The game is based on the virtual time system. Automatic damage recovery and supply functions happens when a particular virtual time limit is reached.
Damage recovery and supply functions are different on each time limit. For example when a virtual day changes, one can get only supply to the cities which damage is over 70% and 15 new aircraft. Otherwise when the virtual month changes one will get full planned supply to all friendly targets and 100 new aircraft.
When some of the virtual time limits is reached the game engine performs an automatic recovery procedure to damaged targets. Each target have some common factors which level affects to automatic recovery: damage level, air superiority situation and communications. Those factors combined with the damage level of ones headquarters tells to the game engine how much to recover each target. If target is damaged it may be recovered fully or partially, depending how badly it is damaged and which time limit is reached.
Firstly the game engine finds out what is the damage level of ones headquarters. If the HQ is damaged, the overall recovery will be decreased also because the HQ and its capability is reduced. Secondly the communications healthy is read. If targets communications are lost, it will reduce targets recovery, because the target can not inform the HQ that it needs supplies. Third main factor is the air superiority situation. If the target is covered by friendly air force, the supplies can be delivered safely and the amount of recovery is increased.
The current front line and some special features are shown at the map page. The map is divided to 10km x 10 km squares that represent sectors. A shade red or blue color cap over sector shows which army owns the sector and a small red or blue dot at the corner tells who has air superiority over that area.
Image: Some map signs
All the airfields that are used during a campaign are marked with an Air Base -marker (look picture above). There can be some "ghost airfields" which are not used in campaign for some reason. One can still use those places as an emergency strips if needed. Active cities are marked with a blue supply radius circle unless it´s damaged heavily. The size of the circle represents the area the city can supply. Special targets and the Headquarters are not shown at the map. More detailed information about the targets can read at the target page.
There are five main target types: headquarters, cities, airfields, sectors and special targets. Most of the targets have a defense level percentage which indicates how well the target is protected against air raids i.e. the amount of targets anti-aircraft artillery. In most of the cases there are only stationary objects at target areas which should reduce game lag etc.
Both armies have one headquarters which is located in unattackable sector so it can not be conquered. As a target the Headquarters is like a city, it have hard anti-aircraft artillery (AAA), a communications station and up to five (5) target points which appearance is conducted the recon level of the HQ. The headquarters can be camouflaged in the woods or in buildings.
There are three (3) different types of cities. The type of the city is defined when the campaign template is made. The capability, resources and the supply circle are bigger in those cities that are more important and those may have many different ground supply routes (in some cases there will be sea supply routes also). Each city have hard AAA, at least eight (8) light, six (6) medium and four (4) heavy anti-aircraft artillery batteries. Each battery can have up to 3 anti-aircraft guns. In every mission some of the anti-aircraft guns will be generated and will be operable so pilots should be aware when flying over enemy territory.
Each city have also a communications station. If the station is destroyed it may be repaired after next 20 missions or by making a ground supply mission to the city. Cities also have 1-3 target areas and each area has up to five (5) target points. A target point can be a single ship or a group of tanks and vehicles. Appearance of the targets depends on the recon level of the city.
Every destroyed anti-aircraft gun decreases the defense percentage of the city and every destroyed ship or tank reduces city´s supply resources and supply circle.
Image: Small part of airfield camouflage and aircraft positions
There are three (3) different categories of airfields. The category defines how well defended the airfield is and how many aircraft there can be. In the beginning the amount of different category airfields defines how many aircraft of each type the armies have. The category also defines the amount of ground targets that will be generated to each airfield.
Category 1 (Cat1) airfield is a main air base. There can be over 100 aircraft of all different types: fighters, bombers, ground attack aircraft, transport aircraft and recon aircraft. The AAA is very heavy: six (6) light AAA, three (3) medium AAA and three (3) heavy AAA batteries in a quite small area, each having two (2) guns. Category 2 (Cat2) airfield is a medium size airfield. There can be around 70 aircraft of all different types. The AAA is moderate: five light AAA, two medium AAA and two heavy AAA batteries. Category 3 (Cat3) airfield is a front line airfield and it can be a temporary runway only. There can be around 30 fighters, ground attack aircraft and light recon aircraft. The AAA is light: four light AAA, one medium and one heavy AAA battery.
Each airfield have also a communications station which function is similar like the communication stations in the city. When a mission begins 10% of each airfield planes (every operable type) and resources are placed (and camouflaged) around the airfield. If enemy destroys any of those targets on the ground, the airfields amount of planes and/or resources reduces and later it will make the airfield inoperable. Every single aircraft will use a certain amount of airfields resources (fuel and ammo) in every flight. An airfield is operable when it have enough aircraft and resources for desired mission.
All the maps consist of square areas (10km x 10 km) which are called as sectors. There are three (3) different type of sectors: ground, water and coast sectors. Ground sectors have a field base and communications station covered by two (2) light AAA and one (1) medium AAA battery. A field base can be scouted and bombed as well as cities. The accuracy on recon affects the amount of existing ground targets at field base which can be up to 30 stationary objects.
Image: Ground sectors field base
Coast and water sectors have a small naval detachment which strength can be up to 5 stationary ships. The maximum amount of ships and ground object depends also on the damage level of the sector. If the damage level is high, there may be only one object to destroy. When one is attacking to sector there is no enemy objects, only attackers friendly stationary ground or naval forces. Only exception is that when one is attacking to coast sector, there will always be five (5) moving landing crafts and 0-3 stationary ships near attack point.
Image: Landing crafts approaching coast sector
There can be two (2) types of special targets: fleets and communication/radar stations.
The amount of fleets depends on how big are the sea areas i.e. how many coast and sea sectors the campaign map has. The size of the fleet is defined by campaign admin's and it may have up 10 ships at the moment. One can move friendly fleet every time by making mission request and the fleet will be generated to its new position which can not be closer than 20 km from hostile fleet or target sector. Fleets can be used as a movable heavy artillery near coastline and it´s position nearby enemy airfield can be devastate. A fleet can be a recon or bombing target and it will get reinforcement every virtual month.
Image: A part of fleet
Radar and communication stations are small, self protected targets positioned near strategic places. In the beginning of a campaign both armies have several communication stations and they can be lost if the sector where it is located is conquered. The combined "health" -status of all army's stations will define the change to get operable ground communications during missions. For example if red army has 3 stations which damage status are 60%,50% and 40%, the combined damage level is 50% and the red army have 50% chance to get operable ground communication system during mission. A radar and communication station can be a recon or bombing target and it can be recovered every virtual week.
Image: A communication station
There are five (5) main attack mission types: bombing, recon, air superiority, supply and sector attack missions.
BOMBING MISSIONS (SBAT,TBAT)
Bombing attacks are divided to two types. Strategic bombing (SBAT) is aimed against enemy´s strategically important targets like airfields, cities and headquarters. The goal of the SBAT is to destroy as many ground objects (including anti-aircraft artillery batteries) as possible to reduce targets defense and resources and to make it in some cases inoperable. Tactical bombings (TBAT) goal is to destroy some special target (ships and radar stations) or sectors defense before sector attack.
At all the cases the amount of destroyable targets depends on targets recon level. If recon level is high, there are maximum amount of targets and a full destruction will cause a major reduce to targets operability. Once destroyed anti-aircraft guns will not "born" again until the target have had enough supplies or certain automatic recovery limit is reached. These missions can be performed by human or AI guided bombers. The maximum amount of attacking bombers can be 6 aircraft.
RECON MISSIONS (SREC,TREC)
Recon missions are also divided to two types, strategic recon (SREC) and tactical recon (TREC). Like in bombing attacks the recon missions are aimed against different types of targets. The SREC is a mission where a single aircraft flies over a certain target point and "takes pictures" by using the wingtip smokes on and off. The recon pilots can try this "smoking" maximum three (3) times and after the mission the game engine calculates a closest center point of that picture "line" and determines how accurate those pictures are. If the center point of the line is for example less than 200m from desired target, the recon level increases 60% and if the distance is over 2000m or the recon pilot is shot down, the mission is failed.
Image: A recon target near a city
When pilot is performing a recon mission to city, HQ or ground sector there will be a small group of different objects (added white smoke and a glossing campfire in dark) to show the exact point. When the target is an airfield or a fleet the recon point will be the midpoint of runway or the center point of a fleet. These missions can be performed only by a human pilot. The maximum amount of recon aircraft in a mission is only one (1). In SREC missions the recon aircraft is in most of the cases a twin-engine fighter or light bomber (for example Mosquito or Bf 110) and in TREC missions a multirole fighter aircraft (for example Spitfire or Me109).
A second way to get recon information is to perform a bombing mission to desired target area. Every survived bomber will bring information about the target and it will increase the recon level of the target by 5%. For example if one makes a tactical bombing to enemy sector and all the bombers (6) survive the recon level of the sector increases 30%. Otherwise every successfully reported mission also decreases every targets recon level by 2% because the recon information is getting outdated.
AIR SUPERIORITY MISSIONS (ASUP)
Air superiority missions are designed for fighter jockeys. Missions main goal is to achieve air superiority (ASUP) over defined sectors. In the beginning both armies have air superiority over the friendly territory. If friendly air superiority is lost, sectors start to loose their resources faster because between human planned missions the AI pilots causes casualties at field bases and damages the defense of those sectors. On the other hand the air superiority status affects to the automatic recovery of targets.
In air superiority mission the mission generator creates few AI guided defending fighters to approach the pointed target area and opposite side is trying to shoot them all down. The defending army will probably send human guided fighters also to the same area and the furball is ready. If all the defensive AI fighters are shot down and at least one attacking fighter is survived the air superiority is won by attacking side. Successfully reported air superiority mission will create new air superiority status at radius of 17km from target sectors center - total of 9 sectors maximum.
SUPPLY MISSIONS (ASUM,GSUM,TSUM,SSUM)
There are two (2) ways to perform a planned supply missions to most of the targets (except special targets): ground supply (GSUM) or air supply (ASUP).
In the ground supply mission the mission generator creates five (5) moving ground or naval units that delivers supplies to desired target area. If the ground units are supply vehicle columns, the mission type is coded GSUM and if the units are ships, the mission type is coded SSUM. In some cases there is also a train supply (TSUM) available. In such cases the mission generator creates a supply train and 3-4 groups of transport vehicles or tanks that are heading to target. User can not decide what kind of ground supply is used. The amount of gained supply depends on how many of the moving units are alive after time limit which is about 40 minutes flight time.
Image: A supply vehicle column
In the air supply mission user defines how many (up to 6) and what type of transport aircraft is used and if the mission flown by human or AI guided pilots. Air supply is delivered first to some friendly city or headquarters and then to landing airfield. Air supply has a calculated maximum flight time. Time limit is variable and it depends on the flight distance and estimated flight speed. A supply flight is successful when a transport aircraft is landed safely to some friendly airfield.
When user chooses human piloted air supply mission only human piloted aircraft will be counted as a supplying aircraft. Cargo dropping is made by using the wingtip smokes on and off as close the target point as possible. Pilot have maximum of three (3) usable smoking cycles and the closest distance will be calculated similarly than in recon missions. If the closest midpoint of the smoking cycle is less than 200m, the pilot supplies target and landing airfield at 7% if landed safely. If the dropping zone is more than 2000m from target point or the pilot is shot down, the mission is failed.
SECTOR ATTACK MISSIONS (GATT,SATT,LAND,PARA)
Cities, airfields and special targets (except fleets) can be captured only by conquering the enemy sectors where they are located. There are three (3) normal type sector attack missions and one special attack mission type. Normally only those sectors are attackable which distance from front line is less than 17 km and the sector do not include city which damage is less than 70% or there is not enemy fleet closer than 20km.
If the target sector is a ground sector (mission type GATT), the attacker sends to the target point an attack ground unit which size is about 20 stationary tanks and vehicles. Defending army sends a group of ground attack aircraft to destroy the attacking ground units.
If the target sector is a water sector (mission type SATT), the attacker sends to the target point a naval detachment of 5 ships. Defending army sends a group of torpedobombers and/or bombers to sink the attacking ships.
If the target sector is a coast sector (mission type LAND), the attacker sends landing crafts and a supporting gun ship to target point. The mission generator creates five (5) moving landing crafts and a supporting stationary ship - gunboat or destroyer. Defending army sends ground attack aircraft to sink the landing crafts and stationary ship.
After mission the game engine calculates how many attackers stayed alive determined time (normally 30-45min). If the survived attack force is bigger than the sectors assumed defense forces the mission is successful for attacker. If the sector that was captured was water sector the attacker wins also similar type sectors within 17 km radius if they don´t include city which damage is less than 70%. This makes it possible to advance faster over large sea areas.
Special attack to a ground sector is possible if the distance to the front line is more than 35km and less than 100km AND the sector includes a city which is damaged more than 50 % or it´s recon level is more than 70%. Mission type is called paratroop attack (PARA) and then attacker sends a flight of transport aircraft loaded with paratroopers to marked (lights and/or a white smoke) target point. The amount of transport aircraft is 6 or in some certain occurrences 4. The amount of transport aircraft is defined by campaign admin. The transport aircraft drop paratroopers to drop point and those paratroopers are counted which survive and landed close enough the target point. If the amount of survived paratroopers is bigger than defined defense level of the sector it will be conquered and also the sectors within radius 12km (bridgehead behind the front line).
Aircraft are divided to five main categories: fighters, ground attack planes, bombers, transport planes and recon planes. Bombers and recon aircraft have subcategories for strategic or tactical use. For example heavy bombers like B-17s can not be used in tactical bombing missions or Bf 110s can not make strategic bombings. On the other hand the fighters that mostly were used as fighter bombers are rarely seen as an interceptors (for example some types of Fw 190s and P-47s etc).
The aircraft used during each campaign are defined in a special planeset file. Planeset's are planned to cover the most common aircraft used over the campaign map in that era. Some less common aircraft can be added as a spice. The actual planeset of the current campaign can be seen by clicking "Current Map" -link at the main page.
THE AMOUNT OF AIRCRAFT
The amount of different category airfields defines the total amount of aircraft categories and types for both armies. In the beginning of a campaign the game engine calculates the totals and using a special planeset file it calculates more detailed amounts of aircraft types. For example if red army have ten (10) Category 1 airfields it may have 1100 planes (400 fighters, 240 bombers, 160 ground attack aircraft, 180 transport and 120 recon aircraft). The planeset file determines that 20% of fighters are Spitfires so the starting amount of the Spitfires will be 80.
If an army conquers a sector that includes an airfield the maximum possible amount of the aircraft of that army will increase and vice versa. For example (continuing the example above) if the red army conquers one (1) Category 3 airfield, the maximum possible amount of their aircraft increases from 1100 to 1136.
Every single aircraft uses fuel and ammunition in every mission (even if they do not shoot at all). These are called as resources. The amount of used resources is fixed and it depends on the category of the aircraft. For example a fighter uses 1.5 and a bomber 5.0 units of resources. So if one is planning a full scale bombing mission (6 bombers with 8 escorting fighters) the army must have at least one Category 1 or Category 2 airfield which has such amount of aircraft and at least 42 units of resources.
In every mission both armies have two missions - attack (made by own request) and defense (made by the opponent). The main mission is attack mission and it is flown by up to four attack flights (for example two (2) bomber flights each having 3 bombers and two (2) escorting flights of 4 fighters). The amount of defense flights depends on the opponents request, the maximum amount of defense flights is also four (4).
Every flight has a preferred minimum/maximum distance to their target zone. The game engine tries to find the best suitable (closest) airfield which have enough usable resources and aircraft of preferred type at the determined range. If there is´t any airfield at that preferred range the game engine chooses the best suitable one or terminates the mission generation.
In the mission request one defines how many aircraft is going to fly in attack/defense role and what is the preferred aircraft type. If the desired aircraft type is not available (all shot down etc) the game engine chooses automatically the next available type of needed category.
The aircraft that are destroyed somehow (in the air or on the ground) decreases aircraft resources of the takeoff airfield and reduces the total amount of usable aircraft (including type) of the army. For example, if the red army loses 4 Spitfires and 4 Blenheims which took off from same Category 1 airfield to the mission, the airfield loses 10% it´s fighters and 17% of it´s bombers.
REPAIRS AND REINFORCEMENT
The lost or damaged aircraft can be replaced or "repaired" and the resources of the airfield can be increased by three ways
There are two (2) types of airkills, full and partial. Only those airkills are counted that the game engine is able to identify from the log file.
A full airkill (1) is dominated to player if
A partial airkill (0.5) is dominated to player if
The damage caused by ground units (anti-aircraft artillery, ship or train artillery etc) is not counted.
Every airkill gives points to shooter. The amount of points depends on many indexes (players role and mission, personal experience etc). If one gets a partial airkill one will get half of the predictable points. More detailed information about the point system can be read in the points section.
Groundkills do not have exceptions, the killer gets all the points even if the target needs several hits to get destroyed (like big ships). Destroyable ground objects, static and movable, are divided to ten (10) categories. There are four categories for different type of ships from battle ship to landing craft and six categories for land based objects like tanks, trains, guns etc. More detailed information about the groundkill points can be read in the points section.
Every pilot of the Wings of Glory have a index called virtual life which represents pilots "lifecycle". There are some indexes that affects to ones virtual life:
Career includes one or many virtual lifecycles. The length of ones career represents a rank. When a pilot starts a career the default rank is a sergeant (or equal). During ones experience and successful missions the rank raises and gives some advantages (for example permission to plan missions). More detailed information about the point system and the rules can be find at appropriate pages. The summary (or flight log) of each pilot can be find for example by clicking ones name at mission report pages or using the find option on the main page.
One have to remember that pilots that can be rescued are only the ones that game fight statistics confirm as captured. That is when one can see a message in chat box "--- XXX has been captured by enemy forces". If that happens, and XXX pilot is from your own army, you can try to rescue him or her.
To rescue a captured pilot you only have to do the next procedure:
That simulates the process of loading a pilot into your plane and taking him home. The procedure can be done as many times as wanted (or the host allows ;-))
This is how the game engine handles what happened:
If someone rescues a friendly pilot, one will be rewarded many ways as described at the point pages.