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Old_Boy

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  1. Yes, carrying out group actions is certainly much more effective in terms of career progression (scoring), especially considering the significant increase in survival probability and target selection: attacking targets heavily defended by AAA (Seattlement, powerplant, etc.) is essentially prohibitive for actions carried out by individual aircraft (Lone Wolf -> Death Wolf). However, the significant presence of "Lone Wolf" in dynamic campaigns is a reality. In some missions, they can likely represent more than 50% of a faction's total players. A dynamic campaign, based primarily on pre-formed team play (TAW), with all targets impossible or extremely difficult for a single player to attack and, consequently, the futility of carrying out Strike, Attack or CAP missions with individual aircraft, discourages these Lone Wolf players from participating in these campaigns unless they exclusively carry out resupply missions. A good dynamic campaign setup, like the one in Front Line, has been implemented in Combat Box, which features several missions with objectives that can be achieved even by single players with a reasonable chance of survival and thus of progressing in the career of the virtual pilot they control. However, although Combat Box takes flight time into account in its scoring, as a further recognition of the pilot's experience ( ๐Ÿ˜‰ ), unfortunately it does not implement a reward and cost mechanism that restricts the use of certain assets. This reward mechanism, present in both Front Line and Taw (with the exception of the cost), further encourages the player to consider their participation in the dynamic campaign as a combat pilot simulation and not as a combat simulation, where the score is primarily geared towards recognizing the player's skill.
  2. Hi, first of all, I wanted to congratulate you on your excellent server. I wanted to suggest recognizing mission flight time in the score calculation to introduce an additional element of "realism" into your game scenario when managing the virtual pilot and encouraging players to behave more consciously toward preserving the pilot's life in each mission. Recognizing flight time in the score calculation better directs the player's perception of the score acquired as an indicator of progression not only of their skills but also of the experience gained during their pilot simulation. In particular, it would be interesting to implement the following into the score calculation: - total flight time in missions completed with the aircraft returning to the airbase (even with damaged aircraft) or those with an emergency landing in friendly territory (excluding bailouts, capture, and, of course, pilot death). - flight time in combat zones (if the game allows these zones to be identified). Alternatively, consider recording events such as damage sustained to the pilot's aircraft and hits on valid targets as factors that increase the total flight time score. Here's an example calculation: FLIGHT_TIME: Mission duration (from takeoff to landing or emergency landing) weight_for_flight_time, weight_for_combat_flight_time: Score weights assigned to the score in calculating the score score_for_flight_time = FLIGHT_TIME * weight_for_flight_time score_for_combat_flight_time = flight_time_in_combat_zone * weight_for_combat_flight_time If the game doesn't allow flight_time_in_combat_zone measurement, score_for_combat_flight_time could be calculated as follows: event_damage_suffered (boolean): True if airplane is damaged by enemy fire event_damage_caused (boolean): True if airplane fires some shot at enemy (air and/or ground) K = 0 if event_damage_suffered or event_damage_caused: K = weight_for_combat_flight_time score_for_combat_flight_time = K * FLIGHT_TIME score_for_flight_time = score_for_flight_time + score_for_combat_flight_time This calculation could lead to behaviors more oriented toward preserving the pilot's life during a mission. In fact, the player receives even a modest reward for participating and surviving in combat actions in operational zones. Bye

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