Redmarkus5
Posts: 4456
Joined: 12/1/2007 From: 0.00 Status: offline
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I think the fundamental problem with the air model is that it's not sufficiently abstracted. What I mean is that the tempo of real life operations for air and ground units is different: - An air unit may attack numerous different targets 100s of mile apart over a 1 week period. - A ground unit will attack relatively few targets along its line of advance in the same period. For a game of this scale, air units should contribute to an 'Air State' (Air Supremacy > Air Control > Air Parity, etc.). You should assign you units to 'pools' (Reserve, North, Centre, South, etc.) and adjust the focus of units in each pool (Air Supremacy, Airfield, City, CAS, etc.) Then, each turn the system should compare the resources assigned to air actions that affect the Air State (Supremacy and Airfield, City etc.) compute losses and adjust the Air State. Next, as each ground battle occurs each side's CV is adjusted to reflect the Air State AND the proportion of air power assigned to CAS. The same would apply to interdiction. Interceptions during these ground attack operations would be tabulated and applied to the Air State when it is next computed. Just some rough ideas...
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