Just to set the record straight here. Elmer (the AI) plays by the same rules you do. He does have a slight advantage in proficiency, but that's it. Other than that, as far as I can tell, he plays in the same 'universe' that you do.
By 'AI Control', I mean Interdiction strikes, which the player has no control over, not the PO. Players cant 'order' Interdiction strikes and that is, by far, the most effective use of air power ATM.
I see interdiction attacks as being attacks of opportunity determined by intelligence or other factors, that are against moving vehicles/equipment. Bombardments are attacks against an opponent that has had a couple of hours to prepare, and is spread out and ready to mount a defense.
In theory, I agree. But this is a turn-based game. So enemy units arent moving and then stopping every time its my turn...there should be some abstraction of continuous movement. Which is I why I mentioned perhaps attacking Mobile/Tac Rsv/Local Rsv closer to the resolution of an Interdiction strike.
The other reason is a bit more pragmatic. If they were the same strength, why the heck would anyone EVER use interdiction? I'm sorry, either attack a random unit, probably a decoy, or help an existing attack
Again, granted but there are a few points:
1) There are (many IMO) times when you want to interrupt the enemy's movement. That is, by far, the most power effect of Interdiction in the short term IMO. And that isnt possible if you wait till your turn to order the strikes. So even if the results were much closer, yes, I still would use Interdiction as a method of screwing up opposing movement (and hence potentially spoiling attacks or flanking etc). Its about the timing in this case and that to me, is a valid trade-off.
2) The results dont have to be night and day like they are now. Something closer, but with the edge towards interdiction would be far superior to my mind. I agree that they shouldnt be 100% equal, but the current model is not even close!
Oh, and could you please change the annoying behavior that air units go from 'reorganizing' back to their original mission (and thereby often straight back into ReOrg) without me beeing able to set them to 'rest'?
Another thing along these lines is aircraft flying Air Superiority missions often get 'knocked off' of their mission. They are still fine and I can put them back on mission at will, but its just a micromanagement hassle. Unless the unit is thrown into 'reorganizing' or somesuch, it shouldnt 'forget' its mission requiring the player to babysit them multiple times in a turn.
Thanks for the input!