Idea how to finally balance the bombers (Allied and Japanese) in WitP...
Moderators: Joel Billings, wdolson, Don Bowen, mogami
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
I'm not Ron....[:-][8D].
But yes, you are right in that. Production system could be way better. Some of it can be modded, but not all.
But yes, you are right in that. Production system could be way better. Some of it can be modded, but not all.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


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Mike Scholl
- Posts: 6187
- Joined: Wed Jan 01, 2003 1:17 am
- Location: Kansas City, MO
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
ORIGINAL: Sardaukar
I'm not Ron....[:-][8D].
But yes, you are right in that. Production system could be way better. Some of it can be modded, but not all.
SORRY. My Altzheimer's must be acting up again.....
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
Or is it dementia..or...damn..I cannot remember it's name...[:D][:D]. As you see..there is lot of it around...[:)]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


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el cid again
- Posts: 16984
- Joined: Mon Oct 10, 2005 4:40 pm
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
This proposal is not related to the way bombs work.
The more bombs you drop, the better the chance of a hit.
The bigger the bomb, the more damage the bomb will do if it hits.
There is a trade off - and in WITP we do not get to make that trade off.
But for example a Ki-48 in RHS (with 10 tiny 50 kg bombs) is better for ground support
than many other planes with fewer bigger bombs.
It also is probably better for attacking AKs.
The more bombs you drop, the better the chance of a hit.
The bigger the bomb, the more damage the bomb will do if it hits.
There is a trade off - and in WITP we do not get to make that trade off.
But for example a Ki-48 in RHS (with 10 tiny 50 kg bombs) is better for ground support
than many other planes with fewer bigger bombs.
It also is probably better for attacking AKs.
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
ORIGINAL: el cid again
This proposal is not related to the way bombs work.
The more bombs you drop, the better the chance of a hit.
The bigger the bomb, the more damage the bomb will do if it hits.
There is a trade off - and in WITP we do not get to make that trade off.
But for example a Ki-48 in RHS (with 10 tiny 50 kg bombs) is better for ground support
than many other planes with fewer bigger bombs.
It also is probably better for attacking AKs.
The lethal area of an explosive munition is proportional to the 2/3rds power of the charge weight, all else being equal. That means ten tiny 50 kg bombs is several times better against unprotected troops than one 500 kg bomb, and is the reason for development of submunitions. The advantage of the 500 kg bomb is against dug-in or fortified positions, where the extra explosive power makes bigger holes.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
Herwin is right.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


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Nicholas Bell
- Posts: 552
- Joined: Mon Apr 10, 2006 5:21 pm
- Location: Eagle River, Alaska
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
I've mentioned this before and have yet to find time to test it, but what about creating a seperate bomb device for heavy bombers, identical to the regular 500 lb bomb but with reduced accuracy? Dive bombers would of course continue to use the standard device with greater accuracy.
My thought on the G3M/G4M torpedo useage problem is to only give that capability to a couple of units and make the rest of the units carry bombs only (and maybe these too should be limited accuracy devices).
My thought on the G3M/G4M torpedo useage problem is to only give that capability to a couple of units and make the rest of the units carry bombs only (and maybe these too should be limited accuracy devices).
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
ORIGINAL: Nicholas Bell
.........................
My thought on the G3M/G4M torpedo useage problem is to only give that capability to a couple of units and make the rest of the units carry bombs only (and maybe these too should be limited accuracy devices).
The problem here is that those torpedo armed Bettys are going to attack those two PGs 15 hexes away while the bomb carrying ones will attack the BB force 5 hexes away from your base. Then somebody is going to be very upset.
Quote from Snigbert -
"If you mess with the historical accuracy, you're going to have ahistorical outcomes."
"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "
"If you mess with the historical accuracy, you're going to have ahistorical outcomes."
"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
Hi all,
Shame on you... this was good old thread of mine... [8D]
Leo "Apollo11"
ORIGINAL: Nikademus
Zombie thread......
why not you stay dead....
put this puppy to bed.....
I'd rather start new thread.....
Talk about why Terminus no longer dread......
posting mirth instead of lead....
Shame on you... this was good old thread of mine... [8D]
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
And don't forget the old favourite of linking VP to number of engines. Thus a Betty is worth 2 VP, a B17, 4 etc etc.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
Well, that's that settled then.
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
*muttering* go on vacation too long and people start abusing year and a half old threads *mutter mutter*
This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
ORIGINAL: Nemo121
And don't forget the old favourite of linking VP to number of engines. Thus a Betty is worth 2 VP, a B17, 4 etc etc.
That would also be an improvement.
Quote from Snigbert -
"If you mess with the historical accuracy, you're going to have ahistorical outcomes."
"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "
"If you mess with the historical accuracy, you're going to have ahistorical outcomes."
"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "
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anarchyintheuk
- Posts: 3958
- Joined: Wed May 05, 2004 7:08 pm
- Location: Dallas
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
An IJN DD would cost exponentially more than 2-3 B-17s in terms of an investment of national resources, manpower, use of facilities, time of construction, etc. This doesn't include the cost to train the crews and support/administrative personnel.
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
Aye, ship VPs should go up as well for both the Allied and Japanese sides. It is difficult to believe that a sub-killing PC was worth no more than 2 x Ki-27 Nates.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
Well, that's that settled then.
- Ron Saueracker
- Posts: 10967
- Joined: Mon Jan 28, 2002 10:00 am
- Location: Ottawa, Canada OR Zakynthos Island, Greece
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
That is why ship crews should be modelled like LCU squads. Call a specific number of crewmen a "factor" and assign these "factors" VPs like squads. These take losses when a ship is damaged or sunk. The value of the ship would go up massively and if these crew factors were drawn from a pool and had to be trained players would take time working up ships prior to sending them into combat. And, with factors, the crew is always being diluted to man new construction and to replace losses so we don't get the ridiculously high crew experience we get in the game (no crew stays together for an entire war!).
But, unfortunately IMO we are stuck with the same basic ship model that came with SSI's (Gary Grigsby) Guadalcanal Campaign and Bomb Alley, which came out basically a quarter of a century ago for the Apple IIe. If you think about it we are repeatedly paying for the same stuff over and over again, just rehashed. I find this a little sad to tell the truth. One would think a little further follow on developmental effort would go into a product before rifling through our wallets.
But, unfortunately IMO we are stuck with the same basic ship model that came with SSI's (Gary Grigsby) Guadalcanal Campaign and Bomb Alley, which came out basically a quarter of a century ago for the Apple IIe. If you think about it we are repeatedly paying for the same stuff over and over again, just rehashed. I find this a little sad to tell the truth. One would think a little further follow on developmental effort would go into a product before rifling through our wallets.


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
RE: Idea how to finally balance the bombers (Allied and Japanese) in WitP...
ORIGINAL: Ron Saueracker
That is why ship crews should be modelled like LCU squads. Call a specific number of crewmen a "factor" and assign these "factors" VPs like squads. These take losses when a ship is damaged or sunk. The value of the ship would go up massively and if these crew factors were drawn from a pool and had to be trained players would take time working up ships prior to sending them into combat. And, with factors, the crew is always being diluted to man new construction and to replace losses so we don't get the ridiculously high crew experience we get in the game (no crew stays together for an entire war!).
But, unfortunately IMO we are stuck with the same basic ship model that came with SSI's (Gary Grigsby) Guadalcanal Campaign and Bomb Alley, which came out basically a quarter of a century ago for the Apple IIe. If you think about it we are repeatedly paying for the same stuff over and over again, just rehashed. I find this a little sad to tell the truth. One would think a little further follow on developmental effort would go into a product before rifling through our wallets.
Ron, you are provoking Oleg[;)] again - long time ago he wrote a that "saving/not saving portrait of the emperor from the damaged/sunk ship should be modeled in the game also" or something like this... (btw, suprisingly i agree with him)






