pauk -> RE: Should this be scrapped? (11/2/2006 7:25:24 PM)
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quote:
ORIGINAL: Feinder I see what you're saying about transferring a sqdn, and then it changing the airbal for the Allied player. That might be true, but I'm not sure that it is. I -do- know that if Japan transfers a sqdn to a vacant base, the Allied player when receiving the turn does see the "X" at the new base. I'm not sure if air-bal is recalculated for the Allied player as he opens the turn (will be easy enough to test). I do know that if you transfer a sqdn during your own turn, it does NOT affect air-bal. So I'll test it out. AirBal is a composite of -ALL- sqdns, friendly and enemy, within range of the hex (and decreases as range increases). An Emily really does project AirBal out to a range of 20 (yes, I tested it). It doesn't project -much- airbal at 20. Think about a lonesome hex on the map. That means every every non-damaged Emily within a diameter of 40 is affecting the AirBal of that hex. Frankly, I think some of y'all a bit paranoid. AirBal can be a very tough read. Kinda like saying "something" moved to within 12 hexes of Sing, because the Airbal jumped by 100 pts. Did it move -TO- Sing? Or Jahor Bahru? Batavia? It's hard to tell anything within 6 - 8 hexes, simply because of the "noise" of other active bases. Also, be aware that your own transfers affect the number. So if Japan moves in 4 sqdns of Zeros to some base, and I move up a sqdn of Hudsons, my sqdn of Hudsons negates (and thus masks) the presense of some of the AirBal. Suffice to say, I -know- AirBal. And even if I took the time to monitor every turn (which I don't), the best you normally get is "My opponnent has transferred several sqdns from SoPac to Burma." One sqdn gets lost in the back ground noise. 10 sqdns you might notice. But again, if your enemy transfers something into a area where -you- have a large base, it's difficult to "hear" the transfer, because your own base is making so much noise already. If Matrix says it's a 'bug', then it should be removed. But to be honest with you, I'm quite sure that most of you guys are over-estimating it's true effectiveness. Don't get me wrong, you -can- get a read from AirBal. But it's not so concrete as you seem to think it is. Try it in your own PBEM games, and see how much intel you actually gain from it. It's -not- that easy, even when you know the formula. -F- Feinder, what you've said working in the early period of the war, but not in later phase. As we know, Allies had air superiority and that is perfectly ok... the only chance for bloody Japs is to prepare ambush if his opponent becomes easy going (dont send fighters on escort)... but with air balance numbers this isn't possible - yes air balance changing immediately (after you save and re load your turn) Furthermore, as Ctangus pointed, airbalance could be decisive (he saved his CVs because that!) I do not see any reason why this air balance should remain in the game (yes i'm bitching for that over a year!) - Allies can not be suprised because they can see "X" if the Japs move in planes and latter they have advantage - radar! (funny, but japanese air search radar is still not working - so it is better to have soundetector than radar!) So even if they set 20 or 30 % CAp they will have 60 % or more ac on CAP and that is more than enough to deal with japanese paper planes...
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