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Thank you for the feedback! I personally dislike how in the editor I cannot set an AI from weapons hold to weapons tight, so I cannot directly influence their behavior.
That said, I will process your feedback in the mission. Expect it with the release of Mission 5 in 2025.
Happy new year!
Good catch for those missions. The traffic in mission 4 I made to give the idea of a busy merchantile straight. But, I can refine it. (All merchant groups and airliners have 50% spawn chance, so maybe you just had the unlucky roll hehe)
As for the submarines, please note that they are not guaranteed, as I have made the captains answer differently to Soviet command every time you start the mission.
Merchant traffic in mission 4 is also excessively dense IMO. Not sure why so many ships are sailing in line. It's atypical of merchant traffic in many other scenarios, and there is no apparent reason for them to be in a convoy. And I would like to have all 4 submarines spawn the instant the mission starts.
During the first mission, according to the RoE, when I wait to identify the approaching F4 as hostile, it already dropped its payload and sunk my Kashin-class. This makes it substantially harder to repell the other waves. This could be bad RNG-luck, but you might add something to the RoE like "Approaching aircraft that refuse to identify themselves and change course are to be considered hostile within 10nm around the convoy".
I really liked the second mission. With the limited radar & missile capabilities, its not the usual E2+Tomcat 50nm sniper-game :) Unfortunately the airfield bugged out after 12 takeoffs, so I had to restart.