• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hakello

Major
69 Badges
Apr 8, 2010
501
1
  • Crusader Kings II
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Penumbra - Black Plague
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Lead and Gold
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • For the Motherland
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Cities in Motion 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Stellaris: Distant Stars
  • 500k Club
  • Victoria 2
1. Please go for diminishing returns for stacking penalties
so that when your (or allied) air missions overlap it isn’t a massive disaster all of a sudden when 8 planes merge in the same province causing massive damage to all your planes. I think it would also be good for land combat, but its more manageable there.
+ stacking penalty for a single wing is just...odd. (Hughrocks123)

2. Wings should look to the worst plane when deciding to stop or not, not the mean value.
Currently planes check their org and/or strength and decide if they should stop their mission depending on if their stance is on passive/defensive/agressive. They use the mean value of all planes in the group, this causes planes to be permanently lost even on passive when using groups of 4. I sometimes see a group flying out while having a wing with less than 3% strength left.

3. Wings should go to a “rest” state when they decide to stop, not cancel the mission
Planes simply cancel their mission when they’ve taking too much of a pounding, it would be nice if they would ‘rest’ untill fully restored and then continue again.

4. The reserve mission could do something usefull
I’ve tested it a bit with single plane wings and the reserve mission did not behave as expected (as far as I could tell, it did nothing). Why not have planes on reserve simply rotate flight duty with active planes. For instance 2 groups of 4 wings of interceptors sit in an airbase, 1 on intercept mission 1 on reserve. When taking off the game could check which of the 2 wings is the least damaged and send that one out, keeping the other in reserve, or just rotate them after each run to keep things simple.

5. Length of air combat
You fight for domination of the skies, I don’t care about the result of a single engagement, I want to see the result of the campaign as it progresses. Land combat doesn’t restart everytime there would be a new ‘assault’ either, it continues for days showing you the progress on an abstract level and the result when the enemy stopped fighting. As a bonus air combat would become much more manageable on faster timescale because of the lower damage planes will get as a result (mean damage would ofcourse stay the same). Distance to the airfield could be modified to be an important modifier. (I know this is prob not gonna happen, since its basicly rewriting air combat entirely, but hey :p)

6. Have runway cratering damage the planes stationed on the airfield
Port strike has this just fine, I’ve never really understood why runway cratering does not, especially since the pop-up seems to indicate its to ‘catch airplanes on the ground’

7. Clean up the missions/techs
7.1 Is it really necessery to have both ground attack and interdiction?

7.2 Remove greyed out missions on land provinces (just like it works on sea provinces). For example when not clicking on a province with an airfield, why not remove the rebase and reserve mission from the list. (btw while checking this ingame I noticed its possible to run the reserve mission for hostile airfields lol)

7.3 The target focus/selection techs really don’t serve any usefull function and for some reason they are difficulty 5(!) that means its harder to tell your pilots to target a big plane instead of a small one then it is to research most of the weaponry found on the battlefield

7.4 What exactly is “airborne assault tactics” supposed to do? Increase the efficiency of a plane mission that runs for an hour and should be unopposed? On top of that its difficulty 5 as well.

7.5 The organisation penalty reduction techs do not seem to do anything. I’ve never seen planes lose organisation for just doing a mission and they still lose org in air combat even when I cheated the tech up to -100% (just for testing purposes mind you :sleep:).

These techs should either be made more usefull or just removed as all they are now is confusing clutter



8. Replace strength percentage by actual number of planes (Floodturka)
For example 100/100 interceptors, 25/30 CAG

9. Experience (pilots) should play a greater role in air combat (Cybvep)
Experienced pilots were often more important than numbers (and to a certain point technology), it should have more effect than in land or sea combat. It would also be great if fighting over enemy territory resulted in more experience lost (pilots dropping in hostile territory). In addition to this it would be better to have the training technologies dictate the amount of experience instead of a law.

10. Air combat should only have single wings (SirDraco)
This would be the most easy change in terms of total rewrites of air combat. All combat will consist of 1 wing, with all others in the group assigned to reserve, this will remove stacking penalty problems, force players to spread their planes around and as a bonus it would be more realistic too, making air campaigns last much longer with smaller engagements

11. Planes should require officers (SecretMaster)
This could represent pilots
+ A better system would be where there would be a seperate pilot pool (like officers) and couple pilot training to techs/laws and/or officer recruitment. (Corner79)
+ As suggested earlier, training pilots should cost fuel, also see Alex_brunius' post explaining this in more detail

12. Air superiority needs to be more effective (MnPlastic)
Currently planes only fly around in patterns but ignore any plane that is spotted, they only engage when they happen to be in the same province. It would be much better if they still intercept spotted enemy planes that come into reach and for example target supplies when they have nothing else to do (going after trucks&trains and stuff).

13. Paratroopers should take losses when attacked by planes (or AA) while flying. (MnPlastic)
Historians seem to agree that sitting inside a plane that is going down is very bad for your health.

14. Seperate chain-of-command for air (and naval) units (Corner79)
What I would love to see is that airfields and harbours act as HQ's. You assign a leader to it giving a bonus to all planes based there and assign the airfield to the theatre that controls the province the airfield is in. You should be able to give the ai control per airfield, just like you can do with HQ's. And just like with land HQ's it would be nice if it gave you an estimate of enemy airpower and the possibilty for different stances (fighters, bombers, naval bombers instead of land, air, naval)

15. Weather and nighttime should have a bigger impact on aircombat
Air combat at night without any kind of radar? Good luck finding anyone. Nighttime combat should be close to impossibble untill you researched radar. For bombers it should be a bit higher as well, navigating towards the target would be pretty damn hard at night, let alone hitting anything.

Severe weather could simply be a -100% modifier as it basicly means you shouldn't be able to fly.


Discussion/suggestions welcome and first post will be modified with new or altered ideas.
The idea of this post is to give paradox some idea’s of what we would like to see different in the air combat aspect of the game, as they have stated they will be “adding features and ideas requested by their active and involved international online community.” with this expansion.
 
Last edited:

plasticpanzers

Field Marshal
23 Badges
Oct 6, 2007
4.365
237
  • Arsenal of Democracy
  • Sword of the Stars II
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis III
  • Cities: Skylines
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Cities: Skylines - After Dark
  • Pride of Nations
  • Cities: Skylines Deluxe Edition
  • 500k Club
  • Victoria 2
  • Sword of the Stars
  • Darkest Hour
forward air controllers should be helping CAS/TAC/STR in massed ground attacks more and
Radar should vastly help in FTR combat as the commanders would rotate flights in one after
the other to attack rather than a massive blob of fighters. This needs more work in the game
i think.
 

unmerged(471099)

Major
6 Badges
Apr 1, 2012
520
5
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Leviathan: Warships
I agree with all your points.

Also, I don't know if this is possible at all, but could we get numbers instead of percentage values? It would be very, VERY satisfying in a Göring-ian way, to see how many planes you have in a Fliegerkorps. I read somewhere that you can use the formula 100/engines to figure out how many planes you have in a wing; for example a fighter unit would have 100 planes while strat. bomber units would have 25 planes. I don't know if this came from the devs or the players.

If this was implemented, an air unit of 4 interceptors would show 286/400 instead of 71% strength. You would know that you lost 114 planes in the last aerial battle, and the number rising (through IC spent on reinforcements) would represent heavily damaged planes being repaired and new planes reinforcing the unit.

Would the engine permit something like this?



This would also work incredibly well with tank brigades. 3,000/3,000 barely works for infantry units, it does not work for tank brigades or motorized/mechanised brigades. Do I have 3000 tanks in a brigade? Of course not. Do I have 3000 crew members running the tanks? That means 600 tanks with 5 crew members, which is still too much. Entire Panzer divisions had approximately 300 tanks at best. What would be perfect in this case is, again, numbers. You could even click the brigades to see how many of each model they have.

36/40 Panzer IV
22/60 Panzer III

Wouldn't that be nice? The brigade in this example is upgrading its tanks, and some of the tanks they have are shot, and require repairs.

If these were implemented, more realism could be achieved by having the game keep track of how many tanks of which kind have been lost, and how many enemy tanks have been destroyed.

These would be incredibly nice to have, right?
 
Last edited:

Hakello

Major
69 Badges
Apr 8, 2010
501
1
  • Crusader Kings II
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Penumbra - Black Plague
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Lead and Gold
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • For the Motherland
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Cities in Motion 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Stellaris: Distant Stars
  • 500k Club
  • Victoria 2
Yeah I'd like that. It'd be great if it was Available planes(+damaged planes)/maximum planes so for instance your interceptor group went from 400/400 to 340(+25)/400 in the last battle, that way air combat can be tweaked better too, for example AA often damaged a lot more planes than it actually destroyed.

I guess this goes in the same list as nr 5 though :p, but who knows, since ground forces already have the basic count maybe its not that hard to do

forward air controllers should be helping CAS/TAC/STR in massed ground attacks more
Well thats just a matter of naming the tech poorly :p I agree that with the name they gave it you would expect it to increase ground attack efficiency, but there is a different tech for that already

Radar should vastly help in FTR combat as the commanders would rotate flights in one after
the other to attack rather than a massive blob of fighters.
Yeah radar used to be very usefull but it was nerfed pretty badly at some point, I guess it was OP before but now it might be a bit too weak. Speaking on radar, a massive nerf on its range would be in order too lol xD I'm pretty sure that the british radar stations weren't capable of detecting troops as far as Poland were they?
 
Last edited:

Secret Master

Covert Mastermind
Moderator
95 Badges
Jul 9, 2001
36.589
19.899
www.youtube.com
  • 200k Club
  • Europa Universalis III Complete
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Warlock: Master of the Arcane
  • March of the Eagles
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Pride of Nations
  • Mount & Blade: Warband
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Limited Collectors Edition
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Deus Vult
  • Europa Universalis III
  • A Game of Dwarves
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • King Arthur II
  • The Kings Crusade
Air assault tactics are not for planes directly. That tech reduces the penalty for PARA when they drop directly on a unit to attack it. The PARA penalty starts at 50%, but you can reduce it wit the air assault tech. People who spam PARA drops really should invest in this tech.
 

Hakello

Major
69 Badges
Apr 8, 2010
501
1
  • Crusader Kings II
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Penumbra - Black Plague
  • March of the Eagles
  • Majesty 2
  • Magicka
  • Lead and Gold
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • For the Motherland
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Cities in Motion 2
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Magicka: Wizard Wars Founder Wizard
  • Stellaris: Distant Stars
  • 500k Club
  • Victoria 2
I've tested this and the penalty stayed at -50%, thats why I assumed it worked for the planes
 

Thanik

Lt. General
5 Badges
Mar 26, 2012
1.576
112
  • Hearts of Iron III
  • March of the Eagles
  • Victoria 2
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
1. Please go for diminishing returns for stacking penalties
so that when your (or allied) air missions overlap it isn’t a massive disaster all of a sudden when 8 planes merge in the same province causing massive damage to all your planes. I think it would also be good for land and naval combat, but its more manageable there.

Don't agree. I badly remember from HoI 2 stacking of 12 TAC or NAV and destroy fleeing enemies. 14 C(28 CAG) in one fleet?
Similar to moving 20 divisions to attack Giblartar:)
 

PEP

Lt. General
76 Badges
Aug 8, 2011
1.238
24
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV Sign-up
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Victoria 2
Thing is, each wing except the first one gives a 10% stacking penalty while the OP (and I) wants a diminishing stacking penalty. I think the whole air system needs a rework.
 

JoeRambo

Major
102 Badges
Jul 6, 2011
620
12
  • Semper Fi
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • The Kings Crusade
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron II: Armageddon
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Call to arms event
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • For The Glory
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis IV: Wealth of Nations
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris: Necroids
Air assault tactics are not for planes directly. That tech reduces the penalty for PARA when they drop directly on a unit to attack it. The PARA penalty starts at 50%, but you can reduce it wit the air assault tech. People who spam PARA drops really should invest in this tech.

I think what it does is reduce org loss after para drop instead. 50% penalty is static. One more important thing - once you lower para weight to 4 and boost TRA to 16 capacity, there is no point to try to reach 20 capacity as that would take ridiculous amount of time :)
 

unmerged(471099)

Major
6 Badges
Apr 1, 2012
520
5
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Leviathan: Warships
I think what it does is reduce org loss after para drop instead. 50% penalty is static. One more important thing - once you lower para weight to 4 and boost TRA to 16 capacity, there is no point to try to reach 20 capacity as that would take ridiculous amount of time :)

Not everyone uses single transport planes. I use a squadron of 3 transports; drop 10 brigades on a supply bottleneck and the enemy suddenly isn't that anxious to defend the frontlines anymore :cool:
 

Shady Ed

First Lieutenant
75 Badges
Sep 19, 2009
273
31
  • Crusader Kings II
  • Sengoku
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Victoria 2: A House Divided
  • Europa Universalis IV
  • Europa Universalis III: Chronicles
  • Hearts of Iron Anthology
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • 500k Club
  • Stellaris: Necroids
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
And you can set reserve missions over enemy airbases because that tells the wing/group to be reserve for the planes operating in that area. They are supposed to switch with badly damaged wings.

Or so is my understanding.
 

JoeRambo

Major
102 Badges
Jul 6, 2011
620
12
  • Semper Fi
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • The Kings Crusade
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Hearts of Iron II: Armageddon
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Call to arms event
  • Arsenal of Democracy
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • For The Glory
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis IV: Wealth of Nations
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Stellaris: Necroids
Not everyone uses single transport planes. I use a squadron of 3 transports; drop 10 brigades on a supply bottleneck and the enemy suddenly isn't that anxious to defend the frontlines anymore :cool:

Not sure how "using single transport plane" changes anything? To drop 10 brigades you need minimum 3 planes before 20 weight capacity is researched, doesn't really matter if they are grouped or not and in what portions.
 

unmerged(495036)

Sergeant
1 Badges
May 24, 2012
58
0
  • Hearts of Iron III
I agree *exactly* with all your points, especially point no.5.

kudos for voicing it in such a structured, matter-of-fact, emotionless way. I am not able to do the same.

I already thought that I am the only person who has issues with the aerial part of this game :confused:
people seem to be pretty silent about this part of the game on this forum..

aerial combat in this game is so wrong on so many levels, that I wouldnt know where to even start..
doctrines? cost-effect ballance? the stack penalties? naval-aerial interaction ("CAG duty" :confused:, inability to sink even a lifeboat with a naval strike..)?
or the controls, micromanaging, feedback, I cant even check if the planes do anything at all, which provinces which wing covers etc...

most of the time in my games, I set up some missions, then forget about air combat, taking care of the land stuff.

later I find out that all my air missions got cancelled (see your point no.3).

I realize I dont even know how long are the planes grounded already, then I realize I dont see any difference anyway (air combat doesnt do *that* much, lets face it..).

so I start to neglect it alltogether.
unless I get sad and fly some sorties here and there for flavour issues..

mind you, I LOVE aircraft, it is like 80% of my interest in military history, I have been to air museums worldwide, I have whole library of related books, I am making scale model kits since childhood..
in every game I try to focus on aircraft, I research all doctrines in advance, build plenty of wings, but even with all wishful thinking and optimism, it just doesnt work.

The whole concept is totally out, in reality air combat (usually) wasnt like, hundreds of planes clashing over one spot for few hours, the losing side losing "organisation" and ending up grounded for weeks, its was more of a.... continual, spread-out thing..


btw... I will take the risk of sounding like a fool..but *what* does the "organisation" mean anyway? I perfectly understand the concept with land forces, but with aircraft?
First I thought it portraits things like refuelling, rearming, repairing planes, but then it wouldnt last so many days, resulting in empty skies most of the time..

doest it mean that the pilots after a failed mission are too depressed to fly again for a couple of weeks or what?? a whole 100-planes wing at once? :confused:
 

unmerged(471099)

Major
6 Badges
Apr 1, 2012
520
5
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Leviathan: Warships
Not sure how "using single transport plane" changes anything? To drop 10 brigades you need minimum 3 planes before 20 weight capacity is researched, doesn't really matter if they are grouped or not and in what portions.
I didn't go into detail in my post, 10 brigades was a random example, you're right. But let's say you want 13 brigades there with a single attack.

What I meant was, transport capacity is calculated for the entire squadron, and for this reason, getting 18 weight capacity for each plane -for example- would not be such a bad idea, even if that doesn't increase the number of paratroopers they can take individually. That'd raise a 3 plane squadron's capacity to 54, which can carry 13 paratrooper brigades, and so on.
 

unmerged(495036)

Sergeant
1 Badges
May 24, 2012
58
0
  • Hearts of Iron III
one note on a more constructive side :rolleyes:

I would love to see having air missions divided in two levels
1. continual, with much more abstraction, covering a big territory - daily fighter sweeps, small harrasing bombing raids, recon patrols. there wont be any air wing counters visible on the map - these missions were not done with hundreds of planes focused on one province, flying as one huge stack from airport and back..
all abstracted into small bonuses/maluses for ground troops, improved visibility of enemy units etc. something like overall air superiority will be calculated based on number and quality of units participating, and a long time attrition level will result.

2. special missions - you will select some air wings for a special, one-time missions - striking ports, valuable pin-point targets, covering a specific land operation, luring a high number of enemy fighters into a large scale air battle. higher losses, some time for preparation and debrief, when the participating unit will be excluded from overall mission ad point 1., but much bigger effect, bigger immersion, ability to mimic historical missions.

I know this is prob not gonna happen, since its basicly rewriting air combat entirely, but hey :p (quoting Hakello :))
 

PEP

Lt. General
76 Badges
Aug 8, 2011
1.238
24
  • Sengoku
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis III
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV Sign-up
  • Stellaris: Lithoids
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Europa Universalis III Complete
  • Victoria 2
The whole concept is totally out, in reality air combat (usually) wasnt like, hundreds of planes clashing over one spot for few hours, the losing side losing "organisation" and ending up grounded for weeks, its was more of a.... continual, spread-out thing..

This. That's a thing that always bugged me.

I would love to see having air missions divided in two levels
1. continual, with much more abstraction, covering a big territory - daily fighter sweeps, small harrasing bombing raids, recon patrols. there wont be any air wing counters visible on the map - these missions were not done with hundreds of planes focused on one province, flying as one huge stack from airport and back..
all abstracted into small bonuses/maluses for ground troops, improved visibility of enemy units etc. something like overall air superiority will be calculated based on number and quality of units participating, and a long time attrition level will result.

2. special missions - you will select some air wings for a special, one-time missions - striking ports, valuable pin-point targets, covering a specific land operation, luring a high number of enemy fighters into a large scale air battle. higher losses, some time for preparation and debrief, when the participating unit will be excluded from overall mission ad point 1., but much bigger effect, bigger immersion, ability to mimic historical missions.

I always wanted something like this!