El_Empanada said:
no no and no... I'm COMPLETELY against any abstraction in air combat... I think that the actual model need to be improved only for a better adaptation to how it was the air combat... there are some big points to take in count:
1) it need to take the speed of the units in count for the air combat (as I say before)
2) air power is completely underestimated, 200 CAS (equivalent to 2 wings) planes should have no problems in annihilating 2-3 or even more divisions in a couple of days... specially is they are armored ones... a tank is a fairly visible target, not so fast and pretty weak to air strikes, and 500 tanks should not be problem to 200 Il-2s or Typhoons and should not take more that a couple of hours to left no one operative (if the weather and the terrain helps)
3) radar and AA should have far more importance in the model... and not only be bonuses... the AA should be able to fire at any enemy airplane over the province, inflicting some damage, irrelevant if there is or not a air combat... and radar should be inclusive more important... taking the example of Hebos.vU, you have your 20 wings in air superiority mission... then the radar detect (and shows also in the map) the germans forces approaching (the radar should show every air unit at two province distance, or something like that)... then automatically ALL your units in mission in the area should gather in the province and give them a hell of a fight
specially points 2 and 3 should eliminate the problems that show Hebos.vU's example... because giving to air unit a more reallistic power that should keep you avoiding to concentrate all your fighter force to slowly destroy enemy's air force (that would mean leaving the enemy CAS free to strike hardly your groun forces)... and should also give the importance that radar have, more than a bonus for combat, than a measure to wisely use your forces
It might come as a surprise to you,but this is a
grand strategy game,not an
operational simulation (and you might want to wiki those terms up). The things that you've described are of tactical importance, far below any kind of "visualization". You seem to think Hearts of Iron is a Rise of Nations/Empire Earth clone. Sorry to disappoint.
Again,the full list of factors should be in.By all means, the Air Combat model should be quite a melting pot of countless relevant factors, but that doesn't mean the player should
see those details, or worse, have to respond in real-time them! This isn't a flight sim,by God, the player shouldn't have to order squadrons to pull back or order them to stop CAS-ing empty provinces.That's stupid micromanagement.
The player doesn't need to know where squadron X at hour H, doesn't need to know the range of AA guns, maximum ceiling of planes and so forth. The player only needs to set the mission parameters (when,where,how), the squadrons will take care of themselves.
If you want more,you're looking for a different game.