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Review: Falcon 4.0: Allied Force - Part
4
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One note of caution is in order. If
you are joining a multiplayer server campaign that has a bunch
of people on it, it is likely that the participants will be
spread out all over the campaign map on different sorties
(since people come and go at different times). If that is
the case, time acceleration will not be available to you since
all participants must be on the same time scale. That means
that if you select a mission that does not take off for 1
hour according to the campaign mission clock, you will have
to sit and wait for 1 hour for the clock to wind down to the
scheduled takeoff time. If you are flying multiplayer and
all participants are in the same flight, then you can accelerate
time to reach your takeoff time quickly.
While you are in the mission selection
screen you should take the opportunity to review the mission
briefing, intelligence, and weapons loadout. Just as in single
player offline play, mission planning is critical to a successful
outcome in multiplayer mode. Use the recon screen to take
a look at the target area and if you are using voice comms
it would be wise to discuss tactics with your human flight
members.
Just as important as the planning
is carrying the right munitions. I made the mistake of taking
an OCA one time that wasn't against an enemy airfield rather
the strike was against an enemy base that happened to have
helipads (thus still an OCA mission). Needless to say I felt
pretty stupid when I arrived over the target carrying Durandals
that would serve no purpose. [But not as bad as my attempt
to duel an SA-6 using Mk-84s. - Doug]
While you are in the arming screen,
be careful about who exactly you are changing munitions for.
If you are the flight lead you can change the load-outs of
all of your wingmen if their flight positions at the top of
the menu are green. Generally if you are flight lead you should
deselect the #3 and #4 positions to allow the human element
leader (#3) to set his and his wingman's (#4) load-outs. If,
while you are loading your aircraft things mysteriously start
appearing and disappearing of their own accord, check to see
that the flight leader isn't mistakenly changing all loadouts
instead of just his and his wingman.
Once you have made all of the adjustments,
click on the FLY button and you will be taken to the mission
countdown timer. As stated before, this clock will count down
in real time if other missions are being flown by human players,
but it can be accelerated if all of the players are in the
same mission. Note that if you are just in the mood to quickly
hop on line and fly quickly you are more than welcome at any
point to select a mission that is already in progress on the
ATO and hop into it mid-flight. You can even join in on a
flight of multiplayer humans by replacing an AI wingman on
the fly.
Here we are loaded up and ready to
head out on our mission. Once human pilots are thrown into
the mix there does appear to be the potential for serious
ATC headaches if one isn't extremely careful (and even if
you are there occasionally appears unexplained glitches in
ATC procedures). One example I noted was that if the #3 wingman
(me) calls for taxi and takeoff instructions prior to the
flight lead (#1) then ATC may become confused and not allow
#1 and #2 to takeoff first, effectively blocking the taxiway.
The only remedy for this is for the #1 and #2 aircraft to
takeoff without regard to the tower controller's pleas to
hold short and suffer the wrath of the ATC. On a combined
strike in which CAP and SEAD flights are tasked to be on the
target and arrive at specific times, ATC delays can mean serious
miscues. Keep an eye on your mission time and be ready to
take matters into your own hands if ATC delays are jeopardizing
your mission schedule.
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