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Why the ME needs a third group -NEUTRAL !


ex81

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Why the mission editor needs a neutral group!

For all mission builders that would be new, great opportunities.

 

The necessity is to be shown by an example.

 

A mission is to be created in the ME based on the following idea:

An Iranian defector wants to settle in the UAE with his SU 29 (red group).

The intelligence services of the Blue Coalition are informed and the defector is escorted by three F16 Vipers to an Air Force Base where security forces receive the pilot and the machine.

 

What problems are emerging when creating the mission?

First, you can not use the Follow command to have a blue jet follow a red jet. This can be solved with some effort.

(See MIZ Appendix Deserter gets a three ship escort. Start the mission and use F2 and F6 to watch how the Jets behave.)

Second, the blue group and the defector only land on the selected base when it is neutral. Otherwise, either the red or the blue group simply turns off when approaching the base.

 

But if now the mission should be more life like, one should be able to place on the basis a "receiving committee", also a Follow-Me vehicle, which shows the Iranians the way on the unknown airfield. Etc., etc.

The problem here is, as well as only one group or one object belongs to the blue side, no matter if active or static object, the Iranian does not land.

 

This problem would simply be non-existent with the ability to use a neutral group.

Therefore the ME finally needs (again) the possibility of the third, neutral group.

Iranian Deserter PG.miz

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Neutral side would as well be United Nations peacekeepers, it could be the another rebel group that is supported so they are not attacked by anyone else etc.

 

What the DCS World needs is not sides RED, BLUE, Neutral. But teams and alliances.

 

Now what does that mean? We can have 9 digits (1-9) for the teams, that can allocate multiple countries in them. And then there can be alliances (again 9 digits, 1-9) that can generate a multiple cooperations between alliances.

 

So you can have a situation where there is country A vs Country B in situation (combat over bridge, in town etc) and then generate a specific units own truce (transport wounded, let the specific unit pass the area etc) by designating the same alliance flag to the units in that area.

 

This way you have a hostile A and B units towards each others, but A does not shoot Country B ambulance in that area, but will shoot a anything else.

 

The alliance flag can be a unit mode or it can be a trigger area even, so all the units on that trigger area switch to same alliance mode. This can be a bridge over river that is the border, to generate the neutral area there where units will not shoot each others (like exchange of the prisoners) but will if the unit will move over the trigger zone to other side with reach of weapons.

 

Now, one of the digits in the alliance mode can be set as universal "White Flag", so that example when unit receives enough damage, they can switch to "White Flag" and the other AI will stop attacking them and they do not shoot back. Be it a group damage falling below 30% and they get "captured". Or it can be a damaged aircraft that the other pilot will leave and let them to return to base if they get there.

 

The mission designer could define each of the team and alliance digits at specific rules, like digit 9 to be that "white flag" and digit 8 to be "do not shoot" that would allow to generate situations where Team 1 does not want to start the war with Team 2 by firing first, so they do not shoot Team 2 as long it has Alliance 8 digit, but once they get shot at by Team 2, it changes its alliance digit from 8 to 2 and then Team 1 will engage them.

 

It is little similar to "Do not engage" modes, but just make it easier and more universal that can allow quickly change the status of all the units on the map, on general area, specific unit or group etc.

 

And it could then be called as 9-9 or 2-1 combination digits.

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I'm sure this was asked for long before, but to no avail.

 

Yes, the game needs it, but it's probably not that simple to implement given the current code. E.g. should a Neutral aircraft AI react when it's attacked and how should its side react after that towards the attacking side and so on.


Edited by Dudikoff

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Already requested and discussed here: https://forums.eagle.ru/showthread.php?t=244502

 

Unfortunately ED recently removed the neutral faction, which was already available through some config edits: https://forums.eagle.ru/showthread.php?t=246847

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DCS Panavia Tornado (IDS) really needs to be a thing!

 

Tornado3 small.jpg

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Already requested and discussed here: https://forums.eagle.ru/showthread.php?t=244502

 

Unfortunately ED recently removed the neutral faction, which was already available through some config edits: https://forums.eagle.ru/showthread.php?t=246847

 

 

As you said, the feature already exists. Why does ED ignore the wishes of many of its customers? Not a large number of modules make the simulation better, but the details that the mission engineers can use.

 

Please ED make this feature default!

What goes up, must come down !

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As you said, the feature already exists. Why does ED ignore the wishes of many of its customers? Not a large number of modules make the simulation better, but the details that the mission engineers can use.

 

Please ED make this feature default!

Because this feature is still unfinished and doesn't work properly. I'm pretty sure they will make this happen eventually, when time and ressources allow for it.

Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit

 

DCS Panavia Tornado (IDS) really needs to be a thing!

 

Tornado3 small.jpg

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