timtom -> RE: Admiral's Edition Air War Thread (12/11/2007 9:43:15 PM)
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ORIGINAL: Ron Saueracker One of the problems with the CV based air model I've encountered regularly has been the inabilty of the model to handle the exacting data pertaining to the aircraft (range and endurance specifically) with TF movement and the hex grid map. This always resulted in Japanese CV TFs, with their longer range/endurance aircraft, enjoying the ability to strike with impunity at long range because the Japanese aircraft range is marginally over four/five hexes while Allied range is marginally under four/three hexes. The Allied CV TFs don't launch because of the nature of the map (hex grid) and the 'reaction mechanism' designed to deal with this real data vs hex grid mapping just can't cope with the situation...it either fails to react or goes bounding off to it's doom. Has the reaction model been improved to allow for this tactical level detail within the more strategic format the game phases represent...can Allied CVs launch despite the aircraft being shorter ranged, or have the naval based aircraft been given a rounded up/down reange/endurance (ie...all Japanese/Allied CV TF aircraft strike range maxed at 4 hexes) to ensure launch. In conjunction with this desire to equalize Jap/Allied strike range for CV based aircraft to alleviate the limitations of the hex grid, why not use the range/endurance to determine coordination/strike size and weapon loadout only instead of allowing the extra hex range simply because the data, when translated into hexes, allows for an extra hex range as the stated range/endurance of certain aircraft barely cross the range needed for the extra hex? All I can say ATM is that we're aware of the issue and exploring some options. Better than nothing, I guess.
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