http://forum.paradoxplaza.com/forum...earts-of-Iron-IV-Developer-Diary-7-Air-Combat
>Muh microgestión del ángulo de las hélices de cada avión individual.
Of course, we do not show every dogfight in real time on the map. The planes on-screen represent the average goings-on in an area, so if there are fighter battles going on in a region you will see a dogfight happening, with whoever is getting the worst of the battle being shot down.
Rather than artificial stacking limits, Air Combat is limited to 1v1 or 2v1 fights within larger battles. Overall numbers still matter, but only so many planes can effectively engage another at one time. We felt this reflected real historical battles much more closely.
No more Interceptors or Multirole Aircraft. Instead, we have Fighters and Heavy Fighters, the latter being twin engine planes which are faster and more heavily armed but less agile. Historically, not many planes perfectly fit a specific role, so it will be up to the player to decide in what direction to steer plane development. In general, Heavy Fighters are good at shooting down Bombers, but have trouble against more agile Fighters. Fighters can shoot down Bombers too, of course, but being less heavily armed they take longer to do so.
Speed now affects targeting order in combat. Faster planes get to pick their targets first. Because of this, speed and firepower will be the most important attributes for planes you intend to intercept bombers.
Agility is a new stat. When two planes meet in combat, the more agile plane will be able to use a greater percentage of its Air Attack value.
Coverage is more a concept than a stat, and is based on a plane's Range stat compared to the distance to the center of the Strategic Region it is operating in. Planes which can just barely reach the target have a poor Coverage value compared to a plane that can fly laps around the area.
While individual planes do not gain experience, combat/missions have the possibility of generating Aces. Aces can be assigned to Air wings and improve the efficiency the planes. We'll talk more about them in a later dev diary.
HoI4's map is divided into large areas which we call Strategic Regions. These are the targets for Air Missions. To give you an idea of the size, mainland France is divided into just two Strategic Reasons. You can give orders to any air base within range of the region to send however many planes you want, set mission priorities, and can then largely leave the planes alone to fight it out until you want to change orders or just monitor their progress. The balance of forces in a given Strategic Region affects the Air Superiority value within it, and when Air Superiority is lopsided it will affect how often the weaker side can carry out missions. This will also, of course, negatively affect the operation of ground forces in the Region.
Overall we hope the Air War in HoI4 will be more a matter of Planning and Production than micromanaging Air Wings. It is intended to be something that will require you to wear down an enemy's air force with campaigns of attrition before your own air force can really cause major damage to their country with strategic bombing.
>Muh microgestión del ángulo de las hélices de cada avión individual.