vimconfused
Posts: 71
Joined: 2/9/2010 From: London, UK Status: offline
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These suggestions are based on playing the 1943 long campaign on the German side. The Allied player may dispute my assessments! I've so far played to February 1944 and it doesn't get any easier. Quite the opposite in fact with more and better allied fighters covering the skies... so many in fact that it seems there aren't enough meaningful missions to go round sometimes! So these ideas stem from my perception that its hard enough playing the Germans to begin with, the Allies don't really need any extra help!!! Therefore: 1. Reduce the effectiveness or incidence of German flak firing on German planes. I am not disputing that flak will often hit the wrong target, but that is a completely different scale of argument to the situation I am experiencing where my own flak is causing significantly more casualties to my aircraft than to the enemy. I am not talking about flak firing on aircraft attacking specific locations where it is based, but of the "random" attacks on aircraft flying overhead (and even aircraft landing at their own airfield). Even the very many aircraft damaged is significant... they might later crash due to this or accumulate damage, or crash on landing or at best not be available for later sorties while under repair. At the moment it *seems* that flak does not distinguish between friend and enemy, sort of like flak land mines. If it does then the chance of attacking own aircraft needs to be sorted out because I cannot believe it is anything like as high as appears in the game. Another option is some sort of "all clear" button where you could perhaps switch off all flak, and not inflict all those casualties on your own planes returning to bases long after the enemy have left your airspace! It's just wrong that I can control the actions of a single fighter (or hundreds of them), but I can't tell a single flak gun to stop firing! 2. Reduce the pursuit of single engine fighters by twin engine fighters. This is where your heavy twin engine interceptors get some suicidal impulse to chase after enemy fighters on their way home. This is quite a common occurrence and you can spend ages micromanaging your interceptions to pull individual TE fighters off pursuits, where they can't catch the aircraft their after and end up getting shot down by other fighters overtaking them! I can see a vague logic where SE fighters don't make their "bounce fighter" doctrine and end up attacking bombers, but I can't see any realism in TE fighters ignoring bombers in order to chase allied SE fighters! This happens all the time and wouldn't be surprised if this accounts for 10-20% of your effective bomber destroyers not being available for their proper mission at any one time. So please give me a button that automatically pulls TE fighters off raids that are only SE fighters, or better still code it so they don't do such stupid things in the first place! 3. Reduce the effectiveness and/or incidence of strafing. At the moment if the Allied AI completely gave up escorting bombers, attacking radar and all the other stuff it should historically do, and instead simply regularly strafed every airfield for a few weeks the Luftwaffe would be destroyed! Ace pilots get wiped out sitting around in their planes (even if they're not going on another sortie that day). So I'd like some kind of "stand down" procedure that doesn't involve moving the whole unit to a far off location, simply so they don't get the fatigue of being on short ground alert, and more importantly getting blown up in their aircraft that was not going anywhere. There is also a problem with hanging around over the airfield and shooting down planes as they land. I haven't experienced this much but it also seems a bit overdone from what people have said. ------------- I also concur with previous remarks about needing more production information. I think its well known, but I just wanted to add my request to know the "hidden stockpiles". For example, my Bf109G-6 production has gone on for weeks after I (thought that I) ended production. To me, changing the last "assembly" means ending production, but of course there may be many assemblies already produced that the game continues to add engines to... which in my case are the same engines that are far more important for the Bf110G-4/R7 which is "in production". I would therefore ideally like a facility to tell the AI not to supply engines to planes I no longer want (yeah, just add it to the 1,340 Bf109G-6s I already have in the pool and don't need.... yes, I really have that many due to inexperience and bad planning). If not under player control, then could the AI prioritise the distribution of engines by other means? You could use something like units in service, or assembly lines in production to allocate.
< Message edited by vimconfused -- 3/12/2010 5:33:32 PM >
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