1, 2: We ruled that out for now, mostly because we need to give players something to do We have aircraft groups with formations, but you'll have to set up escorts yourself. All those things like automatic scheduling is neat in theory, but it is a user interface nightmare. In an RTS, some micromanagement should be rewarded.
3. Yes.
4. Yes.
5. We have a bit of the same problems, since we don't model a lot on land. But yes, some land targets you will have to find and identify.
6. Yes, but we don't model carefully which sensors, missiles and weapons can actually communicate in real life. So in NWAC, the systems will be even more "plug and play" than they are in reality. Otherwise, it would - again - be a nightmare to present all those details to the players in the user interface. In an RTS, we can't have big tables of numbers and nested menus without making a UI mess and turning off by far most gamers.
3. Yes.
4. Yes.
5. We have a bit of the same problems, since we don't model a lot on land. But yes, some land targets you will have to find and identify.
6. Yes, but we don't model carefully which sensors, missiles and weapons can actually communicate in real life. So in NWAC, the systems will be even more "plug and play" than they are in reality. Otherwise, it would - again - be a nightmare to present all those details to the players in the user interface. In an RTS, we can't have big tables of numbers and nested menus without making a UI mess and turning off by far most gamers.