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caj

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Johan,
I love the game but the Air Missions need to have a second choice added besides attack an area province or region. Please add a choice to allow an Air unit or group to attack a specific province. IRL - the pilots were given a mission to bomb a specific factory or target and not fly all around the region lookng for strategic or tactical targets. Air Superiority would work well with the Area Missions but Tactical or Strategic should be able to go area or specific.

Cheers
CJ
 
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I've said the same thing, and will 2nd that yet again...being able to put
defensive-type planes, or air-superiority planes on "area" missions is great;
but being forced to put your offensive/bombing planes on the same "area"
vs "specific" missions *sucks*. Can you imagine "paradrop" being implemented
the same way? "send your transports towards the area, hope they land in
the right provence"? Blech.

Carrier-based planes *can* be targeted to attack airfields, harbors, or ground
units (via shore-bombardment) in the exact provence you chose; why must
we have CAS/TAC/STR planes not able to do the same? This is a *great*
game and loads of fun, but this air-implementation is just an abortion. PLEASE
fix it!

As an example (documented in another thread) of what this area
system causes...take some of the areas in India for example...a plane with
a range of 250 in, say, Calcutta can't reach some of the adjacent sectors
at all -- yet, because one sector it *can* reach has another provence that
is nearly 1000km away; and because the plane can reach the near sector
in that area, it's able to fly the whole freaking 1000km to the far end of the
area...yet it can't fly next-door to other provences. It's just ugly. And really
takes a lot of the fun out of the game, due to that ugliness.
 

WarDog

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Horza said:
Not going to happen - there have been some long running threads about this:

http://forum.paradoxplaza.com/forum/showthread.php?t=200226

In summary - not going to change as it better models reality, and prevents use of airpower as an uber unit.



Long threads and plenty of frustrated customers. Why do you think this keeps coming back?

You can believe what you want. And your last sentence proves that arguments is wasted on you.

I still believe Johan has the intelligence to see that his new air system does not work in the scense that his custoumers does not understand his vision or the execution of it. If a component of the game creates this much frustration and controvercy, the component should be reevaluated by its maker.

If you disagree, just say so Horza, and let others have their own opinion. Don't make *%#* comments like:

Horza said:
In summary - not going to change as it better models reality, and prevents use of airpower as an uber unit.


:mad:
 

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WarDog said:
Long threads and plenty of frustrated customers. Why do you think this keeps coming back?

You can believe what you want. And your last sentence proves that arguments is wasted on you.

I still believe Johan has the intelligence to see that his new air system does not work in the scense that his custoumers does not understand his vision or the execution of it. If a component of the game creates this much frustration and controvercy, the component should be reevaluated by its maker.

If you disagree, just say so Horza, and let others have their own opinion. Don't make *%#* comments like:

:mad:

lol - you're being way too sensitive again WarDog. I was just summarizing the argument that supports the existing system.

And I'll make any damn comment I want to, thank you.
 

caj

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I am sorry but "MODELLED in REALITY"?

The current system does not model reality. No military would send their Tactical or Strategic Bombers out to 'hunt' for something to bomb during WWII. Every single American mission was planned out and coordinated to the 'nth' degree. Targets were carfully selected and attacked by a coordinated effort.

Johan - I know as you explained that the programmers had a vision but bud - this is not a 'modelled in reality'. Please consider adding the second option.

If not - is it possible for the outside mod groups to change the core of the air missions or even for me to do it?

We should start a poll to see what eveyone thinks. Johan has always been very compassionate and understanding with the Paradox customer base. That is why I love their games.

Cheers
CJ
 

WarDog

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Horza said:
lol - you're being way too sensitive again WarDog. I was just summarizing the argument that supports the existing system.

And I'll make any damn comment I want to, thank you.


If I summarize the contradictionary opinion to you as "Being rational, intelligent and not just take arguments out of thin air", what does that imply about you?

You make any damn comment you like. That is your right and that is what this forum is all about. But keep in mind that that kind of oversimplified comments can get some reactions.



Just make your suggestion caj. Don't let ignorant comments put you down!
 

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I too want to see point air missions back. Planes have been nerfed down (and rightly so mind you) in their attack capabilities but this takes it just one step too far. Please at least give us the freedom to choose which type of mission we want, it doesnt have to be just area or just point missions. My two cents.
 

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WarDog said:
If I summarize the contradictionary opinion to you as "Being rational, intelligent and not just take arguments out of thin air", what does that imply about you?

You make any damn comment you like. That is your right and that is what this forum is all about. But keep in mind that that kind of oversimplified comments can get some reactions.



Just make your suggestion caj. Don't let ignorant comments put you down!

Oh alright then : FLAME ON!

Rational? Intelligent? Absolute bollocks. As the threads show you were completely shot down on every point but one where it was agreed there was a case for allowing CAS to be closer tied to those with the right doctrines. Repeatedly assertions were made by you and others that took views of airpower from movies and the desire for an uber unit - this is what I'm responding to here.

Once again you took a simple post and read into it a personal attack, and then made a personal attack on me. This is intolerable and an indication of your own lack of judgement and failure to adhere to any basic standard of civil discourse on this topic. Where is the rational thought and intelligence in your behaviour? Nowhere to be found. It is unsurprising therefore that your arguments are as empty as your head.

\FLAME OFF
 

WarDog

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Horza:
You obviosly missed my point with the "rational,intelligent" sentence and took it personaly. And by that proved my point.

If you claim that your view is historically correct, you automaticly say that caj is unhistorically.
The same with the uber unit.

That is not a very friendly way of debating. If you had just sead "I desagree" and put in an "IMHO". Whats wrong with that?

We obviously have a difference of opinion on the topic and definitly on what has been established in the previous numerous threads, but why not grant those that have a different opinion some space?

And about your "FLAME ON" thing, I let that stand unchallenged. This is close enough to hijacking the thread.
 

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WarDog said:
Horza:
You obviosly missed my point with the "rational,intelligent" sentence and took it personaly. And by that proved my point.

Bullshit. It was a personal attack:

WarDog said:
If I summarize the contradictionary opinion to you as "Being rational, intelligent and not just take arguments out of thin air", what does that imply about you?

Imply? I'll give you imply. You're a dumb, emotional windbag.

WarDog said:
If you claim that your view is historically correct, you automaticly say that caj is unhistorically.
The same with the uber unit.

No, I do not do anything automatically or by implication Only in your tiny mind
does that connection occur.

WarDog said:
That is not a very friendly way of debating. If you had just sead "I desagree" and put in an "IMHO". Whats wrong with that?

Get stuffed. Where the hell was your 'I disagree' or IMHO then?

WarDog said:
We obviously have a difference of opinion on the topic and definitly on what has been established in the previous numerous threads, but why not grant those that have a different opinion some space?

I put in a two bloody sentence comment and that's taking up valuable space? The fact is you haven't got an argument worth a damn in favour of your view and you know it. You just can't bear to be reminded of it.

WarDog said:
And about your "FLAME ON" thing, I let that stand unchallenged. This is close enough to hijacking the thread.

You start a flame war and you're trying to take the moral high ground? Get a grip. You start throwing around personal insults and you're going to get what you deserve. You've got two choices: apologise for your appalling behaviour or quit posting in this thread. Then maybe I can actually give a caj a moment to make an argument.
 

Wyrm

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Hey, guys, cease fire, 'k?

If you want a flame-war, go PM-style so we others who like browsing the forums don't have to sort through pointless ranting and childish personal attacks.

Thankyou.
 

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Wolf52 said:
I too want to see point air missions back. Planes have been nerfed down (and rightly so mind you) in their attack capabilities but this takes it just one step too far.

What would fix air power for me would be for all planes attacking to target one division at a time instead of the whole stack. The basic military principle of concentration of force. Dug in units should be able to camouflage to reduce the damage
 

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Horza said:
Not going to happen - there have been some long running threads about this:
http://forum.paradoxplaza.com/forum/showthread.php?t=200226
In summary - not going to change as it better models reality, and prevents use of airpower as an uber unit.

I've read the other threads on this, and have to disagree with the approach
taken to "de-uber" airplanes. Planes can present a couple of problems in a
game like this:

P1) offensive planes too powerful: S1: lower the damage they do
P2) if planes can be only targeted at a single provence, the defender has
to make enough aircover to cover everything, but the attacker can
focus his attack and overwhelm any one point he chooses. S2) give
planes the *ability* to target an "area" so X fighters can offset X attack
planes.

Is #2 what Johan was after, but just went a little overboard with?

As for "modeling reality", if the current implementation weren't such an
abortion *against* reality, we wouldn't be seeing player after player coming
to the forums saying it's screwed up...and after the example I gave, where
a range=250km CAS plane in Calcutta can bomb a target 1000km away
because it's in an "area" it can reach, but it can't bomb a landing ship at the
beach to its own provence because the sea zone next to it is more than
250km, how can you say this models reality? That's the whole point, the
current implementation *doesn't*, and that's why this keeps coming up.

Every time I play this game (which is often lately, 'cause the game ROCKS)
I get hit with examples of why the current air system blows chunks. Last
night, playing Russia, defending against the German invasion, I had several
airgroups of 4 planes each, stationed in different airfields, set up to interdict
German ground units as they passed thru the light-blue area between Memel
and Riga; the Germans had two big stacks right on my front, a 12-stack and
a 17-stack, in provences with no AA; then they had 2 infs back guarding
Memel where they also had flak...what do you know...all 16 freaking planes
ignore the two big stacks at my border, and dogpile the two schmucks back
in Memel who aren't bothering me at all, and get flak'ed up in the process.
This models reality how? And isn't having 16 planes attacking one provence
all at once, terrible for the stacking penalty? Yet that's what the program's
air-targeting does "for" you...if I could manually target, I could send 4 planes
each, to each of the 4 provences there...instead, I have to let the computer
decide it, and they *^($ it up and send all 16 to the least valuable place!

...

To me, allowing planes to defend an "area" but attack a provence, and
giving planes the proper (not too high) a ground-attack (or naval, but that's
another thread) numbers, "de-ubers" planes while still making them a proper
part of a strategy...if I'm mistaken, can you show me how?
 

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Rockies said:
I've read the other threads on this, and have to disagree with the approach
taken to "de-uber" airplanes. Planes can present a couple of problems in a
game like this:

P1) offensive planes too powerful: S1: lower the damage they do
P2) if planes can be only targeted at a single provence, the defender has
to make enough aircover to cover everything, but the attacker can
focus his attack and overwhelm any one point he chooses. S2) give
planes the *ability* to target an "area" so X fighters can offset X attack
planes.

Is #2 what Johan was after, but just went a little overboard with?

As for "modeling reality", if the current implementation weren't such an
abortion *against* reality, we wouldn't be seeing player after player coming
to the forums saying it's screwed up...and after the example I gave, where
a range=250km CAS plane in Calcutta can bomb a target 1000km away
because it's in an "area" it can reach, but it can't bomb a landing ship at the
beach to its own provence because the sea zone next to it is more than
250km, how can you say this models reality? That's the whole point, the
current implementation *doesn't*, and that's why this keeps coming up.


Huh? Wassat? <Removes Asbestos Hood> Oh, right, can hear you now.

Well, yes there are some definite anomalies with the province/area system. Seems like the condition (if you can reach one province in an area, you can bomb the whole area) is a bug. Whether it's fixable without introducing an exploit is the issue.

But the reason people keep complaining is because they want to do things the engine won't let them, and they find this annoying and frustrating - specifically they want to be able say go *there*, bomb *that*.

Unfortunately that wasn't an option available to Strategic commanders in WWII. TACs and CAS (with some exceptions for CAS with FACs) were used against targets of opportunity and communications, as they were largely ineffective and fragile against any sort of prepared defence. This meant roaming the battlefield looking for the lowest apples on the tree, hitting what they or intel for the day could find.

If you treat airpower as a separate campaign (cf the Airpower FAQ) you can remove the frustration. Your aircraft are a resource, and a force multiplier. Hit the enemy's installations and logistics, impact his supplies, commit your CAS in support of your ground troops.

Rockies said:
Every time I play this game (which is often lately, 'cause the game ROCKS)
I get hit with examples of why the current air system blows chunks. Last
night, playing Russia, defending against the German invasion, I had several
airgroups of 4 planes each, stationed in different airfields, set up to interdict
German ground units as they passed thru the light-blue area between Memel
and Riga; the Germans had two big stacks right on my front, a 12-stack and
a 17-stack, in provences with no AA; then they had 2 infs back guarding
Memel where they also had flak...what do you know...all 16 freaking planes
ignore the two big stacks at my border, and dogpile the two schmucks back
in Memel who aren't bothering me at all, and get flak'ed up in the process.
This models reality how? And isn't having 16 planes attacking one provence
all at once, terrible for the stacking penalty? Yet that's what the program's
air-targeting does "for" you...if I could manually target, I could send 4 planes
each, to each of the 4 provences there...instead, I have to let the computer
decide it, and they *^($ it up and send all 16 to the least valuable place!

...

Well, I do think that the targetting system probably could do with some work - but getting a good example of a failure is hard. For instance in your case the air-AI made a reasonable choice of target. No, really! After all the damage done has the choice of being divided by 2, 12, or 17. On the big stacks it's going to be so spread out as to achieve nothing.

Take an alternative Strategic view: you have a German Army Group in the Memel region, and you want to commit Air Army against them. What is the most effective way to reduce the enemy efficiency? He has AA protection - this ought to be reduced. He's well supplied, that can be changed. Once he's poorly supplied attack with gound forces force him back. Hit him with air as he tries to retreat, stop him from recovering, and you can keep rolling him back.

Rockies said:
To me, allowing planes to defend an "area" but attack a provence, and
giving planes the proper (not too high) a ground-attack (or naval, but that's
another thread) numbers, "de-ubers" planes while still making them a proper
part of a strategy...if I'm mistaken, can you show me how?

The problem with just reducing the attack values as a nerf is that it dodges the issue. There was considerable firepower/bombload available - the problem for airpower right up to Gulf War I was finding a target for it, and actually hitting that target. Catch a panzer division in retreat and 400 Sturmoviks ought to carve it up. Bomb a well-dug in infantry division with the same force for weeks and you should achieve nothing. The issue is not the power part of air power - it's finding something to hit with it.
 

Wyrm

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Horza said:
But the reason people keep complaining is because they want to do things the engine won't let them, and they find this annoying and frustrating - specifically they want to be able say go *there*, bomb *that*.

Unfortunately that wasn't an option available to Strategic commanders in WWII. TACs and CAS (with some exceptions for CAS with FACs) were used against targets of opportunity and communications, as they were largely ineffective and fragile against any sort of prepared defence. This meant roaming the battlefield looking for the lowest apples on the tree, hitting what they or intel for the day could find.

Well, most battlefields weren't even the size of an entire HOI2-province, so having them roam around over a single province looking for targets of opportunity seeems be reasonable to me.

Horza said:
Well, I do think that the targetting system probably could do with some work - but getting a good example of a failure is hard.

I can give you one from when I played yesterday.
I conducted an attack against an enemy province and sent the forces there retreating. I sent in my bombers on ground attack to inflict as much damage to his retreating troops as possible. However, more than half of the times they set out they started bombing a stack of 3 dug-in infantry in a city in the same area instead of bombing the retreating mech-inf I wanted to target.


Horza said:
The issue is not the power part of air power - it's finding something to hit with it.

No, I think the main issue is lack of coordination with ground-troops. As it is now, you can not send your aircraft to support a specific battle in an area if there are more than one taking place. This means that your aircraft might end up supporting an attack where you are sure to win while ignoring an army in dire need of air-support. Also, they might start attacking retreating troops instead of supporting your own. I can assure you that no airforce would start hunting down harmless targets when you have troops on the ground beeing massacred by not-so-harmless-targets.

Also, if you want your airforce to support a battle at all, you have to send them in an entire hour after the battle has started. You should be able to somehow directly support groundtroops, making your TAC's and CAS arrive in synch with your forces on the ground.


Also, having strat-bombers hammering installations and infrastructure of a specific province is also something that would be realistic, especially for cities. Just look at Stalingrad. The Luftwaffe concentrated their bombings on the city, not every single little province surrounding it.

No, I can't see any valid reason for forcing aircraft into targeting areas. I do however, see a lot of usefullness in targeting areas, especially for airsuperiority or grand strategic bombing campaigns.
 

markpalm1

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Horza said:
Catch a panzer division in retreat and 400 Sturmoviks ought to carve it up. Bomb a well-dug in infantry division with the same force for weeks and you should achieve nothing. The issue is not the power part of air power - it's finding something to hit with it.

When attacking with ground forces, you call in airstrikes against strongpoints, and the air destroys their artillery, which they can see firing. Plus, nothing can move on the roads = no counterattack and no resupply.

HOI2 is weaker than IRL
 

unmerged(5023)

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Horza said:
The problem with just reducing the attack values as a nerf is that it dodges the issue.

Realize that statements like this confuse some of us debating this :eek:
Because at the start of this thread, your response was:

Horza said:
In summary - not going to change as it better models reality, and prevents use of airpower as an uber unit.

I'm really not trying to use your words against you - I *am* trying to pin the
conversation down to as much concrete as possible...and in the other threads
I have seen the reason for this "area" scheme is that planes in HOI1 were
"uber units"...and then when scaling them appropriately is raised, then the
issue is changed to something else other than uberness. Pretty hard to
debate moving targets...

Horza said:
Well, I do think that the targetting system probably could do with some work

Those of us displeased with the targeting system would call that the under
statement of the year :wacko: The targeting system, from what I've seen,
is SO bad that if I were playing multi-player, I could use/exploit it against my
enemies, be they live or AI...and that's not a GoodThing.

Horza said:
Well, yes there are some definite anomalies with the province/area system. Seems like the condition (if you can reach one province in an area, you can bomb the whole area) is a bug. Whether it's fixable without introducing an exploit is the issue.

Nods, hard to say if it should be called a bug, a flaw, or what - but it's ugly.
Now, suppose Paradox fixes it? And at that point, you have to specify an
Area and not a Provence for your target...but you can see how far each
sector is from the place you want to hit, so you position your planes such
that within the area you are forced to choose, you can only be sent to the
place you intended to target in the first place....so the net result is the
player can provence-target still, and his micromanagement has been
increased...so what's the point in it all then?

Horza said:
but getting a good example of a failure is hard.

It must depend on what one considers to be a "failure"! Because those of us
on the "this is broken" side of things see what we call failures, all over the
place. I've given some, other posters have given others. How about the
Battle of Britian style examples? As part of SeaLion, I want to reduce the
effectiveness of the troops on the south coast of England...as you note in
your last response, FLAK is an issue -- so I set my TAC planes up to bomb
down the AA, and my CAS planes to interdiction to try and reduce the
effectiveness of the British troops there. The TAC planes I want to hit
Plymouth see that Plymouth has 6 flak, so it's a harder target, while good
old Birmingham only has 2 -- so they target that instead -- I guess they
figure it'd be easier. Yet, they fly over Plymouth to get there, and take the
flak hits from the guns they *could* be reducing...just plain braindead. And
my CAS that I want to wear down the org of the beach defenders in Plymouth
instead see that there's a nice juicy garrison unit sitting in Bristol instead,
and bomb that. Even when the AA in Birmingham is reduced to fractional,
(below 1.0) the TAC's still dutifully target it (while eating flak to get there);
and even when the garrison unit in Bristol has its org reduced to 10, the
CAS still pound away at it with all they have, ignoring other (harder but
more valuable) targets. Examples of it being broken are EASY to find.
And the same things happen if you try to target Dover or Portsmouth; they'd
hit the lighter-AA target of Norwich instead, again flying OVER the high-AA
sectors on the way, and getting doubly-chewed. And, ditto NAV-bombers
based in Cherbourg, trying to bomb the sea zone N/NW of Plymouth; it's the
same 3 zones to fly under and around Plymouth as it is to fly over it and get
flak'ed -- and the computer would dutifully fly OVER it and get flaked instead
of going around it. "Hello, navigator?? Here's your sign!!!!"

Horza said:
For instance in your case the air-AI made a reasonable choice of target. No, really! After all the damage done has the choice of being divided by 2, 12, or 17. On the big stacks it's going to be so spread out as to achieve nothing.

Hmmm...now where did that "planes are too uber" argument go? Stacks of
12-17 units (or quite a bit more!) aren't exactly unusual in the European
theatre...so how can we say on the one hand that specific-targeting of
planes makes them too uber, and on the other say that they are going to
achieve nothing against a ground formation that is its most common target?
The area-supporters just can't have it both ways :eek:

Horza said:
Take an alternative Strategic view: you have a German Army Group in the Memel region, and you want to commit Air Army against them. What is the most effective way to reduce the enemy efficiency? He has AA protection - this ought to be reduced. He's well supplied, that can be changed. Once he's poorly supplied attack with gound forces force him back. Hit him with air as he tries to retreat, stop him from recovering, and you can keep rolling him back.

I agree - yes...I don't want or expect my planes to eliminate those units; I
expect them to soften them up so my ground forces can be more effective
against them. See above why targeting the AA doesn't always work...and
targeting the sectors infra won't work either, if the damned planes won't hit
that sector and instead decide some other sector in that area is easier. What
I want to do instead is to target the org of the units I want to attack, for
a few days or even weeks if need be, "soften them up", and then send in the
ground forces -- pretty normal thing. Either approach (targeting their ESE/
supply levels by hitting their infra, or targeting their org by interdicting them)
should be valid; but neither will work if you can't hit the damned sector you
need to hit...and if all a player needs to do to get the computer to attack
a flak-bait target is to create a situation that will draw the enemy's planes to
somewhere wasteful, the implementation is beyond redemption.

In the case of my Memel attack, he had 2 infs in Memel, and then 12 divisions
in Jelgava, and Jelgava was the place I wanted my ground troops to be able
to counterattack...there is NO good reason for the planes to attack Memel
instead, and to call that a "better model of reality" is just inexplicable to me.

Horza said:
There was considerable firepower/bombload available - the problem for airpower right up to Gulf War I was finding a target for it, and actually hitting that target. Catch a panzer division in retreat and 400 Sturmoviks ought to carve it up. Bomb a well-dug in infantry division with the same force for weeks and you should achieve nothing. The issue is not the power part of air power - it's finding something to hit with it.

Again, it's not like we're trying to tell our planes "hit the foxhole to the NE
side of that house at the end of the street" -- a single provence can be
hundreds/thousands of square km; and we're just trying to target that.
Targeting one provence is still "hitting targets of opportunity" within that
provence.

And the notion that "only attacking moving targets" is worthwhile or at all
effective is just silly; if that were the case, "interdiction" would be the ONLY
valid military strategy, and the concept of "preparation strikes" to "soften up
the enemy" wouldn't even exist - we'd only see battles where land troops
broke the enemy (which was intact till the battle) and then planes were only
useful for biting at the heels of retreating enemy forces...I *should* be able
to use my planes to soften up the enemy, or to use my BB's and carrier planes
to soften them up as well, BEFORE I "send in the marines" -- in HOI2, I have
to attack first with my ground forces, and HOPE that my planes come to the
aid of the right sector...it's just fubar.
 

unmerged(41044)

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Mar 7, 2005
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Rockies said:
I'm really not trying to use your words against you - I *am* trying to pin the
conversation down to as much concrete as possible...and in the other threads
I have seen the reason for this "area" scheme is that planes in HOI1 were
"uber units"...and then when scaling them appropriately is raised, then the
issue is changed to something else other than uberness. Pretty hard to
debate moving targets...

My argument was and is that the firepower of aircraft was considerable, and that the best way to 'nerf' it appropriately is to force it's application in a historical way - patrolling large areas, looking for targets of opportunity. There's no moving target - planes would be uber if all their firepower could be concentrated on a schewrpunkt. Preventing that concentration reduceds the uberness.

Rockies said:
Those of us displeased with the targeting system would call that the under
statement of the year :wacko: The targeting system, from what I've seen,
is SO bad that if I were playing multi-player, I could use/exploit it against my
enemies, be they live or AI...and that's not a GoodThing.

Nods, hard to say if it should be called a bug, a flaw, or what - but it's ugly.
Now, suppose Paradox fixes it? And at that point, you have to specify an
Area and not a Provence for your target...but you can see how far each
sector is from the place you want to hit, so you position your planes such
that within the area you are forced to choose, you can only be sent to the
place you intended to target in the first place....so the net result is the
player can provence-target still, and his micromanagement has been
increased...so what's the point in it all then?

It must depend on what one considers to be a "failure"! Because those of us
on the "this is broken" side of things see what we call failures, all over the
place. I've given some, other posters have given others. How about the
Battle of Britian style examples? As part of SeaLion, I want to reduce the
effectiveness of the troops on the south coast of England...as you note in
your last response, FLAK is an issue -- so I set my TAC planes up to bomb
down the AA, and my CAS planes to interdiction to try and reduce the
effectiveness of the British troops there. The TAC planes I want to hit
Plymouth see that Plymouth has 6 flak, so it's a harder target, while good
old Birmingham only has 2 -- so they target that instead -- I guess they
figure it'd be easier. Yet, they fly over Plymouth to get there, and take the
flak hits from the guns they *could* be reducing...just plain braindead. And
my CAS that I want to wear down the org of the beach defenders in Plymouth
instead see that there's a nice juicy garrison unit sitting in Bristol instead,
and bomb that. Even when the AA in Birmingham is reduced to fractional,
(below 1.0) the TAC's still dutifully target it (while eating flak to get there);
and even when the garrison unit in Bristol has its org reduced to 10, the
CAS still pound away at it with all they have, ignoring other (harder but
more valuable) targets. Examples of it being broken are EASY to find.
And the same things happen if you try to target Dover or Portsmouth; they'd
hit the lighter-AA target of Norwich instead, again flying OVER the high-AA
sectors on the way, and getting doubly-chewed. And, ditto NAV-bombers
based in Cherbourg, trying to bomb the sea zone N/NW of Plymouth; it's the
same 3 zones to fly under and around Plymouth as it is to fly over it and get
flak'ed -- and the computer would dutifully fly OVER it and get flaked instead
of going around it. "Hello, navigator?? Here's your sign!!!!"

I certainly agree that the Air General could make a better choice for it's installation strikes, but path calculation when you have to factor in AA values on the way is *hard* computationally. Hopefully some work can be done on that side of the engine. Similarly decreasing priority on ground targets once damage has been done seems sensible. Strange it isn't as logistical strikes work that way.

Rockies said:
Hmmm...now where did that "planes are too uber" argument go? Stacks of
12-17 units (or quite a bit more!) aren't exactly unusual in the European
theatre...so how can we say on the one hand that specific-targeting of
planes makes them too uber, and on the other say that they are going to
achieve nothing against a ground formation that is its most common target?
The area-supporters just can't have it both ways :eek:

I agree - yes...I don't want or expect my planes to eliminate those units; I
expect them to soften them up so my ground forces can be more effective
against them. See above why targeting the AA doesn't always work...and
targeting the sectors infra won't work either, if the damned planes won't hit
that sector and instead decide some other sector in that area is easier. What
I want to do instead is to target the org of the units I want to attack, for
a few days or even weeks if need be, "soften them up", and then send in the
ground forces -- pretty normal thing. Either approach (targeting their ESE/
supply levels by hitting their infra, or targeting their org by interdicting them)
should be valid; but neither will work if you can't hit the damned sector you
need to hit...and if all a player needs to do to get the computer to attack
a flak-bait target is to create a situation that will draw the enemy's planes to
somewhere wasteful, the implementation is beyond redemption.

In the case of my Memel attack, he had 2 infs in Memel, and then 12 divisions
in Jelgava, and Jelgava was the place I wanted my ground troops to be able
to counterattack...there is NO good reason for the planes to attack Memel
instead, and to call that a "better model of reality" is just inexplicable to me.

To repeat - the AI will favour a short stack over a long one (mmmm- short stack) because, duh, 12 divisions can recover org six times as fast as a two division stack. Nobody's trying to have it both ways here - all I did was offer a simple explanation for the behaviour in the example you provided.

Let's address a misconception in your plan there - 'reducing the org' and 'soften them up' with interdiction just isn't going to happen. Using Interdiction on dug-in troops is going to have pretty much zero effect. If you want to reduce your enemy's effectiveness logistical strike is the only way until you begin the assault.

Rockies said:
Again, it's not like we're trying to tell our planes "hit the foxhole to the NE
side of that house at the end of the street" -- a single provence can be
hundreds/thousands of square km; and we're just trying to target that.
Targeting one provence is still "hitting targets of opportunity" within that
provence.

On the point of provinces and areas - yes, there are some large provinces in the game. However generally they are small enough that most aircraft can cover one in one-two hours flight. As has been pointed out elsewhere any jabo or bomber stooging around in such a small airspace is going to get caught by CAP real quick.

Rockies said:
And the notion that "only attacking moving targets" is worthwhile or at all effective is just silly; if that were the case, "interdiction" would be the ONLY valid military strategy, and the concept of "preparation strikes" to "soften up the enemy" wouldn't even exist

I think the US infantry at Omaha could tell you a lot about just how effective the largest preparatory air and naval strike in history was. You can desribe it as 'silly' but I would suggest you try and find a historical example where airpower had a significant effect on dug-in troops first.

Rockies said:
- we'd only see battles where land troops
broke the enemy (which was intact till the battle)

Land troops still had to break the enemy in Gulf War II. And prior to Gulf War I you could pretty much guarantee the defenders would be intact, though disrupted and short of supply. Maybe.

Rockies said:
and then planes were only
useful for biting at the heels of retreating enemy forces...I *should* be able
to use my planes to soften up the enemy, or to use my BB's and carrier planes to soften them up as well, BEFORE I "send in the marines" -- in HOI2, I have to attack first with my ground forces, and HOPE that my planes come to the aid of the right sector...it's just fubar.

Commit the air once the battle starts and it will get there.

Try a thought experiment. Try and work out the chances of your choice of plane against:

a) an infantryman in a fox hole

b) the same infantryman in a column of troops on a road

Remember to factor in that you have to know to a pretty good degree of accuracy where the foxhole is. Work out how many months of bomb runs it will take to bring kill a) as opposed to b)

It's not fubar, it's reality. Until you have troops in action/motion planes find it damn hard to find a target. Until you have FACs or NGOs on the ground even then they can't do much without risking a blue on blue.

Read the Airpower FAQ - it has plenty of advice how to approach an air campaign in a pragmatic manner.