To further illustrate my point with a story…
@fearlessfrog and I tried to do some Harrier’ing on Through the Inferno last night. I load up a gunpod and some Mavericks, we get the jets started, realize simple radio is borked, ignore it, and press onwards, guessing which runway is the active because the ATC can’t be bothered to answer us.
5 minutes after taking off I realize I am FAST- checking the stores page it’s revealed that I actually have nothing on my jet because the ground crew decided to ignore my rearm request. We wheel back around towards Nellis and land, I get refitted, and take-off again.
5 minutes after that I’m ‘heads down’ in the F-10 map trying to decipher where the action is based on server messages that fade out after 5 seconds and where our friends are when fearless gets Buk’d by an SA-11 which inexplicably spawned, activated, and launched miles upon miles behind our lines.
As I circle in attempting to avenge him, I think I get a lock, but I’m unable to select INS/Mavericks with my castle switch due to a double-bind/control conflict flag and I then crash my jet trying to fix that at low altitude.
What I’m getting at here is that in DCS, any mission that’s not meticulously edited and tested before play turns into a giant cluster-you-know-what. If you want a grand-scale mission each player is more or less handed a script to act out, and if they deviate from it the mission turns into this:
So, let’s be realistic though- the generation of a dynamic campaign system that basic is what caused Microprose to die a slow, agonizing death.
It’s not perfect, but it’s a reliable way to create a scenario where there’s a lot of traffic other than you behaving in a fashion that’s believable enough to be immersed. If that’s easy to do why has nobody else done it?