For the love of god automate the air

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Amberle

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Before nsb I just used anti air, I could not bother with the god awful clickfest anti intuitive air. In nsb however with air more powerful and important I can't get away with it easily. It's pretty close to ruining the whole game for me. It's my #1 concern by a mile at the moment.
 
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seattle

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I would love to see an option to set all reserve fighters on "home defense" and then they automatically are on intercept and air superiority mission on your controlled territory.
Preferably add a "priority on cores" setting.

That's it... no more whack-a-mole.
 
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TheMeInTeam

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The worst is the whackamole nature of the micro. I would advocate automation, but man it feels bad to ask for that considering its state in other scenarios. If it's as good as the garrison order against naval invasions or unit movement on front lines, it would be about as good as it is now :(.
 
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kaguravitro

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well like a garrison order, could be good. i also want they recheck the airwings attached to generals, even if i uise no so extense groups, like 14 sometimes thay spread no so good, use to work better
 
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Ilyasviel

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It should be more like in hoi3, where instead of assigning the wings to a region, you could just assign a radius to them. The region thing doesn't even make sense.
 
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Hoi Neuling

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It must be easy to handle. An Compromise between Hoi 4 and Hoi 3 have to be found.

I aggree that some Parts of the Airwar are to easy in Hoi 4. On the other Hand the to complex Airwar in Hoi 3 is not useable for normal Gamers, only useable for Pros and Veterans.

An Compromise of both (like the Airzone-Map with Ranges for every Plane-Type and the easy to choose Attack we have already) is something all can live with.
 
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It should be more like in hoi3, where instead of assigning the wings to a region, you could just assign a radius to them. The region thing doesn't even make sense.
This is by far the easiest and most logical approach. I really dont understand the thought process behind the region thing.

It would even give Heavy Fighters a real late game role to fill, since they can cover a lot of ground and be put on protection duty.
 
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henriqueb1

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I would love to see an option to set all reserve fighters on "home defense" and then they automatically are on intercept and air superiority mission on your controlled territory.
Preferably add a "priority on cores" setting.

That's it... no more whack-a-mole.
That's exactly how I feel about it. They could even use NSB's supply truck mechanic to take them from the stockpile.
 
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Jays298

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Automate everything (toggle on / off) and let players focus on what they want to focus on.

Even if I wanted to let the AI control my airforce...that still means dividing thousands of planes between 5 to 15 generals.

Air, and late game, production / construction are my annoyances.

For a grand strategy game, it lacks of a lot of "top down" controls. Microing divisions is cool. For everything else, meh.
 
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Terracos

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If it should be simple, then just do it like the Garrison System. You have to create a base air wing, and every airzone the player has states in gets that wing assigned. It will be deployed into the airfield where the wing has the best coverage. If the wing is too big it will create an alert, that there is "overstacking" and either the airbase has to be built up or the wing smallered. If you need to control 8 airzones and have a 200 aircraft wing, you need 1600 aircraft that are not available for front line duties. The wings are on constant interception and air superiority mission. This will cause attrition. If there is bombing the acutally fight and losses will also pile up that need to be replaced. A symbol appears if the wings are understrenght. This air garrison can be switched off and then it will be like now, wings have to be manually assigned. On top of that every air region can be activated individually similar to the occupied territories if there should be a wing present or not.
 
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This is by far the easiest and most logical approach. I really dont understand the thought process behind the region thing.

It would even give Heavy Fighters a real late game role to fill, since they can cover a lot of ground and be put on protection duty.
You think a wing 1500km away could make it in time to an interception? I don't think so. The radius thing also suffers from the buildings being built in states mostly - if the enemy's bombers attack just outside my interceptors' radius, I still take the damage. Better to have both attackers and defenders use clearly designated areas and adjust for lack of range imho.

Now, a system like the navy probably would work best for UX and gameplay.
 
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You think a wing 1500km away could make it in time to an interception? I don't think so. The radius thing also suffers from the buildings being built in states mostly - if the enemy's bombers attack just outside my interceptors' radius, I still take the damage. Better to have both attackers and defenders use clearly designated areas and adjust for lack of range imho.

Now, a system like the navy probably would work best for UX and gameplay.
That still happens with the current iteration. As long as you fully cover a region that youve assigned heavy fighters to, even if its 1500km, then they will be working at maximum efficiency.

I dont mind there being a negative penalty based on "distance from airbase" or something, at least that would be logical. But right now its busted in BOTH ways.
 
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The Colonel

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The worst is the whackamole nature of the micro. I would advocate automation, but man it feels bad to ask for that considering its state in other scenarios. If it's as good as the garrison order against naval invasions or unit movement on front lines, it would be about as good as it is now :(.
Hey at least then when you have overwhelming superiority in plane count (not uncommon as a major/snowballing country) then it would work without you having to think about it.
 

cunningstunts

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Another factor to consider is that playing against the AI, if you put too many fighters, the AI simply withdraws their airforce. It sort of makes sense, but we actually do want to fight an air war - without the whackamole aspect. In the air it's a war of production and attrition, and somehow the AI needs to continue fighting with a long term goal / a strategy somehow linked to its air production. Especially if the AI is pursuing a strategic bombing campaign. It needs to continue targeting and fighting in these locations.

In Expert AI, it's way better than vanilla. While the mod improves production and research priorities enormously, it can't change too much of the AI's fighting strategy. The AI will generally commit it's airforce if you do, but the bomber support needs to be improved.
 
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Hoi Neuling

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You all don´t have to forgett 1 MAIN-IMPORTANT THING:

80 % to 90 % of the Hoi Players are fully normal People (Beginners, Occassion Players, Standard Gamers, Modders) which get with Hoi 4 and the DLCs the first time an Game they can play and handle with.

The 10 % to 20 % Experts / Veterans of the Gamers of the Hoi Series have which played Hoi 1, 2 and 3 with or without the Add-Ons are not the Benchmark.


I personaly tested Hoi 2 and 3 too long time ago. Both Games have their Strengh and Weakness. In the Forum we talked much about them and the Mainstream-Players / Modders will agree with me, that the Predecessors are unplayable, unoversight and the most important Thing to complex.

That´s why the the first 3 Hoi Games (I have Hoi 3 too as Package) are in the locker as Dust Cap. The Dust Cap made the all 3 combined Airforce-Management on the Geoscape / Worldmap perfect.


The big needed Airforce-Refit it will be very hard for the Devs. The R & D Part with an Desginer like the Tanks / Ships have is easy to integrate. But the World-Map-Managemant won´t be easy. The maximum 20 % Experts / Veterans wanna a complex Management, while the Mainstream Gamers / Modders (Minimum 80 %) wanna have an easy to Manage System.

You all know that to complex Games like the prevoius Hoi-Games (Hoi 1 to 3) are not gladly seen and get Shopkeepers. In that Case the biggest and hardest Refit is an very hard assignment, which get not tuched until the second Hoi Team and a new Chief get set.

We will see what the Devs and the Team is doing in that Part.

Personaly I think the R & D Part get the same like for Navy / Army and the Worldmap / Geoscape get seperated in Sectors for the Airforce like for the Navy and the Mission selection get overworked to the Design for the Group (like Navy-Scout / Torpedobomber), which can´t use other Mission-Functions.
 
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