Bullwinkle58
Posts: 11302
Joined: 2/24/2009 Status: offline
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quote:
ORIGINAL: rtrapasso quote:
If the ammo changes in mid-war to add proximity fuses I wish someone would explain to me how that works. Not positive how it works in AE, but in old WITP, after a certain date, the effectiveness of certain AA goes up (relatively dramatically)... this is supposed to be hard coded, i think. quote:
There may be ways to kludge the results, but that might break something else. Unless we ever have a dynamic DB, with values swapping in at key historical dates, I think we're sort of stuck. Actually, i think there is a way to do this, or maybe several... you could write into the code for various radar devices to improve AA fire, but that would be a major undertaking... probably not going to be done. Second much easier way is to have upgrades to the AA weapons for the ships: i.e. after a radar system is available for the ship (which isn't literally shown on the ship readout), you upgrade the AA weapons, so a 5"/38 becomes a 5"/38-1944a (or whatever)... the effectiveness of the AA gun goes from say 50 to 100 or something along those lines... you'd have to play around with it a bit, of course. The actual gun itself would be the same, but the effectiveness is increased due to the radar fire control system. This could be done in a mod, or otherwise incorporated into the game if it works well. They may have already done this through the upgrade system. The device lists in AE are massive. I've only spent a little time in the editor, and I don't fully grasp how every field affects every other, and the code in the exec file. It's possible to swap whole devices in and out during the upgrades; it's just not possible so far as I know to swap the data for a specific device on the fly in mid-game. Radar is part of many of the upgrades in many classes. A lot of it is air and surface search radar upgrades which theoreticlaly affect engagement decisions (but surface fights still close to visual range, and that's affected by lots of variables, especially day/night and weather.) I'm just not sure how FC radar is incoprporated into AA over the timespan of the game. I've finished one complete AI game now, and you said you haven't played much yet. If AA is your bag it might be worth some time to poke around in the editor, look at the upgrades for some favorite ships. In the thread Unconditional Surrender I posted a scan of my final status screen after the vicotry. Scenario One, Historical, the Japanese lost about 43,000 aircraft (I didn't add them.) 2139 were to flak. A little over 10,000 to ops losses. 26,000 A-to-A. 4500 on the field. The game is pretty balanced in total in my opinion, even if individual elements can be argued about a lot. I have problems with the lack of R&R for subs, and the extremely rapid repair and turn-around on htem. But, that is balanced in the models by the need, due to DB structure, for them to fire full salvoes when attacking, so they don't have the on-station time they did historically. Combined, the two mostly cancel out. If my A-to-A ratios are high versus flak, does it matter really since I still managed to destroy 43,000 enemy planes?
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The Moose
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