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Waffen9999

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Please don't make us have to build individual rockets again! I beg of you! Instead how about building a rocket squad, which could be deployed to a province and then will periodically lob rockets at the target/s. Or it could be sort of like an infrastructure improvement though that would probably make it hard to move.... the point is, for as fast as you use them and they're on good in large numbers its to annoying to build a horde of them and then have to manually deploy each one to its target, use them and then go through the process over again.

And this time, please let the computer build and use them as well!
 

Wolfhead

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Maybe after use rocket units would go down to 1 strength point and can't be launched again before being brought up to 100 strength again (= repaired), and if their previous attack order is kept they would keep on attacking the same target (after being repaired) until the player cancels the order. That way constructing a rocket unit would represent the creation of launching site(s), vehicles, personnel etc and a first batch of rockets. Repairing the unit would then represent production of new rockets. Maybe not a perfect solution but much easier to handle compared to how it currently works.
 

unmerged(72564)

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The actual infrastructure of the rocket battery would be intact, it would just be a question of having used their ordnance.

Maybe the Org falls to 0, or has to be rearmed.

What I like better is building Rocket bases in home or occupied zones (allied? please), and deploying rockets to them. Same way you deploy new aircraft to air bases. Then, let the base accept attacks orders in a way similar to regular units.

Perhaps the base also requires upkeep in the form of supplies and fuel. supply in addition to that required by the rockets.

Rockets arrive and fire when org is at a level set by the player when entering attack orders.

Targeting large numbers of rockets is a huge pain. Pausing the game and spending several minutes on the first day of the month assigning targets for the entire month is tedious.
 

mvsnconsolegene

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Wolfhead said:
Maybe after use rocket units would go down to 1 strength point and can't be launched again before being brought up to 100 strength again (= repaired), and if their previous attack order is kept they would keep on attacking the same target (after being repaired) until the player cancels the order. That way constructing a rocket unit would represent the creation of launching site(s), vehicles, personnel etc and a first batch of rockets. Repairing the unit would then represent production of new rockets. Maybe not a perfect solution but much easier to handle compared to how it currently works.

That is an excellent idea. Sort of like how air transports go down to 1 org after an air drop...

- MVSN
 

Wulf145

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Wolfhead said:
Maybe after use rocket units would go down to 1 strength point and can't be launched again before being brought up to 100 strength again (= repaired), and if their previous attack order is kept they would keep on attacking the same target (after being repaired) until the player cancels the order. That way constructing a rocket unit would represent the creation of launching site(s), vehicles, personnel etc and a first batch of rockets. Repairing the unit would then represent production of new rockets. Maybe not a perfect solution but much easier to handle compared to how it currently works.

Super solution, I'm sure that this would not be too difficult to implement either. :)
 

unmerged(72564)

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He was comparing the system to Transport planes. So I think he meant Org falls to 0, not strength.

I don't really get the rocket battalion as a land unit launching strategic air attacks.

Which is why I suggested a new base, a rocket base. Capable of flinging physical units: the Rockets. Flying out out like planes but not returning. Or with the tedious task of giving orders to each new rocket.
 

Lazy_Boy

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Well I'm pretty sure the rockets are currently meant to represent groups. Single ones wouldn't do a damned thing. And imo it's kind of overpowered anyways considering how worthless they were IRL. Maybe rockets should be like a land division with the ability to target for constant bombing missions.

The very optimal solution imo would be to have rocket manufacturing plants that produce rockets to be fired by a rocket base. None of it represented as in game units. A system like that would actually make a cold war finger on the button scenario possible. Or at the very least more options for automation and grouping units.
 

Wolfhead

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Baneslave said:
Problem: Why are empty launching sites easier to destroy than full ones?

Yes that's a slight problem, but using org instead means that there will be no cost for producing new rockets and the main cost should be in the production of new rockets, but maybe it could be solved with a very high supply cost. But IMHO using strength loss is better, perhaps the defence value could be increased and the strength could perhaps drop to something like 10-20 instead of to prevent instant destruction. Honestly I have actually no idea how it works when rocket units is attacked, can't remember seeing this happen. :confused:

When it comes to rocket-bases, looking at how it worked with the V1 and V2, the V1 "flying bomb" was launched from static sites but the V2 units were indeed mobile.
 

henryjai

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i hope they make a seperate mechanism for Rockets and not merging them with planes.

such as you have to make a rocket base, set up a target, order your rockets to launch daily, weekly, monthly... etc. that would bring away so much micro.
 

Registered

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djed-Was said:
What I like better is building Rocket bases in home or occupied zones (allied? please), and deploying rockets to them. Same way you deploy new aircraft to air bases. Then, let the base accept attacks orders in a way similar to regular units.
Many launch sites were mobile, how would that be represented? Besides, if they are visible infrastructure they become a far too easy target for the airforce. Thereś a reason the germans built mobile launch sites.
 

Deus Eversor

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build launching sites mobileor not but they would launch actual rockets

make them in different types tactical or strategical
and that you can decide on the kind of target
large cities, large stocks of divs, supply depots or somethig of the kind