Will the air power be modified for next release?

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FrankyVas
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Will the air power be modified for next release?

Post by FrankyVas »

Will the air power be modified for next release? Right now, attacking ground targets with airplanes is worthless. Get 5 - 10 tank kills and comparable gun and infantry losses when attacking with 200+ Stukas! That just don't seem right.

Frank V.
Ed Cogburn
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Post by Ed Cogburn »

Originally posted by FrankyVas:
Will the air power be modified for next release? Right now, attacking ground targets with airplanes is worthless. Get 5 - 10 tank kills and comparable gun and infantry losses when attacking with 200+ Stukas! That just don't seem right.

Frank V.

The effectiveness of air power is actually a current ongoing discussion on the mailing list. The problem is it was too powerfull in the original game. It is going to be looked at again. Finding the right balance for these things is not easy.
PVanDoren
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Post by PVanDoren »

Originally posted by Ed Cogburn:

The effectiveness of air power is actually a current ongoing discussion on the mailing list. The problem is it was too powerfull in the original game. It is going to be looked at again. Finding the right balance for these things is not easy.
From an interdiction point of view I think the problem is explainable. You are trying to explain air interdictions effect purely through losses. Certainly the losses should be heavier then the current result. But the real effect of interdiction was the effect on movement and supplies.

I would suggest that interdiction have effects on readiness, supply traced through the hex, fortification levels, and movement for both units in the target hex, retreating units during the attackers combat phase and in the opponenets subsequent turn. The hex could be treated like a blizzard turn.

Also there has to be a way for interdiction to wreak rail line bridges and to impose a penalty on rail lines.

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Paul
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Ed Cogburn
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Post by Ed Cogburn »

Originally posted by PVanDoren:
From an interdiction point of view I think the problem is explainable. You are trying to explain air interdictions effect purely through losses. Certainly the losses should be heavier then the current result. But the real effect of interdiction was the effect on movement and supplies.

I would suggest that interdiction have effects on readiness, supply traced through the hex, fortification levels, and movement for both units in the target hex, retreating units during the attackers combat phase and in the opponenets subsequent turn. The hex could be treated like a blizzard turn.

Also there has to be a way for interdiction to wreak rail line bridges and to impose a penalty on rail lines.
Ok, I'll throw this onto the list in a day or two, and see what the reaction is.
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