FINALLY playing demo,will buy in 1 month...
POJC said:
1. Saying that the engine can not be changed strikes me as strange. Why would planes not be able to cause both strength and org damage(+dugin) at the same time? Land units can do this and air units in HOI1 could do it. Copy paste plus a little tweaking seems about how difficult it should be without knowing any details. This would eliminate the need for different missions doing different kinds of damage.
Ummm, I haven't done any professional programming, but isn't this sort of coding (COPY/PASTE) frowned upon? I don't know if mixing in HOI1 code (where forum wisdom has it that TACs were overpowered.) is a good idea... how much was airAI re-written vs HOI1? If it's become too different, I'd think reading/editing Copy/Paste coding could be like splicing the film of Lucas'
Star Wars:Episode 1, with, I dunno, footage from Kurosawa's
Yojimbo, in an effort to put a cool, cynical, funny, wordly-wise character back into the Star Wars Universe... the result might be interesting, but it would be danged weird....
Basically, a new mission done right is just that, a full, new mission. I
finally played the demo, and
will buy the full after this quick summer class, but even so, a whole new mission is asking for a heck of a lot more programming work than my 40$ will fund them...
Paradox has
already convinced me to part with my money after playing the Ardennes demo, incomplete Air-system or no... They've
earned my support as a customer/booster, I just want them to fiddle with current code to see what design notes they need for HOI3. That, plus NAV and AirAI work, I guess...
OTOH, how does Shore_Bombardment work? I thought CAG's could do that, at least, but the demo (Ardennes) doesn't seem to have any use for that mission in a way that makes sense...
POJC said:
2. As subnormalized has already pointed out the difference between CAS and Interdiction is the range from the FLOT (forward line own troops). I read the papers too and some definitions on interdiction. An interdicition mission targets stuff in the enemy rear area damaging units(STR/ORG), slowing down supplies (ESE) and infrastructure, this would be a where a HOI2 TAC would perform best. CAS primarily targets units/vehicles and should cause STR+ORG damage primarily, this is where CAS should excell. Planes then and today had very different stats (short-long range, sturdy vs. fast, cannons vs. bombs etc.).
Well, thanks for the support. I finally installed the demo, and now see firsthand (occasionally) what everyone's complaining about. Nice to see that I read the complaints right, though the situation is more frustrating in "hands-on" gaming...
ME- "No, don't do that! Those troops are 2 provinces away from any of *my* troops, and they aren't even moving any! (Deep Breath, count to 10)...."
ME, 10 sec. later...- "...OK, now do I blame *myself*for being a bad AirMarshall AI-Parent, sending up planes when they should be resting, or are they just being silly-disobedient Bad-Puppy-AI Pilots?!?...(sigh), I dunno, but *somebody* needs to start looking at the actual ground force deployment/deposition with some of these CAS-type missions..."
(NOTE: weird/annoying targetting is worse with Ground_Attack than with Interdiction, in my game... is this the same experience as the rest of you folk?)
POJC said:
3. A CAS mission should be possible to perform into a different province adjacent to a province which is held by our units simulating that our units are calling for air support. One would assume that our units would be close but perhaps not in actual combat yet.
As for your 3rd suggestion, POJC, are you asking for new area-evaluation system? One that shows up in the interface? That's *way* too much work, heck, I 'd be surprised if the
Ground_Front_Evaluation AI systems have the generality/re-usability in them for programming a new CAS AI, so new, intuitive, low-micro Province-targetting may be *darned* tricky to add in...
The more I think about AI design, the less fun and the more work it sounds like. I think they ought to ignore the new mission requests until they get the
AI CounterAir Campaign done 1st.
NAVs are so important they are 0th.
[ADDRESSING_PARADOX:]
Please, after NAVs, try to get the AI to *use* mld0806's AirFAQ, with the whole local protection, then AirSuperiority over enemy fields, escorted bombers for time-on-target, Runway Cratering, etc. Make it sometimes *wait* for the Combat/Strategic Bombing missions, and you'll be doing *Incredible* post-sale support. Better than most folk, admittedly...
We'll just expect a really new, deeper, historically-accurate CAS/Interdiction campaign (where's the slow-enemy-inter-province-movement, but-leave-bridges-intact Interdiction Mission?) in HOI3...
[/PARADOX]
Anyways folks, chill out a little. Hey, popular wisdom is that HOI1 Naval didn't work right, but is fun now, (except NAV) why do we expect a fully-fleshed out HOI2 Air? It's not as fun/correct as it should be, but has it's nifty points already, so why the rush? I know I'll
(probably) live 5 more years, and if I don't, I'll have bigger regrets, since I'll
still have gotten to play the best, most complete WW2 Strategy game ever made for the PC...
[ADDRESSING mld0806 specifically, and his supporters in gerneral:]
Yes, I
can and
will wait for HOI3, and not go crazy in the meantime. And I *will* get HOI2 when I have time/money next month, and just from the demo, I know I will enjoy it immensely...It's just when the not-*yet*-complete Air system gets defended as
doctrinally and historically correct that things get to me.
Let's face it: the facts of programming costs and the modern PC gaming market are a very different topic than the facts of WW2 military history and Air Power... even what few questionable, suspect, web-based "facts" that amateurs like me scrounge up online.
The Germans used true CAS *inventively*, even partially subbing for the way-too-slow Artillery in their breakthrough when invading France, though yeah, they also invented the whole "Interdiction" thing too...
So the Germans accomplished *TWO* nifty things in Military Air organization/innovation, so what? Please don't take away their second well-deserved "gold star" sticker, dude. I mean, you may *prefer* Air_Interdiction over CAS, personally, and that's cool and all, and Strategically, Interdiction can often be more important than the "breakthrough creation" stage, but don't be mean to the luftwaffe flying the Stukas, man...
[/mld0806]
Anyways, there are a good # of areas to improve stuff with the Air System. For example, here I'll start the discussion with,
[subnormalized's discussion key, for this post]
Problems in normal text color,
Suggestions in
yellow
Short <5 word summary in
boldtext starts/summarizes problem description.
Silly Rambling in
orange
1.
"Where's captured/drowned Pilot Loss?", and the other 'owning the ground/sea' AirPower factors?
After all, one of the (many) determining factors in the Battle_of_Britain is that after pilots had to bail out, the Brits could recover and stick their folks back into new planes, the Germans had to write off the skilled-pilot losses... Game wise, owning the ground only means you own the AA, you can't capture/help downed pilots...
Ideally, you should be able to get back *some* more strength if you own/quick-snatch a province that you lost strength over, to reflect *something* about how controlling the ground helps in gaining the edge in the Air... or should we use EXP, instead?
Hmmm, maybe immediately give back strength faster for 1-12 hours after planes have to return to base, depending on where losses occured/who owns now? Reflects saving skilled pilots...or an EXP bonus if fights were over friendly territory, possible EXP loss if enemy territory?... though either way means you'd have to keep a record of strength losses, etc., by province, time , evaluate ownership for a 12 hour period, etc...and it might also mean totally re-writing AirAI, Air EXP bonuses, etc ...HOI3?
2.
Radar... how *should* it work? Strength? Org? or..
Aha! How about an org bonus + Increased # of attacks for Int/Fighters? (they get to stay on the ground longer before scrambling, and then climb higher before heading in to engage, meaning more fuel overall, and higher Air-Combat Energy for the initial engagement...) Though actually giving bonuses to *stats* might not be feasible...hmmm...
3.
NAVs!!!!!! Do *something* to tone them down.
Ick. Making NAVs lose strength/die for no flavorful reason, moreso than any other plane, seems odd... if my 'province ownership' idea isn't total crap, it might discourage at least long-range fleet-killing... if my idea *is* crap, I dunno what stats it *does* need to simulate whole wings plummeting into the seas, and pilots drowning far from shore...
4.
Pilot Training Costs. I guess this is what ties together the Battle of Britain and the ttollay-borken NAVs. You have *big* costs to train pilots, much bigger than infantry training costs, (right?) and that training cost can be near-instantly recovered or lost for good with the pilot's death/capture, despite the loss a plane. (assuming he bails out, and could be saved/captured, depending...) Pilot Loss can be as devastating to an AirForce as Plane Loss, IIRC. If I'm incorrect, please explain...
Current Air Reinforcement costs/Air Strength losses seem to be modelling Plane Loss alone, and ignoring the pilot, as, for example, there is no way that Naval Bombers could rescue/recover their downed fellow pilots all by their lonesone, whereas a *fleet* that owns the seas around itself and is still in good shape, well, that fleet *can* mount pilot rescue operations...
(after snipping think-out-loud in text moment...questioning how str_loss is just one thing, there currently is no trained_personel_losses asking in calculations, "Supply?"/"Surface Naval Supremacy?"/"Where'd I crash? Can I run?" for land/sea/air respectively... equipment and personnel *are* different...)
AHA! For air, and air *alone*, we can add an added str loss calculation "Am I over enemy territory?" You lose str *much* worse over enemy airspace/frontlines, but you recover the str loss at a *much* faster rate/lower cost for a CAS/CAG/NAV mission if you own/control the province/sea-area at the end of the battle...
Won the province/sea-area = Instant 1/2 back? Instant 1/3? Varies?
Anyways, For HOI2, just use a simple flat calculation ignoring climate, (North Atlantic vs. Florida coast is too much added detail/programming right now..) and if the unit actually *dies*, just let it rest in peace. Serves players and AIs right for telling the poor, overworked planes to "keep flying, keep flying, do not surrender one cc of airspace to the enemy..."
[RAMBLING]
We can have "We found the 30(300?) surviving pilots of the utterly destroyed Bomber Wing XXI" and "All attacking Pilots shot down in the Battle of the North Atlantic drowned due to hypothermal shock, only local air-cover survived bail-outs..."-type events in HOI3, and the weird way that losing *specialized* pilots affects you... Yes, that's right, we want *that* too in HOI3, along with those CAS/Interdiction/Counterair/Reconnaisance AirCampaigns, the genius AI AirMarshall, the reworked damage models, the bonus-event-based OSS/Espionage-funding system, the fine-grained officer political infighting system, the.... and after all that, clone our own personal Adolf Midgets and have them be the bonus toy in the Deluxe Box Set Edition....After all, the customer is always right!! :rofl: [/RAMBLING]
5.
CAG-tech vs. Carrier-tech. Currently, Carrier-tech doesn't matter nearly as much as your TAC tech, which is weird. Naval-Carrier chassis*should* matter, since there were nice upgrades like improved Radar,(note- fix Radar

) and more importantly, in actual combat, the idea was to hold more planes to send against folks. (did they improve support equipment too?) But in-game,
correct me if I'm wrong here, a CAG on a Great-War_Carrier is as *fully* effective as a CAG on a Nuclear_Carrier, weirdly enough... This despite the tiny Great-War Carriers having *way* less room for planes than something like the Nimitz or the Reagan... :wacko:
Can you have Carrier-tech give *big* bonuses to STR? Maybe even to org/org recovery, if on-board support equipment was better designed/laid-out on the newer Carriers... but that's weird stat-based bonuses, again, which AFAIK only work for... hey!! I have a way-cool idea!! Hidden Brigades for Air units! They should cost no IC/manpower, but only attach to the division/wing when "scrambling" from a high-radar province on local AirSuperiority, when leaving from a high-tech carrier, etc. Of course, if the Air units don't share *any* design features *at all* with the land units, or 'hidden attaching' is too crazy or awkward to kludge into current design, then I'm blowing smoke out my ears...
Gack. Look at the time, I need to make dinner. And I should have posted this in enhancements, so tell me to go elsewhere next time I'm weak and enter this thread...
