Ron Saueracker
Posts: 12121
Joined: 1/28/2002 From: Ottawa, Canada OR Zakynthos Island, Greece Status: offline
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quote:
ORIGINAL: Mr.Frag quote:
I wonder if anyone is reading this who can make the decision to have this fixed? What exactly would you like done Ron? Problem: Players use aircraft in quatities never seen in WW II (Whose fault is that? Design decision: verdict...fixable by reducing supply to reign in Japanese fantasy economy and change Allied replacements/starting pools in editor.) Solution: Forbid players from playing the way they want. It's human nature to stockpile and throw it all in at once. You can't fix human nature with code. (Exactly! Many players treat everything like a toy and have to game the system. But this can be addressed... Fischer Price the darn thing with limitations like stacking limits so that Midway can't be turned into SAC HQ by the tiny tots!) There are tons of restrictions in the code but they all fail because people just keep increasing the numbers until the restrictions are meaningless. They would not be able to if the restrictions were well thought out and applied. Ever think the restrictions are not sufficient? All these problems stem from MAJOR design oversights, not minor ones. If the levels of supply were reduced to make wholesale gearing up of Japanese economy more "in tune with reality", stacking limits were assigned to atoll bases and applied to engines as opposed to airframes, AV support applied one per engine and not airframe, there was no +250 AV windfall (at AV support of 250 there is no limit to number of aircraft servicable!), perhaps we would be on to something. "What exactly would you like done Ron?" As I've suggested previously... A) Sever the supply from resources dynamic so the modders can fiddle with it and find the sweet spot. This should be easy enough and will please everyone from those who think no change is necessary (carry on then and stick to stock games) to those who do (CHS and others will mod this until the system feels right and anyone can then play a non stock version as well. B) Deal with the CAP mechanics. For a few years now I've been suggesting strongly that CAP mechanics are a problem and that CAP is UBER but was told I was making it up. Now, I don't know of anyone who thinks CAP is OK given that everyone uses the phrase UBER CAP and there is a mod out there designed specifically to address this previously ficticious UBER CAP issue I was raising. There are a number of things which contribute to this (unlimited ammo, durability, weapons effectiveness, no energency landings for LBA, suicidal tendencies of high morale pilots, no mechanism for disengaging due to odds etc, some of which are adequately dealt with through the editor and some which only code changes can address), but the basic design mechanics are the main culprit. We have any number of reasons why strikes are penalized, from unwarranted strike bonuses for the Japanese to requiring strikes to split for attacks on multiple targets before CAP resolution instead of after. We also have no restrictions on CAP, either design or historically warranted such as fighter direction bonuses for Allies to counterbalance the issue. My suggestions again for issues not editor friendly... -Have CAP phase come before the strikes split for multiple targets (ie currently, if a squadron targets a hex with multiple LCUs, many times this squadron will attack more than one LCU. Problem: the split comes before CAP resolution so each split has to run the CAP (which does not have to split to engage these multiple strike elements...an unfair mechanics driven advantage) Solution: have CAP phase occur before the strike split. -Seeing as we have a strike coordination penalty for Allies and a bonus for Japanese (historically unwarranted vs naval targets mind you), and, since this was historically warranted, add a CAP bonus due to fighter direction improvements for Allies (have this increase over time due to technical improvements and operational prowess) and a CAP penalty for Japan due to lack of fighter direction short of visual sighting and pickets...add an AA penalty to Japanese Air Combat TFs to boot to simulate that the ships were spread out to assist in early warning and did contribute to AA defences on par with Allied Air Combat TFs) - Make CAP less exact in terms of numbers. a 60 mile hex should not guarantee that whatever number of aircraft is airborne will be the same number of aircraft which attack strikes. Randomize this so that a variable percentage of CAP may intercept. C) Add ammo capacity to aircraft (MGs and Cannon) D) Have stacking limits assigned to atoll bases and applied to engines as opposed to airframes. E) AV support applied one per engine and not airframe and remove the +250 AV windfall (at AV support of 250 there is no limit to number of aircraft servicable!)
< Message edited by Ron Saueracker -- 1/23/2006 4:49:41 PM >
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Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
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