My bad. It was late, I was tired and I guess I skimmed right over that.![]()
No worries at all
Apologies if I've missed something somewhere - I'm a little tenuous as to where the thread had got to.
My bad. It was late, I was tired and I guess I skimmed right over that.![]()
I disagree with this concept. Yes the long range craft would still be able to perform their long range tasks, but with this concept of close in donuts the long range planes would not be able to assist with close in defense without giving up the long range tasks. They cannot be in two places at once.No worries at all. I miss things all the time. In terms of the 'nerf', having smaller regions near the coast wouldn't nerf the long-range craft (they'd still have reduced efficiency because of the size of the zone) - it'd just make short-range aircraft and aircraft near the coast more effective. I'm not saying it's an idea without issues (creating 'doughnut' coastal air zones around islands, for example, could create potential oddness in the system), just something that would better reflect the issues of the day (even though the VLR aircraft could make the difference, the distances were so long that time on station was an issue, which is something efficiency in the current system reflects well - ie, to overcome the issues of lower efficiency, get more aircraft so that they can take turns over the distant airzones).
Apologies if I've missed something somewhere - I'm a little tenuous as to where the thread had got to.
You can use the land-based naval bombers in large volumes, that's thier main benefit. They also have higher base stats than the carrier conversions (as do all the other land-based aircraft), which allows them to fly farther and effectively cover areas where ships/targets are located. As the Soviet Union, I once destroyed around 40 Japanese ships just with one air wing of 1000 level 2 naval bombers off of the Japanese coast.I had a naval battle off my coast recently where some land based air participated. I had a 200 ground support wing and 50 naval air wing. Of that total I got 100 ground support and only 7 naval air show up to the fight.
Worse yet they only showed up ONCE in a week long battle.
Am I wrong in thinking it was a complete waste of research time and resources to get land based naval air.?
I'm not saying it's an idea without issues (creating 'doughnut' coastal air zones around islands, for example, could create potential oddness in the system), just something that would better reflect the issues of the day...
I can see it from the point of view of being able to recreate certain 'historic' conditions, such as having an effective (or reasonably dense) CAP around an island stronghold. Part of me finds this appealing as it would seem to represent an added dimension to the game that doesn't exist at the moment. On the other hand, I'm uncertain as to whether such a system would prove practical.
If for the sake of argument, we did have a 'doughnut' coastal zone around an island, what would the ramifications be for the player? Could the player maintain a bid for air superiority in both zones simultaneously, (the immediate and the extended), or would he have to give up fighter cover for say active trade interdiction, (extended zone), in favor of the more localized, (immediate zone), amphibious/air defense?
In other words, the fighter strength that used to cover the entire zone is now potentially being split to cover two zones. Times this by however many provinces you control with 'doughnut' zones either surrounding or adjacent to them, (such as the Iberian coast example given by Gwydion5 in post 22), and you may run into a need for a great many more fighters or simply have weak coverage in many more zones.
While I find this discussion interesting, and think it's good food for thought, I'm not sure this wouldn't create more problems than it solves.![]()
While I find this discussion interesting, and think it's good food for thought, I'm not sure this wouldn't create more problems than it solves.![]()
Also going back to topic at hand. Is it a bug that air missions only get 1 attack in naval battles or was it a design change to reduce the effectiveness of air power in naval battles? I remember release HOI4 had brutal air power effectiveness against naval, but not sure if this was a change because of that or not.
EDIT: And out of curiousity, if you could assign up to 3 zones of coverage for a mission like you can with naval, would people still be against further definition of the zones like what I'm proposing?
For example the North Sea and Eastern North Sea are split up. If the argument is that large zones don't matter and smaller more practical zones would detract from the experience, PDS should combine them.
My point being is that there are multiple zones in the game where things were split for logical and practical reasons. The North Sea is one...
I also have a nagging suspicion that at the heart of this discussion is the hope that PDS eventually redesigns the air power system, and thus keeping it from being improved hastens its end.
Which I wouldn't mind either to be perfectly honest as I don't like how airbases on the edge of a zone have poor coverage, while air zones in the middle have great coverage. Or some zones just have really bad air base placements that you can do absolutely nothing about, etc...
Can't speak for anyone else, but from my point of view, the argument is far from 'large zones don't matter.'
Your initial example (the Iberian coast) only has Portugal/Spain bordering it, whereas the North Sea has a potpourri of countries, so it makes more sense from a geographical viewpoint to split the latter but not the former
In other words, there's no 'one size fits all' formula that can or should be applied to every sea zone.
Lots of talk that an overhaul of the air system is potentially a part of the v1.4 patch. If this proves true, I think we can all agree that it would be most welcome.![]()
I wonder if they would consider adjusting the code so that range distances are calculated from the median (center) of the land zone rather than the outer edges which they are often situated in? I realize you're not always able to build an airbase near the center of a zone, (given mountains/bad terrain or just lack of roads and infrastructure), but having them purposely based near the edges seems an unnecessary nuisance for the player.
Hmm, in my recent experience that isn't entirely accurate.Just an FYI I did do about 5 test runs today to see what Mission Efficiency is all about. What I can say definitively is that Mission Efficiency = % of the wing that enters combat. IE If you have a wing of 100 planes with a mission efficiency of 10% only (at most) 10 planes enter combat.
Mission efficieny is part of the equation, but not the whole of it. There is something wonky in the land naval air combat. Just my opinion of course.
Historically, it was STRATs that were used. B-17s and then the B-24 was a huge maritime hit with the navy, so much the navy developed a specific anti-naval/sub version of it.@Gwydion5
For pacific you need to use TAC´s. Tac´s participate in naval combats as long they have the ground support button enabled.
Of course they need 2 ships fighting each other to join.
There is a reason in history why both USA and JAP used more heavy fighters and bombers in those regions instead of using the more light ones.
A 1940 TAC if i remember right have a range of 1700 to 2500km Well above the range of a NAV 1944. (can´t acess the game right now, the wiki is very wrong on ranges of air units unfortunally).
Also some regions are just not fit to have a good amount of air superiority, at least unless you heavily invest in heavy fighters and tac´s.
It has already been acknowledged and I thought was common knowledge that the RNG seed is not itself entirely random. This is often intentional to avoid save scumming in games but also is more efficient from a programming perspective than a truly random generator would be.Ran two more tests (Test 12 and 13) this morning. Fortunately, (or unfortunately depending on how you look at it) I did not shut down my computer, rather I put it in sleep mode.
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Does anyone else find it a little concerning that Air Wings on Naval Strike missions against Fleets on Patrol missions are producing the exact same results over a three month period?
EDIT: So I ran 2 more tests from a complete shutdown and produced the same results. I then deleted naval strike mission in the E-North Sea zone and put it back in and that reseeded the results for both air missions.
It's really odd behavior when you think about it. Because clearly the game is differentiating between 1st load of a save game, and current session reload of that same game. Oh well. At least now I can produce different results. Yay! I also probably should've figured this out sooner, I guess we all have our slow days.![]()
It has already been acknowledged and I thought was common knowledge that the RNG seed is not itself entirely random. This is often intentional to avoid save scumming in games but also is more efficient from a programming perspective than a truly random generator would be.
The best random seed to my knowledge is one that is based on a capture from the system clock itself
The consequence from a HOI perspective is that if you repeat the same situation from a save multiple times you should almost always get the same result.