jackyo123
Posts: 697
Joined: 2/4/2008 Status: offline
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ive seen my air combat TF's run from everything. I think that if a carrier group gets enemy ships on screen in its radar or spotted some other way, it will stand off. Not entirely unrealistic, as the carriers were always kept 'at arms length' ('course, the ai sends them in with no planes on suicide bombardment missions - but thats another story ...) When you attack an enemy TF, i've found the ai pretty decently targets the Carriers first. After that, though, unless there is a battleship present, its kind of a mishmash as to what will get targeted. For instance, a TF with merchies, CL's, and DD's, the merchies will usually get hit first (as well as they probably should). Once a big capital ship is in the TF thoough, the AI usually targets it. I would love to see naval targeting introduced. I can think of absolutely no legitimate argument as to why (unless its so hard coded that its impossible), in a game with this level of micromanagement, that you cant pick which TF or hex that you want to attack. you can do it on land - why not at sea? My big frustration is to watch my air assets hitting a retreating merchant or warship convoy thats retreating, while at my own base an amphib task force is unloading troops - *but you cannot target it* except for setting your 'radius' of action by your planes. Thats the 'poor mans' solution to the problem. I could imagine the conversation going like this: "Ok, men. today we are going out to sink some Jap ships! I won't tell you what to target - only know that I dont want you flying more than 40 miles out from base - under any circumstances." "Err, excuse me sir - what if there is a big enemy fleet or convoy 45 miles out?" "Negative, son. You pilots are so dumb, that if I don't put this restriction on you, then you will end up attacking busted, retreating ships while the enemy unloads their troops on the beach outside!" "Ok, yes sir!"
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