Nemo121
Posts: 5821
Joined: 2/6/2004 Status: offline
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Is there any word on whether there two remaining problems will be fixed: 1. The code which prevents units getting "spread" between too many ships acts to prevent Allied naval forces from loading less than 250 points of cargo or troops per xAP or xAK and, as such, prevents ALlied amphibious TFs from unloading all of their troops/combat devices in a single day. End result Allied invasions of defended atolls are rendered almost impossible prior to the conversion of hosts of ships to APs since, right now, it would take 2 days to unload ( since more than 250 points of troops/devices are aboard each ship ) and the attacking unit would shock attack on two consecutive days, wrecking itself in the process. 2. The A2A battle typically tends to go to whichever side has the highest-flying fighters. Has any thought been given to including a relatively simple fix which compares the altitude differential and rolls a die to determine whether the high-flying sweep just fails to notice the low-flying CAP. E.g. With a 20,000 feet altitude differential it ought to be 99% likely that the sweep would just fail to notice the CAP. This would prevent A2A ( which is hugely improved over WiTP ) from devolving into a very simple rock, paper, scissors game in which everyone just defaults to fighting at their maximum altitudes. It would make it important to have low-level sweeps also and add some complexity back into the A2A model. 3. Is there ANY possibility of being able to task fighters on CAP to either anti-fighter or anti-bomber tasking? Currently a Ki-45 which is a terrible dogfighter currently tries to dogfight with enemy fighters before attacking the bombers. It would make more sense to be able to set the Ki-45s to try and bore straight into the bombers, avoiding the enemy fighters. When you look at German fighter defences they had a clear division between twin-engined fighter units and Fw-190F units which were tasked with going straight for the bombers and other fighters which were assigned to tackle with the enemy escorts to keep them from jumping the Zerstoerer units. The reason I raise these three issues here is as follows: 1. Something which prevents the Allies mounting successful atoll invasions when they have more than enough ships available is, to my mind, a significant issue in a game modelling the Pacific War., It also pretty much condemns the Allies to doing no atoll invasions until mid-43... That may have been the case historically but that doesn't mean a bug in the game code should prevent it in-game. From what I understand disabling the bit of game code which prevents spreading units out over too many ships should fix this. Of note: Later on in the war this same issue should begin effecting the IJN shipping and operations. 2 + 3... Right now Zerstorer -type planes are far less valuable than in real life because they always SEEK to tangle with the escorts before hitting the bombers. In real life they sought to avoid the escorts. As to altitude... well, that's just using a simple real-life based mechanism to restore realism to the A2A model and allow the complexity the team has built into it to be reflected in-game. 4. I've asked about 2 + 3 before but never really gotten an official answer.
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