More points for discussion

Carriers At War is Strategic Studies Group famed simulation of Fleet Carrier Air and Naval Operations in the Pacific from 1941 - 1945.

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Oleg Mastruko
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Joined: Sat Oct 21, 2000 8:00 am

More points for discussion

Post by Oleg Mastruko »

Some random notes after playing this game intensely for.... hmmmm, well, not too long, less than a week [:D]

1. The "turnover" time to land the returning strike, rearm and refuel it, and send it out again seems too short, as many posters already noted. I don't know about the first dawn arming, but rearming a *returning* strike to send them out *again* should take longer (just my gut feeling). Same for landbases, especially small ones.

2. In the same vein, landbases rated for low number of aircraft are too efficient when overloaded, serving too many squadrons and too many aircraft. Now, it is my impression AI will never overload a small airfield, but the human opponent can and will. When he does, it is my impression penalties for overloading are negligible, in any case too forgiving.

Something to look into? I am OK when people overload the small airfield (we do that all the time in UV and WITP [;)]) but penalties should be harsh, strikes needing much longer time to reload, higher casualties due to bombardment, higher operational casualties (the infamous "pranging") etc.

3. In the same vein, again - perhaps (I said *perhaps* [:D]) the penalties for returning after dark are too forgiving as well. Now I use it all the time, sending dusk strikes left right and center, and suffer a "pranging" and lost aircraft on returning here and there but nothing too terrible. I admit I don't know cr*p about CV operations after dark, and how dangerous they really were. With some help from DF equipment and lit runways perhaps it was doable, but what if there was strict radio silence and blackout at night? Again, a point for discussion.

4. Small quasi bug. During the strike animation, it appears as if damage animation in bottom left sometimes gets reset to zero. Heavily damaged ship suddenly becomes "clean" (only to be damaged, again).

Oleg

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Oleg Mastruko
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Joined: Sat Oct 21, 2000 8:00 am

RE: More points for discussion

Post by Oleg Mastruko »

Oh and one more thing, I think airstrikes vs landbases should produce more damage. I sent two full Kido Butai-loads vs Midway airfield. First strike produced "no damage" and the second one "minor damage". What about the destroyed aircraft?? Apparently there were none. Honestly I don't care about the damage to the airfield, but I'd like to see some aircraft destroyed on the ground, otherwise airstrikes vs airfields really don't make any sense at all.
 
In the same vein [:D] - do naval bombardments produce any damage to the airfield/aircraft? They should.
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Oleg Mastruko
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RE: More points for discussion

Post by Oleg Mastruko »

Yes and what about long range CAP ie the ability to project CAP over friendly force some distance away?
 
It would be great to have this option.....
AVisme
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Joined: Fri Apr 13, 2007 2:32 am

RE: More points for discussion

Post by AVisme »

the 44' scenario sees airfields shut down quite easily by air attack ( but only temporarily as they repair themselves )

and I'd think you'd have more luck catching a humans planes armed and fueled than you would the AI's on the ground but who knows. I wonder if planes in landing or recovering box are able to take damage? if not they could be added?


this will have to be addressed if LRCap is introduced, as right now there is little reason to hold the fighters over the airfield.
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