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GAGA Extrem

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I wouldn't lower the ORG for transports after a mission, simply because transports are imo way too costly to build one for each PAR division.

As said above: Paradrop should result in combat delay. Thats all. So you can drop your troops one after another, but to commence massive paradrop attacks, you still need to build several transport squads so all PAR arrive simultaniously.
 

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Although in truth, any airfield that let paratroopers drop COMPLETELY unopposed would be abandoned, since there would always be at least minimal base security in a time of war. (thus requiring a combat, even if it only lasted an hour) And abandoned airbases would tend to be a little shy on fuel for the transports. :)

Exactly this. As for me, I always imagined that there was ALWAYS a minimum number of security units inside provinces - and be it just armed civilians. SO I really liked the HoI3 combat delay concept (though the tech could really use 2-year steps like others and 120h basic cooldown would be sufficent).

As its now, PAR is vastly, vastly overpowered, at least vs. the AI. Btw, has anyone seen an air assault mission being intercepted? For me it was possible to paradrop right during the battle of britain, totally unopposed by enemy INT or FGT.

@midget: PAR usually suffered quite some losses during paradrop. I can't remember the exact figures, but there are always several men that get lost (and end as MIA), while others break legs, arms and alike and end up in a shape were they are barely ready for combat. Iirc (can't give a source right now, but *think* I have read it somewhere), a 10% STR loss would be realistic for a *real* air assault drop, even before combat starts.

But btw, the out-of-supply bug during air assault really needs a fix. It's ironic - you can use PAR for anything except the real reason why they were made, simply because the -50% combat penalty in addition to the paradrop malus will kill you combat efficency...
 
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GAGA Extrem

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@Aly: Occupation progress was used in Victoria. After combat your troops had to spend a given amount of time (depending on the number of men, their strengh) to actually conquer the province.

CK had a similiar system where the siege of castle took a certain amount of time, also related to the number of you men. Once you stormed the castle, you also gained control over the province.

@pnt: Good point! In general the problem is part of the supply chain mechanic. As far as I have noticed, all provinces keep their supply until it has been used. So if I use an airfield it will get a 30 day fuel stockpile over time. The stockpile remains, even if I withdraw my planes and so PAR will be able to use it. On the other hand we can barely destroy all ressources and stocks if a province is captured, because this is also unrealistic.

So what we need is an option to mark provinces as "stockpile depots" and "forbidden areas".

PS: It seems that air supply is also overpowered, it seems like you can supply several divisions with a single transport squad...
 

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The only thing Im missing is that max supplies you can deliver should be dependent also on airbase size. For example being able to fly in supplies directly to a large airbase would make it a lot more efficient. For example to landing 300 airplanes with 5min between each you need 25hours on a single runway even if you coordinate everything perfectly.
That would be a good idea: limit air supply to provinces with air fields.
 

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So, bring back the Viki cap mechanism? But how would we organize supply this way? I mean, armoured spearhead would have some trouble if you have to spend days to capture a province...
 
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