Dev Meeting Topic Request
Main Topic of Discussion Additional role 'Squadron Leader'/Chief Pilot/Squadron LT/Wing Lieutenant etc
Details regarding your topic Supporting thread: //showthrea...0507#post80507
So there's no strategy when there's two dropships. Transport and CAS don't need to talk whatsoever, or coordinate what they're both buying. Maybe the strategy that round should be a transport with a GAU etc. We shouldn't need to try to be the first one to yell 'IM CAS', and we could start to see transport and CAS having more niche specializations and flexibility in how they're used, which they should.
There's tons of use cases for this role, from teaching new pilots (doing ridealongs), to covering for pilots if they go SSD/etc/etc, I could probably write 20 use cases for this role. So fuck it I'm going to because I'm a PO main and your post is exactly what i've been thinking:
1. Ordering refits, if there is fuck all JTAC in the round or it's low POP, CAS is sitting there decked out with like 20 missiles pre-printed. Nobody is lazing, there is no sentry flares. Firstly the Chief Pilot could in theory be able to limit points (or order against this tbh), the Chief Pilot could say actually CAS re-fit for sentry deployment because if there is no JTAC support we should be deploying support aiding devices. If the story size is too much, don't even implement this mechanic because it can be dealt with IC (to start), maybe if the role is a success it could be implemented.
2. Quality Control. In any actual military op if we noticed the dude doing CAS can't do shit they can ridealong and show them the ropes (like the CMO does in the medbay!), to be a great pilot you basically need to hope there is someone kind who won't scream at you for one of the many easy mistakes to make when you're learning the PO role, and might actually teach you some of the tips/tricks. This is why we have some rounds with zero POs, because the learning curve is much harder with zero support.
3. Briefings, what flight crew doesn't have a pre-flight briefing? Strategy/Fit-Out/Some Tips/Chief Pilot should also attend the main briefing so he knows what the fucking drop time is so we don't need to keep spamming CIC.
4. Make the pilots office in the central hangar actually useful just by creating this role, monitoring both dropships at the same time is vital, what ammo does CAS have? do we need to order the DCCs to prep some for his arrival? The LZ looks like it's going to get pretty hot, do we need sentries on transport more than napalms right now?
5. No requirement for the role to look different (although this would be cool, I think a beret is probably fine), it's just necessary to havesomeone in charge of what is sometimes a 4-5 person department (exactly like medical!)
6. Great Chief Pilots skill will be evident in how they manage their dropship strategy, from providing advice to CAS to making sure that transport can suddenly turn awesome when it needs to be. Timely fitting and coordinating the right ammunition to fit with - x5 more enjoyable.
7. Honestly? Fucking recognition, epic CAS pilots get showered with cum and love but epic Transport pilots are largely ignored and If you play transport well you can kill Xenos and save marines. Likewise, CAS can make the smallest mistake and an XO can straight up execute them, when does an XO talk directly with a pilot? They can go through the Chief Pilot or [insert cool flight related title here] POs are 2nd lieutenants, you can make make it a 1st LT like similar roles.
8. Literally telling the DCCs what to do, they wander around - some are wannabe pilots that are trying to learn the role in a no pressure environment (because nobody will teach you anything unless there's a PO Main on). But others are wandering around feeling useless because they don't have any orders to follow. Which means by creating a Chief Pilot role you will immediately make the DCC role more relevant and fun (without adding pressure or taking any value away)
9. Creativity. Weird and cool DS strategies can make a difference, suddenly making the transport DS more vital, or having CAS deploy an ECHO squad on a transport run before alternating back to combat. This would mean they can take advantage of the flight crews with more re-fits, giving DCCs more to do and turning the hangar into a place with optional activity that can help the war effort. All without adding pressure or changing the PO/DCC roles at all.
10. Useful member in the REQ<>Command<>FOB love triangle, holding a cycle because supplies are almost ready, optimizing the movement of cargo through their flight crews. Etc
Ok, I got to 10 - I might play a few more rounds and write down more ideas
I will even pay for the development time myself because I think this will really improve the game and for pilot mains like myself it really opens up a wider way to play the role.