawn timer. Once the timer expires, the player will be dropped from his aircraft with a chute attached and will begin descending to the ground. The first-person view will be similar to what is seen as a paratrooper in descent. After touching down, the despawn function will be completed with the presentation of the after-action report. Pilots will not have the ability to continue play as infantry once touching down.
After a player bails out from the aircraft, it will continue on an uncontrolled flight path until it crashes to the ground/water. This will provide additional time for enemy aircraft to fire and potentially cause critical damage. Critical damage to the enemy aircraft will result in a mission score of "kill". Should the aircraft not be critically damaged prior the completed despawn of the pilot who bailed out, the aircraft will also despawn from the game world as seen in current play."
Personally, my vision for this feature was continued gameplay even after bailing out of an aircraft. Not to mention the immersion of escape and evading back to friendly territory. I could care less about my KIA/MIA status. How much you want to bet the majority of the time you'll die before your despawn timer allows you to bail out?
After waiting 9 years for this feature to be added, I'm really disappointed in it's implementation.
Comments
Another feature that I also had on my wish list for a looong time. Glad to see it is "somehow" moving fwd although it is fairly limited and, as usual for flyers only. Don't know why they are still bothering with ground stuff...
Very easy, why they are bothering with ground stuff - to keep the targets for the flight-sim (with army and naval sections around that fly-game) alive.
And here I thought your flyboys were around to hone my AA shooting skills. I've never seen a plane take a town. In fact I've seen towns being taken while under and enemy airquake.
Well Hairog, it is absolutly true, planes never take towns - but i´m shure you know what was happened the first time weather(clouds) was implemented - there was lots of complainments in Hangar and the clouds where gone. How long on the other side the barracks are begging for better AA? Planes got their TIERs, while AA not. How long does the Barracks are asking for SPAA to get fast away from spawnpoints before getting strafed/bombed in AB/FB? And you also know what happened about the ground players requests - nothing. They also asked as kindly as the flyboys, but the flyboys get by far more attention than any other part of the game.
Oh, shure again, planes don´t take towns, but you mentioned playing AA - did AA take towns? - No as well - but you play AA, because you like it, flyboys like to fly, tankers (like me) like to tank, but none of us can take a town - but we all are seeking our "fun" in game (and not towns - this are for the inf-players to capture towns). Now, as we are all humans and have different definations of "fun", at least it is possible to see 3 groups of players in game - naval, grounders and airgamer; why a single section is receiving more attention than another - are they "better customers"?
Naval players ARE the stepchild in the game, followed by Motorpool, while air is on top of the line. I would agree, if there would be something like a rotation principle and each section would get major attention for a while. As much as would like to see new tank models in game, i absolutly agree, that navy should come first - instead of bailing for air.
Good step in right direction. Next step would to be extended polycrewing.