The working title for the air grid is “Air Warning System”. I suggested “Airly Warning System” but I don’t think Gophur got the joke.
Objectives: Kill skirting, Don’t kill strat bombing, Air combat attractor (dateline for fighter jocks).
Some of you will immediately insist that the 3rd isn’t needed, that you fly to the frontline and strafe opels or laffys until enemy planes come. Thank you for making the point for me :)
I’ve got to work on “Theseus” first (working title for the under-the-hood work) and a few client-support tasks (supporting a new system for managing spawn objects to let troopers spawn at AFs, trucks/atgs/etc spawn at depots, etc).
We’re going to start with something pretty close, as it turns out, to what I’d previously portrayed: a global, strat-independent, low-fi, unilateral, “blip” system based on fixed map squares of probably 16x16km with at least 60 second intervals between updates.
An important element of this concept is noise. Someone suggested that when everyone has radar the map will be less noisy than shown in my previous depictions. I don’t think that’s true. There’ll still be people bombing bridges, people going to specific towns, etc, etc – and on top of that different pilots will choose different enemy blips to fly towards or intercept, plus pilots returning to base, afk, etc. If you sit and watch for a few minutes, you might get an idea of where planes are at, but you’re going to need to watch it for a good 3 minutes before signal begins to emerge from the noise.