Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Some Air Combat Questions

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> WarPlan >> Some Air Combat Questions Page: [1]
Login
Message << Older Topic   Newer Topic >>
Some Air Combat Questions - 11/10/2019 11:47:53 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
Air Units set to Full Support that have remaining OP points do not always intercept or fly ground support in the opponents turn.

So what is the check process to fly the mission? Is it effectiveness or experience or both or something else?



_____________________________

Post #: 1
RE: Some Air Combat Questions - 11/11/2019 12:41:37 AM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
There is an internal check on an air unit's overall effectiveness. if they are too weak and ineffective they don't fly.

It might not be noticeable if say your air unit was at 70% then got really unlucky in an Air to Air combat and it got nailed bad on your turn. You were watching. Then on the enemy turn it intercepted once and got hammered again. Well if it is too low it won't fly.

If airplanes start vanishing from intercepting players would be upset.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Michael T)
Post #: 2
RE: Some Air Combat Questions - 11/11/2019 1:21:19 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
So it's some derived number that a random number has to roll under. This is what I figured.

That's fine. However I would like to know the factors in the derived number and their relative weight.

Perhaps its simply (Strength + Effectiveness + Experience)/3 or some such.

_____________________________


(in reply to AlvaroSousa)
Post #: 3
RE: Some Air Combat Questions - 11/11/2019 3:37:30 AM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
I think if under 50% strength or 40% effectiveness. Something like that.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Michael T)
Post #: 4
RE: Some Air Combat Questions - 11/11/2019 6:25:17 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
I have plenty of a/c that won't fly ground support or escort or intercept at above 40% effectiveness (even 60 or 70%). It is a die roll as well or just some coded number they have to be above?

_____________________________


(in reply to AlvaroSousa)
Post #: 5
RE: Some Air Combat Questions - 11/11/2019 9:26:50 AM   
AlbertN

 

Posts: 3693
Joined: 10/5/2010
From: Italy
Status: offline
I experienced the same - good that I am not the only one in the boat.

(in reply to Michael T)
Post #: 6
RE: Some Air Combat Questions - 11/11/2019 1:28:25 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Coded not random.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to AlbertN)
Post #: 7
RE: Some Air Combat Questions - 11/11/2019 7:40:29 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
Ok coded. It would be nice to know what the numbers actually are.

_____________________________


(in reply to AlvaroSousa)
Post #: 8
RE: Some Air Combat Questions - 11/11/2019 7:51:36 PM   
Essro

 

Posts: 129
Joined: 11/19/2007
Status: offline

quote:

ORIGINAL: Alvaro Sousa

There is an internal check on an air unit's overall effectiveness. if they are too weak and ineffective they don't fly.

It might not be noticeable if say your air unit was at 70% then got really unlucky in an Air to Air combat and it got nailed bad on your turn. You were watching. Then on the enemy turn it intercepted once and got hammered again. Well if it is too low it won't fly.

If airplanes start vanishing from intercepting players would be upset.



But yet I can order my bombers to fly at 1%?

This explains why so many bomber runs get through. Players probably aren't setting such restrictions for their own bombers I suspect. So, lots of bombers "get through" albeit less effective on their run, but the appearance is that they "got through" to the target.

That's what the player sees. Whether the outcome is historical is another question.

The fact that this models the notoriously under performing Luftwaffe is somewhat ironic but probably unintentional. Grosser Schlag indeed.




(in reply to AlvaroSousa)
Post #: 9
RE: Some Air Combat Questions - 11/12/2019 12:13:53 AM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Effectiveness > 60% which means the air unit will end with ~45-50% after interception
Strength > 45% of max

Both must be met to fly an escort or intercept mission on your turn or the enemy turn.

But yes if you fly a manual mission you can send your air units to their death. Like bombing land, naval, airfield, production.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Essro)
Post #: 10
RE: Some Air Combat Questions - 11/12/2019 12:40:48 AM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
quote:

Effectiveness > 60% which means the air unit will end with ~45-50% after interception
Strength > 45% of max


This info is gold. And to be honest should have been in the manual.

But for some missions I have found the requirements are much lower.

_____________________________


(in reply to AlvaroSousa)
Post #: 11
RE: Some Air Combat Questions - 11/12/2019 2:18:12 AM   
MOS96B2P


Posts: 167
Joined: 2/7/2019
Status: offline
So, for a friendly airplane to fly a support mission (intercept, etc.) during the opponents turn it must be no lower than 60% effectiveness?

(in reply to Michael T)
Post #: 12
RE: Some Air Combat Questions - 11/12/2019 4:55:12 AM   
Essro

 

Posts: 129
Joined: 11/19/2007
Status: offline

quote:

ORIGINAL: Alvaro Sousa

Effectiveness > 60% which means the air unit will end with ~45-50% after interception
Strength > 45% of max

Both must be met to fly an escort or intercept mission on your turn or the enemy turn.

But yes if you fly a manual mission you can send your air units to their death. Like bombing land, naval, airfield, production.


Knowing this is a game changer. I was finding the intercept model frustrating to decipher.

While we're on the subject of air combat, I've got a question about air superiority units in general.

1) Do advancements play a role in intercept/escort and/or combat support?

For example, do "fighter-bombers" intercept? Do "fighter-bombers" support combat? Can they be pulled in for escort? Same for the others, can "fighter escorts" intercept? Can "interceptors" escort? etc.

2) Para units are much safer with escort. How can I make 100% sure, they get their escort?

3) Other than the different stats is there any additional difference between ground attack and tac units?

4) Can an air unit be completely destroyed by airfield attack? Or are they like the ground units in this sense?






(in reply to AlvaroSousa)
Post #: 13
RE: Some Air Combat Questions - 11/12/2019 6:28:51 AM   
Majmac

 

Posts: 11
Joined: 11/1/2019
Status: offline
From Essro: do "fighter-bombers" intercept? Do "fighter-bombers" support combat? Can they be pulled in for escort?

Historically, fighter-bombers are effective at bombing, and the fighter part was only to give the crew some confidence they could take on fighters (they performed miserably against fighters). So, I see them only as supporting combat (air artillery) and they may come off lighter against fighter interceptors due to being a bit more nimble than bombers.

(in reply to Essro)
Post #: 14
RE: Some Air Combat Questions - 11/12/2019 10:12:32 AM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Air units are a mix of units. An air superiority counter has mostly fighters and a few bombers for example.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to Majmac)
Post #: 15
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> WarPlan >> Some Air Combat Questions Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.766