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Nice, but I am not sure how this will prevent fighter's being in the wrong place. In HoI2 you could have the most advanced radarsystem ever seen along the English coast, yet have your fighters linger over Southampton while London is being bombed, because the fighter already detemined their route when they took off, and apparently don't want to change that before the first German bombs land near Big Ben. Resulting in the British fighters arriving in London, just when the German bombers left - that will happen a few time due to poor communications, and bad planning, but in HoI2, it was pure chance if it didn't happen.

I see these improvements for HoI3 as a great improvement in offensive air operations, but unless radar and fighter control will have some level of coorporation, then defensive air operations will still be pure chance and numbers.
 
Nice, but I am not sure how this will prevent fighter's being in the wrong place. In HoI2 you could have the most advanced radarsystem ever seen along the English coast, yet have your fighters linger over Southampton while London is being bombed, because the fighter already detemined their route when they took off, and apparently don't want to change that before the first German bombs land near Big Ben. Resulting in the British fighters arriving in London, just when the German bombers left - that will happen a few time due to poor communications, and bad planning, but in HoI2, it was pure chance if it didn't happen.

I see these improvements for HoI3 as a great improvement in offensive air operations, but unless radar and fighter control will have some level of coorporation.

Won't happen if you give the orders to many fighter groups, of which each has very narrow area to cover, or the areas overlap each other, which means there are more fighters on a given area with different routes, which will then lower the chances of someone passing by without being in contact.
 
It is now possible to target and destroy these supplies, preventing them reaching the enemy front line units.
There are no word to descripe the awesomeness of this feature. It will add an entire new layer and importance of strategic bombing campains.

Now Im just hoping we can have our CAS be fairly decent at this too (destroying trucks, trains and railbridges) without beeing equally good at bombing Industries. Ideally you would need both CAS and STR to get all supplies both small and big deliveries and targets.

Or perhaps some supply destruction could be included in the Interdicition mission aswell?
 
This does not look very far from the targetting system I originally hoped for :)
It would be interesting to know more about just how abstracted the air units will be, however; will we be rid of those giant stacks of hundreds of fighters patrolling together in a single formation and will we be able to tell our planes not to suicide against vastly superior forces (such as a dozen fighters attacking a hundred bombers with a hundred escort fighters)?
 
There are no word to descripe the awesomeness of this feature. It will add an entire new layer and importance of strategic bombing campains.

Now Im just hoping we can have our CAS be fairly decent at this too (destroying trucks, trains and railbridges) without beeing equally good at bombing Industries. Ideally you would need both CAS and STR to get all supplies both small and big deliveries and targets.

Or perhaps some supply destruction could be included in the Interdicition mission aswell?

Perhaps there will be mssion efficiencies based on specific unit doctrines, or multiple attack stats for each mission type...seems a bit extensive but realism will prevail, which makes me happy.
 
Because we wanted to give you choices, for example you have a CAS unit supporting an advance in direction X. You can define your cone (and thus where the CAS will bomb) as narrow or a broadly as you like depending o how focussed you want your bombing to be.

Ohhh, now when I read it one more time I realize that you choose one of the options- province, area or cone. I was just thinking that when you choose an area you will have to also choose and a cone and an angle.
Thaks for the clarification.
 
Will the planes be able to move faster than 1 province/hour? This kind of limited the use of any extra speed (especially since the max speed was capped at 200) for planes in HOI2.
 
Is anything savvy going to be done about the outliner? When I think of the majors, it will be even more crowded than in EU. I don't think there is an easy solution though.
 
Absolutely brilliant! Exactly what I wanted to know. Best of both worlds indeed!

PS: Now we can finally put the province vs region targeting debates to rest :p
 
This system looks quite great. How do air units operate when, say, their cone boundary bisects a province or something? Will they operate above that province even if their orders are to cover 50% or less of it?
 
Will the planes be able to move faster than 1 province/hour? This kind of limited the use of any extra speed (especially since the max speed was capped at 200) for planes in HOI2.
yes
 
This system looks quite great. How do air units operate when, say, their cone boundary bisects a province or something? Will they operate above that province even if their orders are to cover 50% or less of it?

If the province is highlighted, then it will be "in".
 
This cone/circle stuff sounds pretty complex, wouldn't it be easier and faster to just click and add the provinces or areas you want to add/remove manually on the map?
 
This cone/circle stuff sounds pretty complex, wouldn't it be easier and faster to just click and add the provinces or areas you want to add/remove manually on the map?

There are rather a lot of provinces in Hearts of Iron 3, this could take a while. However you can still manually select if you wish, the cone circle option is just there to speed up the process.
 
can successive orders of the same mission type use the same configuration as the previous order? In order to avoid the need to reset the length, cone, scope, range etc. every time?