Originally posted by pcasey
I think the deeper problem is that the EU system was:
A) Really only good at modelling land combat
B) Dependent on attrition and fortifications to slow down combat and prevent players from massing huge forces in single provinces.
HOI introduces aircraft and a dramtically reworked naval model, neither of which seem to work well, and does away with attrition, leading to so rather interesting operational dispositions.
I agree. Air and sea combat feels too much like land combat. Some suggestions:
- you need to micromanage your fighter defence. Each intercept mission has to be ordered by the player, unless the province attacked is occupied by a fighter division. You should be able to order your fighters to fly CAP missions, or to intercept automatically when enemy aircrafts are within range. In my opinion this is a better way to simulate air superiority.
- bombers set to interdict, should intercept enemy ground forces by them selves.
- you should be able to see the operating range for different air units when you choose an air mission for that unit (interdict, bomb, intercept, cap: for instance by greying out the operation radius).
- air combat should be inspired by the system in TOAW.
- there are in my opinion to many sea areas. Naval combat need to reflect the vastness of the ocean, in a game where you don't count how many boxes a ship can move each turn you only need to have operational sea zones: North Sea, Baltic Sea, North Atlantic etc. (and if you like costal sea zones).
- like ground units ability to be given orders to faint and to blitz naval units need to be able to avoid or to decoy.
- numbers of ships paroling a sea zone increase chance of interception. Tech increase chance of interception or ability to avoid. Air patrol in sea zone increase ability to detect.
- ships in port should have an option like fighters to intercept if enemy is spotted at sea (pre-programmed by player).
- ships should sink faster, one capital ship is jus one capital ship. The more damaged it is the more likely it is to be sunk. It should not be able to retreat if it looses its org. value. Slow ships intercepted by faster and stronger ships should not be able to retreat at all (unless they win the battle of course).
- ships should be represented with % supply instead og % org. Damage should decide if ship tries to retreat or not.
- ships should return to port if low on supplies, and then return to programmed task by player. It should not be able to return immediatly (should spend a couple of days in port, mabye a week unless ordered to do so by the player, but then at a loss of moral/ efficency).
- Naval combat and sea zones should be inspirede by WiF (bordgame)
cheers
TMO