IL-2 was mainly developed by 1C:Maddox Games, branch of 1C Company. Unless you can prove exactly what job Gajin done while working with 1C Company on IL-2 Sturmovik: Wings of Prey, you are just talking gibberish. Thier first ever solo projects were Apache: Air Assault and Birds of Steel.
Which also begs a question how much code they “borrowed” from 1C Company to launch their own games.
Sure it’s a similar idea. But it’s not the same thing, so you need a dedicated mission designer for it.
LGA was specific on what he wanted for EC. He won’t be forced to do a similar mode for RB (if he still works for gaijin, he has been silent for quite some time. And his attitude was “if they don’t like it they can fire me” iirc).
So you don’t want EC for RB, but something else in the same vein as EC for RB. Now that is a completely different statement to the one in the original post.
At the moment i don’t think gaijin spends much resources on mission design though. There have been few changes in the last years and then most were changes to ground missions.
Exactly and the WT AI would be from birds of steel. Which should be rather obvious since War Thunder was born out of an April fools joke about birds of steel.
War Thunders history is somewhat confusing it seems. Many people think it is a successor to the IL-2 series with the same developers, which isn’t true gaijin produced a Playstation spinoff but was jever involved in the core games.
and yet, many argue it is not a sim (regarding the bad flight model, lack of systems modelled etc).
Also since everyone is using 3rd person in air rb, most use 3rd person for driving and flying in ground rb, and in sb you are forced into 1st person, the naming here is really bad.
Also it is Gaijins descition alone to have crappy small maps that are fps like, and not closer to things like Planetside 2 (an MMO FPS), bigger maps with actual tactics involved and not just the 3 lane thing from counter striken and alike. More like tactic shooters like ARMA 3
Gaijin needs to add game mechanics to help mitigate the spawn camping situation. Reduced repair costs or Spawn point cost when your team is losing beyond a certain point, AI reinforcements in the form of weak-mid level fighters when your team is losing past a certain point or maybe even additional airfield aaa when your team is losing past a certain point. All this could really help the steam rolling issue that longer form matches could bring. They need to make the mode dynamic.
Far and away hopefully until Gaijin has made a specific mode completely separate from RB for it as the current ingame balance and rules do not support lengthy matches when non-dogfight rewards are miniscule.
If you’re playing a game about vehicular combat with everything down to singular round of ammunition modeled then FPS style gameplay should not be what you’re looking for, War Thunder definitely needs a longer style game mode
I have already 1500 hours in War Thunder, but easily could say that I had no more than 20 or 40 matches that lasted longer than 15 minutes – and all of those long durantion matches were the best ones i had, because a game lasting this long requires skill and tactics to be won, in addition to a map that requires them(skill and tactics)
This discussion of a enduring confrontation mission to ground realistic also need to include map design, because Gaijin seems to not get the fact that the very large maps top tier has needs a different mission scheme to actually work well.
you absolutely dont need a stick to fly in war thunder sim mode, its not dcs, thats good, the flight models are simplified and sometimes flying props with M&k is easier then flying them on hotas, and flying jets is really simple as you have SAS modes to support you in most of jets, and even if you dont, they are not as bearbones as props are.
as to having a “headache” from being in cockpit view, sounds… just silly idk.
I wish they would do more with enduring confrontation and make it a permanent mode for all vehicle types and ranks, but Gaijin seems unwilling to. Air RB EC used to be in game but was silently removed. I’m convinced at this point that RB EC was too popular and was removed because it took too many players away from regular air RB matches.