Come on, you can't be serious.
Air combat and submarine combat should be improved and tweaked. Not removed!
+1 I like moving sub around, check them on the map...and send DD to sink them.
Come on, you can't be serious.
Air combat and submarine combat should be improved and tweaked. Not removed!
While I do get this, how could I be able to controll my airforce tactically? Not all games are with SU, USA, GER or GB where these type of MM gets tedious. Put your airforce on abstracted AI-controll as Hungary against Yugoslavia and watch them fail misserably is not something I would like when I need that extre per cent of firepower to win the decisive battle.
If MM is the problem, there are ways to solve that (there are in HOI3). If unrealistic stacks that fights unrealistic airbattles are the problem, it really needs to be balanced against gameplay: Would it be better if you had thousand of little airbattles all over the map, that lasted for 1/10 of a second (Real life time that is) and where you would have no chance to see what's going on? No.
So, since you want to be able to see your air units (for immersion and you know, a modern age war game without air units is kind of stupid), use them in special missions from time to time, but not wanna MM a huge airforce all the time, there's really one solution: Get the current system to work, rather then to abstract it. Get the AI to not waste all the planes their given and make us be able to tell the AI what we want it to do with the units we give them.
Or am I missing something crucial here?
1. German forces have overall air superiority over the theater.
2. Air recon of the allied forces is satifactory.
3. The army going for the target "Calais" request 100 additional CAS.
4. Major air battles at "Calais" and "Metz"
5. Losses:
INT - 12 (X% daily production)
CAS - 5 (Y% daily production)
TAC - 3 (Z% daily production)
Current reserves will sustain operation for an expected 43 days.
Just like you could assign targets for the AI in HOI, you would be able to do the same. If Hungary goes to war with Yugoslavia, it would not send every sigle plane over a single battlefield, espaecially with no notice - that kind stuff is what I want to go. On the other hand, you could assign a priority for air support for that particulate offensive, like IRL.
I would rather not see the stupid air stacks that them being in-game. It's something that cannot be "fixed", the whole concept, that is a relic of HOI1, is simply not good.
I get no immersion from seeing 800 german fighters and CAS clash with 600 allied interceptors and TAC all over one tiny province, and be resolved in 2 hours. It's very anti-immersive. I would much rather prefer an end of-day report like:
1.Sure, I get this. But then it would really just be necessary for you to think of a wing of 4 fighter squadrons as 40 planes, or 4, or 10, insted of 400. If the numbers bother you. Thats really not a reason to take away something that should be in a WW2-game. Planes.
The way I see it, it's not so much about realism (if you wan't realism, you should put everything on AI. You have ministers for everything, generals for your theathers and so on. You don't really need to do squat, except DOW and decissions) but about fun. Airforce is fun. To learn to use it to your advantage is fun. Airforce and fleets represent the zenit of your nations capability, technologically and industrial. Thats fun.
Abstractions of airforce, on the other hand, is boring and though it may be handy on several occations, I think it will take away from the game in an unneccessary way. It's a quick fix, and though it may be better then the current system (especally with the current AI capability) it's not good.
1. No, that's the idea, you don't micromanage anything, you switch to macromanagement. The planes are still in-game. Just better than the 10-year old system.
2. The AI simply can't micromanage the airforce, just like they fail to use land force properly. And learning to exploit the the current system is not fun. There is a reason why most multiplayer games limit the airforce - they current system is just not working for fair games.
3. I don't thnik we're going to reach an agreement there. To me, the current stacks are boring to the point they kill gameplay. An off-map approach will add gameplay, add immersion, add strategy to a strategy game.
No, probably not since it's mostly a matter of taste. But it should be possible to strike a balance between the tedium of a prolonged air-campaign and the need and want for the ability to down to the hour controll your airforce from time to time in a simple way.
I like this idea. Assign planes to an area of the map (or army), give them priorities that they carry out continuously and focus some of them on a single province to support an offensive or something. Meanwhile other ground units in the area/army still get the bonuses provided by the planes that are not earmarked for the offensive, without all the fuss and micro management that it would currently entail.
Edit: In the long run at least, since no babysitting would be needed and the air missions would be tied to the ground units not the provinces.
If I do not missunderstand you, this has been possible for years. You assign your fighter wings (or whatever type of planes you wish) to the OOB and put it on AI-control.
You don't misunderstand me and I understand that what I described is doable in the game, at least to an extent. However the way air wings target each other, you have to constantly worry about loosing an entire wing if you don't check back regularly. Now, I'm not great at the air war aspect of the game, but I can't be the only one who find extremely tiring to have to cycle new wings into a unit of 4xINT/TAC or whatever just because one of the wings gets chewed up up and the other three escape almost unharmed. The result is that I have to ground three perfectly fit wings, manually remove the damaged one, manually add a fresh wing and lastly set up mission parameters again. During a campaign this will happen alot if you play as a major. I don't know if there is a smoother way to handle this problem? If not, I think it's way too much micro not to warrant a major change.
Awful, just awful. If you don´t get input from what is really happening you would just put into auto and don´t care.
Air wings and subs allow you to have a palpable input on the damage they are doing MUCH better than reading a lame ass report every day. "50 bombers and 50 fighters lost" yawn. Where? What they damaged? How much?
For a very silly analogy, it would be like playing a Sonic game where you order him to go to the end of the level and then it would say how many rings and how many enemies he killed. Sounds good to you? Because to me it sounds like crap.
[Snip: Moving bit about moving units through convoy routes to the thread about convoys.]
It seems like you're looking for tactical-to-operational control in what is (supposed to be) an operational-to-strategic game. "Ordering Sonic to the end of the level" is very much what you're doing with land divisions, and at least the time scale for divisions is (less un-)realistic. Why should Land combat be so macro while Air is so micro (and in a way that doesn't really represent History that well)?