SSFSX17
Matrix Trooper

Posts: 182
Joined: 10/14/2001 From: California Status: offline
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Quick question: are there any examples, in real history, of massive air stacks (i.e. a lot of aircraft on the same base being commanded by the same officer) being a bad idea? And anyways, the oil resource does a good job of preventing air superiority from being used for overpowering results. If this absolutely has to be balanced, I would suggest the following: - Each airbase-capable location has a fixed number of "Takeoff And Landing" points per round. Cities would have very few, while dedicated airfields would have a lot more. Players would have to make a tradeoff between reserving a lot for interception, and using a lot for attack. When used for interception, there might be modifiers to the number of "Takeoff And Landing" points based on how many aircraft the enemy actually used. - The air SFType categories are further divided into "High Altitude," "Medium Altitude," and "Low Altitude." This way, you can simulate, for example, strategic bombers being devastating against locations and being hard to hit by flak, but being vulnerable to fighters, or divebombers being extremely vulnerable to ground defenses. (I am willing to implement this in my mod if there is enough demand) - Air units in general should be ineffective against infantry, cities, and fortifications - or at the very least, extremely inefficient at attacking such things. (Except for Strategic Bombers levelling cities to the ground, which is still ineffective at killing trained infantry) (I am willing to implement this in my mod if there is enough demand)
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