Nikademus
Posts: 25684
Joined: 5/27/2000 From: Alien spacecraft Status: offline
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quote:
ORIGINAL: Jaroen Thanks for answering Nik. If I understand correctly that would make it a little harder to quickly develop 'new' bases. But I believe I failed trying to tell that new bases were not necessary because the long range planes don't require nearby bases. With the game we find planes always being capable of doing operations on maximum range and doing some fighting in between. In reality it was very hard and usually impossible to do long range operations. Even the Japanese preferred nearby bases for their Zero's to have some flying time for combat. Again, I think this is not represented in the game, the need for nearby bases isn't very strong I think. The game does overcredit the bombers in terms of their being effective (especially against static bases) out too and including their maximum extended range. Joe and I find this out intimately in our current PBEM with the dastardly Aussies when we found our rear most bases in NW NG being pummeled by 1E bombers based all the way from island bases near PM in SE NG....or from Darwin etc etc. A possible solution would be to use the editor to lower max ranges to better represent combat effective ranges vs. theoretical operational ranges but of course, this would be somewhat arbitrary and subject to much debate. Fighters on the other hand, are the opposite. At longer ranges they suffer greatly in effectiveness due to pilot fatigue. For example A6M2 units, even with high 90's exp are hard pressed to be effective at range 14 vs Marine F4F units with exp levels in the 60's. (sweeps help due to the bonuses but its still a rough road) the high serv ratings for all planes in the mod due help address the above issue to a signifigant degree in that they require players to lower the pace of their operations, employing rotation, rest and lower CAP/Search %'s. In tooling with the game, I am enjoying the maxed out values more and more. Initially some of the situations made me think that it was a bit over the top in places. (such as with search planes and standing CAP's) Then i started adjusting my play, particularily for the small bases (level 1 bases for example you have to really watch your sortie count otherwise you go unservicable quick). For the first time, the "Rest" button has value for me. (Setting for example 30% rest for the USN CV's during the initial cover op for WATCHTOWER greatly reduced the high escort #'s while bombing, lowering plane fatigue.) Using rest at Milne Bay i kept a high level of serv there with the Kitty hawk squadron. The only cases now where i employ the typical ultra high CAP%;s are during critical situations such as unloading supply. This can only be sustained for limited periods of course which is very realistic. Radar is more critical than ever now as it can scramble planes not on standing patrol. Rotation and standdown....similar. Less planes in the air helps reduce the bloodiness. Yes....the development of bases along a line of advance was key to US success in the Solomons. SCN004 of course however, focuses specifically on WATCHTOWER and the associated defense of PM so represents the pre-capability of the Allies to develop such bases as well as the Japanese logistical challenge for having neglected the Theater prior to the Marine landings.
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