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OntoTR

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One thing which really bothers me since I saw the first WWW is the state of the airwar in the game.

I'm not gonna talk about the UI. I want to talk about the mechanics and the whole way you throw your planes into the war.

This picture is from the WWW 5 at 19:40

example1.png


This battle goes on for a long time. And other encirclements happened with the invasion of France. German troops had also encircled france and english troops in the southern France. It took also a while to defeat them.
It's nothing wrong about that and it doesn't bother me at all. From the landwarperspective it's fine. But not from the airwarperspective.

If such encirclements would happen in HOI III most players would call their airforce. Establish airsup and attack the encircled troops with tak bombers and CAS to help their troops and finish the enemy faster. Especially if the encirclement doesn't go so well.

In HOI IV you can't do that. In HOI IV the player throws in the planes in a big area and hopes for the best. No micromanagement. Your troops get a bonus or malus and that's it. This is boring and to be honest it really makes me sad.

The player hast lost some viable and fun options in the gameplay.
You can't focus a region with your CAS or tak bombers. Destroying single divisions, supply, IC or infrastructure there.
You can't support your spearhead/schwerpunkt if you advance deep into enemy lines.
You can't focus a single fleet in an area if more than one fleet is operationg in this area.

Another thing is the expierence system. If the player wants, he could make a CAS variant with very short range, high armor and high attack for focusing tanks. Right know if the player would do that most effect would be lost because the higher armor and attack is spread in an big area. Again a missed opportunity in HOI IV with the new variant and experience system if you ask me.

Enough with the mimi. Here is a solution which I think is far better.

Lets say we have wings and squads. A wing has 3-5 squads

example2.png


This setting in the picture above would need 135 planes (54 bf 110 and 81 Ju 87 for example). It could be also 150 per wing or less or more. It's just an example.

This wing is now like a landdivision and I can give orders to them. Attack this fleet. Bomb this infrastructure in that region. Or attack anything on the ground in this big area.
Like in HOI III I can attack with this unit. Either big areas or one region with for example an enemy tank division in it. And I used my experience to upgrade those planes and specialise them to do that job pretty well.

Basically like the HOI III system adjusted for HOI IV. I explained this because some here didn't play HOI III and to make my point more clear.


Now you have the problem you have to manage 20,30 or 40+wings.
Not every wing would be operational. Some need repairs/replacements/upgrades. So no need for micromanaging there because you have to wait until they can do their job and are operational again. Of course you could use them but why attack with a wing at 25% strength? Only if you are desperate ;)
It would be a big clickfest but I like this way more than the current state. The current state is casual and not challenging at all. Sry. I'm just beeing honest here.

But some players don't like that and don't want the clickfest. I can understand that. So we have two options here.

Either we create bigger units like airdivision (4-5 wings) or airkorps which would be even bigger and contain hundrets of planes. You don't have to move so much units because the are bigger and therefore less units on the map.
In my opinion this wouldn't fit for HOI IV and it makes no sense in many cases that 500 or more planes attack one single land division or region. Of course this happened (monte cassino or airraids on cities) but this was quite rare.

Or the other option would be to give the player a tool to let the AI do the most work and manage his wings in combat. Like we already have now in HOI IV but get rid of those big airareas for planes and adjust the system to wings.

I really like HOI IV and I'm looking forward to it. But I want to micromange my wings, specialise my planes for special
purposes and focus single divisions/leets and so on. The airwar right now is a big bummer if you ask me.


This is my opinion. Share yours. Maybe some ppl here have a better ideas.

Thanks for reading.
 
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Nats

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I must admit this is my biggest worry for the game - that its all just TOO automated. Whereas HOI3 needed some micromanagement removal and improvements on the GUI generally I also dont want to just be managing generalised warfare - we need to be able to drill down if necessary for the interesting bits like units holding out after being surrounded - that is really interesting gameplay that you WANT to micromanage. These little exciting things are what we play for.

Of course it doesnt help that Johan just looks mightily bored all the time, well either that or or too involved to talk. We could really do with two dynamic presenters who explain what they are doing and slow the game down when things like this happen rather than just gloss over them. I wanted to see how the British were being supplied and how the Germans were stopping that. Problem is they play at such a rush you cant see whats going on or what they are doing.
 
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MA1984

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I also would like to have an option to micromanage my planes. Like for example I want them to bomb enemy forces in direction of my armour spearheads attack not along defensive line hold by my infantry.
 
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mavannis

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I think it would be interesting something like a zone you can create to say to one or more wings to focus on some specific area. I would like to have that because i could focus some of my planes on helping my troops wherever i need them. It can be for finishing an encirclement or just help an attack.
 
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Syge

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I prefer the new system but this would be a great mod idea for the future if I happen to change my mind, good topic
 

fabius

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I'm reckon a multitude of instances of why are my air support bombing there and not here where most needed will likely occur with our current look at it.

Maybe the best evolution would be current system that looks so fab and less micro than before; but with a target province priority option.
 
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Mannstien

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I'm reckon a multitude of instances of why are my air support bombing there and not here where most needed will likely occur with our current look at it.

Maybe the best evolution would be current system that looks so fab and less micro than before; but with a target province priority option.

I could have sworn there was a Dev response back when the Air War diary was done which stated you could target air wings to specific provinces but the responses are on the old forums so I cannot find it but I would agree.
 
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bkuepers

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For all we know this may be somewhat possible, but I'll echo the sentiment here that a lot of interesting mechanics have just been glossed over in the WWW videos. They did slow down a bit last week, which did help. However, they seemed mainly focused on winning the war, not digging deep into the mechanics and features.

OntoTR, I do share some of your worries though. Nothing better then encircling your enemy and bombing them into submission.

Overall though I do like the new air war system. A huge improvement.
 
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It would be nice to assign air wings to a particular general or field marshal, so those wings will preferentially support that general's attacks and provide air cover where that general is fighting. That way I give Guderian a mobile force with assigned air support, and I don't have to be constantly switching the air targets as he carves his way along. The air assets can be narrowly or broadly focused depending on how you set up your command structure.
 
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fabius

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I could have sworn there was a Dev response back when the Air War diary was done which stated you could target air wings to specific provinces but the responses are on the old forums so I cannot find it but I would agree.

Hey, thanks. Let's hope is makes the final cut. So we can bomb the hell out of a specific Fortified province; or resource factory for that matter :cool:
 

Killerrabbit

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The new system is much better. It's obvious that the AI isn't going to be as skilled as the player with targeting the right forces with airstrikes, while in the new system the AI can compete on equal footing, and moreover it's not fun to micromanage the airwar, while now you have a lot of strategic considerations that got lost previously. Also, in previous games it was "largest stack wins", which kind of sucks - actually, the air war system in previous games was very far from any resemblance of actual air combat or war in general.

But I wonder if they have to make some UI adjustments down the line, because while there was a lot of planes flying around in WW Wednesday, it was difficult to see which ones are yours, and if you are winning or losing, and what the current state of air supremacy is.
 
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It would be nice to assign air wings to a particular general or field marshal, so those wings will preferentially support that general's attacks and provide air cover where that general is fighting. That way I give Guderian a mobile force with assigned air support, and I don't have to be constantly switching the air targets as he carves his way along. The air assets can be narrowly or broadly focused depending on how you set up your command structure.

Also this. It's something that I have wanted for a long time.
 
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fabius

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It would be nice to assign air wings to a particular general or field marshal, so those wings will preferentially support that general's attacks and provide air cover where that general is fighting. That way I give Guderian a mobile force with assigned air support, and I don't have to be constantly switching the air targets as he carves his way along. The air assets can be narrowly or broadly focused depending on how you set up your command structure.

How did I miss this post. Yes this! Gives a little more direction; is very thematic; and not micro at all.
 
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It would be nice to assign air wings to a particular general or field marshal, so those wings will preferentially support that general's attacks and provide air cover where that general is fighting. That way I give Guderian a mobile force with assigned air support, and I don't have to be constantly switching the air targets as he carves his way along. The air assets can be narrowly or broadly focused depending on how you set up your command structure.

Would solve any issue, just assign to your primary units and done...
 
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fastfreddie77

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Would solve any issue, just assign to your primary units and done...

You could do this in HOI 3 and its worked like crap. Half the time the AI wouldn't use Medium bombers/close air support at all and rarely where they were needed most. Fast attacking force moving away from the front ... forget about your air support even if its well within range. The only thing the AI did pretty well was Air Superiority if you set it up manually and naval attacks it did ok.
 
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EntropyAvatar

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You could do this in HOI 3 and its worked like crap. Half the time the AI wouldn't use Medium bombers/close air support at all and rarely where they were needed most. Fast attacking force moving away from the front ... forget about your air support even if its well within range.

I don't know what was going on with the HoI3 AI, but I don't think it is evidence that such a system can't work. In principle the proposal wouldn't have to be a huge change from what they have now. CAS aircraft already have to make a decision which battles in the assigned sector they will support, we just want to influence those decisions. The new rule would give battles that the associated general is commanding higher priority. Next in priority could be ongoing battles nearby the general's troops or attacking enemy ground troops that are closest to the current location and planned path of the general.

Automatically shifting air forces from one sector to another as the associated general advances or falls back should also be feasible. I would probably still force the player to do manual assignment of bases though.
 
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LostinSpice

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Perhaps some of the issues we've seen on WWWs is the lack of research by the German players in Air doctrine. It all went to land warfare. Only CAS got any attention, TAC, STR had no research and I can't comment on the fighters because to date I've not seen the fighter tech tree - has it been removed?

Anyway, I'd expect the German fighters and bombers to perform quite poorly to the allied planes, perhaps next WWW they should show us the fighter doctrine?

Edit: It just occurred to me that we will be able to para drop and air drop supplies. I know the para drop uses the land interface but air dropping supplies should just be transport aircraft, my point is if you can pin point supply drops then why not TAC and CAS missions?
 
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GsusNSV

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Perhaps some of the issues we've seen on WWWs is the lack of research by the German players in Air doctrine. It all went to land warfare. Only CAS got any attention, TAC, STR had no research and I can't comment on the fighters because to date I've not seen the fighter tech tree - has it been removed?
It seems Air doctrines, like land and sea one, are mutual exclusive. So you have to choose one and need to stick to it.
Fighter doctrines should be mixed in the trees. The one doctrine in the CAS tree (fighter in front of a spade) gave Germany +20% for Air superiority missions.
 
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teamgene

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I am really going to throw a wrench into it. I would like both. The current system for strategic air war and HOI 3 style tactical air. Let me pinpoint my tactical bombers and naval bombers etc...
 
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panzerzombie

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You could do this in HOI 3 and its worked like crap. Half the time the AI wouldn't use Medium bombers/close air support at all and rarely where they were needed most. Fast attacking force moving away from the front ... forget about your air support even if its well within range. The only thing the AI did pretty well was Air Superiority if you set it up manually and naval attacks it did ok.

Well lets say, if the AI is as bad as HOI3.....I don´t want HOI4 ^^ ( at least one which relies heavily on AI )
 
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