Force Air Refueling Range Multiplier Request (Full Version)

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Uncle_Joe -> Force Air Refueling Range Multiplier Request (6/8/2006 8:47:23 PM)

Hi,

I would like to add a request to allow the Force Air Refueling Range Multiplier to be a fractional number (ie, .5 or .66 etc).

For example, I have been modifiying a scenario based on GDW's Third World War including all four theatres. The map is quite large, covering Scandinavia to the Persian Gulf. For the ground combat (and map scale), 20-25 miles per hex is ideal and works really well. However this gives air units way to much range with units based in Norway often supporting combat in Central Europe and vice-versa.

So, what I would like to be able to do would be to reduce the range of the air units by say, half, to keep them being used in their respective areas rather than pell-mell all over the globe.

Would it be possible to add a way to REDUCE the range of air units as well as extend it?

Thanks




Dr. Foo -> RE: Force Air Refueling Range Multiplier Request (6/8/2006 11:59:46 PM)

You could go into the editor and set the distance for a hex (or hexes) at the airbase to say 50 this would reduce the range of any aircaft entering or existing that hex.




golden delicious -> RE: Force Air Refueling Range Multiplier Request (6/9/2006 2:42:53 AM)

quote:

ORIGINAL: Dr. Foo

You could go into the editor and set the distance for a hex (or hexes) at the airbase to say 50 this would reduce the range of any aircaft entering or existing that hex.


This would reduce all air ranges by a blanket value, though, so that fighters would have virtually no range at all whilst heavy bombers still have a huge range. Also, it would make it impossible to fire artillery either from or to the hexes in question, and the impact on the ranges for air attacks on these hexes would be doubled.




Dr. Foo -> RE: Force Air Refueling Range Multiplier Request (6/9/2006 3:02:59 AM)


Of course there are pros and cons if a player finds in unrealistic that air units based in Norway would be supporting combat in the Central Europe it is a work around.

However, I agree that it is not best to use this option for on map airbases, I like to use it for long range bombers represented by off map bases that would be out of range for strikes by on map air units. This option allows me to have off map based bombers with enough range to reach on map targets, while on map air units cannot strike the off map bases.




lok -> RE: Force Air Refueling Range Multiplier Request (6/9/2006 4:02:06 AM)

quote:

ORIGINAL: Uncle_Joe


For example, I have been modifiying a scenario based on GDW's Third World War including all four theatres. The map is quite large, covering Scandinavia to the Persian Gulf. For the ground combat (and map scale), 20-25 miles per hex is ideal and works really well. However this gives air units way to much range with units based in Norway often supporting combat in Central Europe and vice-versa.




I run into this problem in my scenario Global Conflict (also based on GDW Third World War). In some cases you may use the cooperation level of the formations and the coloring of the units to prevent air units from Norway supporting ground attacks in the Middle East.

Another fix I would like to suggest for consideration would be to develop a "cooperation" matrix, and replace the current cooperation levels with a matrix. For example: units from Formation (or country) A can not cooperate with Formation/country B.
If this is implemented at the formation level (the highest level grouping we have now) any such matrix would become huge and cumbersome very quickly. However, if we add another layer of command structure then it is easy to set the "cooperation" level and say that Norway will support Israel at level N (where N=1,2,...100?) etc. etc.

Of course, I would imagine this is a much bigger job than just changing the Force Air Refueling Range Multiplier (spoken by someone who has no idea what the code looks like).

Then again it may be easier to just change the entire air war model where you can actually set the range over which you want your air units to operate.






Dr. Foo -> RE: Force Air Refueling Range Multiplier Request (6/9/2006 4:04:51 AM)


quote:

Then again it may be easier to just change the entire air war model where you can actually set the range over which you want your air units to operate.


That would be sweet! [:)]




golden delicious -> RE: Force Air Refueling Range Multiplier Request (6/9/2006 4:18:15 AM)


quote:

ORIGINAL: Dr. Foo

I like to use it for long range bombers represented by off map bases that would be out of range for strikes by on map air units. This option allows me to have off map based bombers with enough range to reach on map targets, while on map air units cannot strike the off map bases.


Yeah. Off-map airbases is what this feature is used for 95% of the time. The only other common useage I'm aware of is to create partial supply points.




golden delicious -> RE: Force Air Refueling Range Multiplier Request (6/9/2006 4:20:21 AM)

quote:

ORIGINAL: lok

Another fix I would like to suggest for consideration would be to develop a "cooperation" matrix, and replace the current cooperation levels with a matrix.


Possibly. Various possible new features would also benefit from being able to divide each force into sort-of "sub-forces"; for example you would have one of these for each nation. You could then set co-operation limits between these sub-forces, as well as setting things like force proficiency, supply stockpile, replacements, etc. separately for each of them.

Note that limiting co-operation does nothing to stop the air units in question from fighting the enemy's air force, either on air superiority or through airfield attacks.




Uncle_Joe -> RE: Force Air Refueling Range Multiplier Request (6/9/2006 5:42:52 AM)

Hey guys,

Lots of good ideas, but none of the really feasible in the context of the scenario, unfortunately. All of the airfields are on-map and it would be difficult at best to move them off-map. In addition, as was mentioned certain aircraft would be mighty useless.

So I guess there is no chance of allowing this number to be a decimal, eh? Ah, well...it was a hope (something I had actually wished for since the first time that number appeared in ACOW Edition, I believe.

Thanks again for the ideas though.




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