sheridangreen
Posts: 3
Joined: 1/21/2011 Status: offline
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After reading through this thread, I took note of a bunch of suggestions I liked and thought would be good additions to a future update. - Some kind of overrun mechanic is needed. It is incredibly frustrating to have to make three or more 7:1 attacks and not destroy a unit because you can’t roll a 5 or 6. Maybe double or triple the AP cost to move into a hex and destroy the other unit if you have greater than 8:1 odds. Either that or make an 8:1 column where every roll causes 100% damage to a defending unit. This would use up 2 APs for the attack, plus whatever APs it costs to move into the space would represent overrun costs. - Tactical Bombers are taking too much damage against land units. Rolling a 3-6 on the attacker’s die (66% chance) causes a loss of a strength point no matter if you are attacking a weak infantry division or fully repaired corps. You don’t get to bumped up to column 2 (roll 5-6 [33% chance] to lose a strength point) until you attack a level 2 unit with >80% strength. But that doesn’t make sense, since newer, heavier units should have a greater chance to cause damage. Damage to aircraft should be reduced to be not common at lower upgrade levels; however, damage rates and effectiveness should drop if attacking smaller, damaged units versus full, heavy corps. A more difficult to program fix, but definitely better, would be to treat tac bombers like shore bombardment. Commit a certain number of bombers to reduce the EFFECTIVENESS of the unit rather than the strength. Airstrikes in WWII were good at messing up organization and making you keep your head down. - Raiders inflicting damage on their attackers. I’ve noticed that even single-ship fleets that are set on “Regular” will not shoot back, and that the first ship in a multi-ship fleet does not shoot either. Please just make a change so that all ships shoot at each other in combat, but that Raiders always fight by themselves. This may help the AI, too, since they tend to group their ships in small numbers, when it is clear that big fleets are the way to go (if you have two ships, 50% of your force can’t shoot; if you have 10 ships, only 10% of your ships won’t shoot). - Tactical Bombers doing sea attacks rarely take casualties and score hits very often. While aircraft tended to dominate the seas where there was no air cover, they didn’t hit every time, and grouped ships tended to shoot down a lot of aircraft. This was especially the case where carriers were present, and that doesn’t seem to come through in the game. Also, this situation would be helped out if Fighters could provide air cover to Fleets in the adjacent sea zone, which was very common during WWII. - ‘Tweaking down Strategic Bombers”; I think this would be fixed if air intercept chances by fighters were increased, and that the -4 column for strategic bombing losses was fixed (right now, on the -4 column, bombers will only lose a strength point if a 1 is rolled; if you are on the ‘0’ column, you lose a strength point if a 1-2 is rolled. I think the -4 column has a typo, and should at least have a 50% or 66% chance of losing bombers.) On the other hand, if the previous fixes are made, please also change the default value of -4 for air superiority if the enemy does not have ANY fighters in range. For example, I have German bombers attacking cities in the UK, and I know that the UK has zero air units left, but I still get a -4 to air superiority. If the enemy has no air units in range, the air superiority modifier should be 0, not -4. - A visualization of the sub warfare and the impact of British PP's. I see the “U-boat Strike” event, but don’t really see how much it is actually costing them. (this one is not a big deal; it’s enough to know that UK is losing PPs)
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