In HOI1 and 2, air combat is derived from land combat (for programming expediency no doubt,which is why I sympathize,but still...). This is wrong. Everything from the scale to combat dynamics are completely different for them to share the same "face-to-face" system. (don't even get me started about naval firing distance, a tactical feature in a grand strategy game)
Air Combat should be abstractized for the sake of systematic consistency.We should no more see squadrons battling than we should see individual battalions.
The player doesn't need to know that at hour H squadron X is in province Y just like the player doesn't need to know that at hour H a division's regiment has executed a fire mission.
Squadrons should have a base and range, and that's it as far as graphical representations go. We shouldn't see planes buzzing around and players shouldn't stand around babysitting their squadrons. Air units should be given a mission and a casualty threshold.
The player should receive reports of inflicted and sustained casualties,but it shouldn't be up to the player to manually disengage wings and other such micromanagement absurdities.
The missions should be the classic ones,with a few important modifications :
-Air Superiority : Two flavors, specific province or area.
-Ground Attack + Interdiction : Select a specific province (no more of letting the bombers decide for themselves) or support a given corps, meaning the planes enter battle when that unit attacks.
-Logistical Strike + Installation Strike + Strategic Bombardment + Convoy Bombardment + Naval Strike : These missions should again come in two flavors, either a specific province/seazone or an area.
Thus,in this abstractized environment,a lot of the awkwardness associated with brutally grafting wings on divisions and calling them squadrons are eliminated.
Air combat should only occur if of the two enemy air units that share the airspace of a single province at least one is on Air Superiority. Of course, IF it occurs is a big question. Everything from radar(with radar crucial if the mission is area-based),weather,time of day,doctrine,technology and leader skill/traits should affect the chances of the encounter,with the default being that the air combat will not take place. Prior to the full maturing of the 1st gen radars in the '40s the "Bombers will get through" line of thinking was actually very much grounded in reality.
Inflicted casualties by bombers on ground units should also be invertly exponential, meaning that air attacks on full-strength units should hurt, but bombers alone should never be able to completely wipe out divisions.
Air Combat should be abstractized for the sake of systematic consistency.We should no more see squadrons battling than we should see individual battalions.
The player doesn't need to know that at hour H squadron X is in province Y just like the player doesn't need to know that at hour H a division's regiment has executed a fire mission.
Squadrons should have a base and range, and that's it as far as graphical representations go. We shouldn't see planes buzzing around and players shouldn't stand around babysitting their squadrons. Air units should be given a mission and a casualty threshold.
The player should receive reports of inflicted and sustained casualties,but it shouldn't be up to the player to manually disengage wings and other such micromanagement absurdities.
The missions should be the classic ones,with a few important modifications :
-Air Superiority : Two flavors, specific province or area.
-Ground Attack + Interdiction : Select a specific province (no more of letting the bombers decide for themselves) or support a given corps, meaning the planes enter battle when that unit attacks.
-Logistical Strike + Installation Strike + Strategic Bombardment + Convoy Bombardment + Naval Strike : These missions should again come in two flavors, either a specific province/seazone or an area.
Thus,in this abstractized environment,a lot of the awkwardness associated with brutally grafting wings on divisions and calling them squadrons are eliminated.
Air combat should only occur if of the two enemy air units that share the airspace of a single province at least one is on Air Superiority. Of course, IF it occurs is a big question. Everything from radar(with radar crucial if the mission is area-based),weather,time of day,doctrine,technology and leader skill/traits should affect the chances of the encounter,with the default being that the air combat will not take place. Prior to the full maturing of the 1st gen radars in the '40s the "Bombers will get through" line of thinking was actually very much grounded in reality.
Inflicted casualties by bombers on ground units should also be invertly exponential, meaning that air attacks on full-strength units should hurt, but bombers alone should never be able to completely wipe out divisions.