JAMiAM
Posts: 6165
Joined: 2/8/2004 Status: offline
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ORIGINAL: Barthheart 1) Fighter ranges seem about right, though I do agree that by Lvl IV you should be able to reach Berlin from London, but just. I don't think long range fighters could fight for a long amount of time at that range. I pretty much agree. The engine actually does a good job of abstracting this set of issues by using AP's proportional to the distance flown for attacking SFT's and the interception radius covers high intensity defensive operations. quote:
ORIGINAL: Barthheart 2) Level bomber ranges are a little short, but only if you consider them to be strategic bombers as well... maybe we need a new bomber class..... I visualize the level bombers as primarily strategic bombers, and lump all tactical bombers into the DB category. Granted that this rather restricts a fairly diverse range (historically) of planes into a single pigeonhole. If any class should be split, IMO, it is this one - twin engined TAC bombers, with a larger range and more deadly against soft troops, and single engined DB's with a shorter range and deadlier against vehicles, and ships. quote:
ORIGINAL: Barthheart 3) Arty range of 2 just feels wrong when you can fire across the English Channel and other "80 km" wide straits. If the arty is to represent "really large guns" then it needs to be WAY more expensive and rare. Maybe also turn counter-battery back off, as it can be "represented" by the fact that you arty needs to be in the frontline.... this might correct for the CB loss inbalance. Agree on the range issues, and would not even bother with making "really large guns". Counterbattery is theoretically a great idea. It is just poorly implemented at the current time. It is important to allow players to come up with reasonable defensive countermeasures to the gamey tactics of endless shore bombarding by enemy fleets. With the turn-based engine, no interception capability, and the movement allowance in WaW giving naval units the capability of having leftover AP's with which to move back away from the stricken hex, it makes it extremely hard to defend against such unrealistic and ahistorical uses of naval forces. I would love to see Vic make an engine change here, so that CB is better represented. One thing that I have not yet tried is to see if the rulevar field for this function accepts a decimal value. Does anybody other than Vic know exactly what is going on under the hood when CB occurs? If the function was changed to accept decimal values, and then use this as a true variable over some range of CB effect, then the behavior could be better tuned. quote:
ORIGINAL: Barthheart 4) AA should only have range 0, unless you want AA to represent AA complexes then they should be more expensive.... On the fence for this one. They only lend half support at range one, and are extremely vulnerable to direct attack. I do think that they should have a maximum range of one at this scale, however, and disagree with Altair's allowing the higher level techs to bump this up to two. quote:
ORIGINAL: Barthheart 1) Shore batteries - arty that can only shoot at ships, immoble except by truck/train. You must have been reading my mind last night. What I am planning to do is to create coastal battery/fortress units that have the following basic characteristics: - Immobile, even for truck/train. They will need to be emplaced by allocating production to an HQ unit that will then have to transfer out the SFT to another unit. Or, alternately, stay within the now immobilized HQ. - Very resilient to air/naval/artillery bombardment. - Highly effective against air/naval/artillery. - High attack values when defending, and low attack values when attacking. - High values for HP's, defense and entrenchment. - Very expensive, yet durable, relative to other units. quote:
ORIGINAL: Barthheart 2) Split AA into light and heavy, light attacks fighters and dive bombers, heavy attack level (and strat) bombers. Heavy can't move on own. I don't see this as being particularly necessary at this scale. quote:
ORIGINAL: Barthheart 3) Naval fighters and naval bombers, maybe even split naval bombers into naval divebombers and torpedo bombers. Give carriers ablility to carry 6 naval air units. Torpedos usless against ground targets. There is a definite need for the carrier air to be revamped. As it is now, the carrier air does not intercept, and this causes some pretty screwy results. So, I do agree on a need for splitting naval fighters and naval bombers up, but I think going with a further split into DB's and TB's is overkill. I would rather just reduce the effectiveness of the carrier-based bombers a bit from where it is currently. Not much though. Also, I'm pretty sure that the higher level CV's can already carry more Carrier Air SFT's. quote:
ORIGINAL: Barthheart 4) Shore bombardment does more readiness and structural damage and less men/weapon damage. I think that with a realistic CB effect, and with coastal battery/fortress units in important hexes, the current overpowering of shore bombardment will be ameliorated. At least, that's the direction I'd prefer to work from. Ps. I hope you didn't think that my not wanting to argue with an engineer comment a few posts back didn't sound too snarky. Looking back at it, I thought it did. I should have put some smileys in there, or something...
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