ORIGINAL: JAMiAM
On the fence for this one. They only lend half support at range one, and are extremely vulnerable to direct attack. I do think that they should have a maximum range of one at this scale, however, and disagree with Altair's allowing the higher level techs to bump this up to two. can't move on own.
There must be some misunderstanding. Originally Tom tuned ALL AA ranges to 0. My patch contains minor damage upgrade and +1 range for lvl IV AA (so it is only +1, not 2). It is my opinnion, that AA should have ability to shoot adjacent hex. I just wanted to take it slowly at first and test it only on lvl IV Flaks. Besides there is 50% damage penalty for such range increase.
ORIGINAL: Barthheart
3) Naval fighters and naval bombers, maybe even split naval bombers into naval divebombers and torpedo bombers. Give carriers ablility to carry 6 naval air units. Torpedos usless against ground targets.
[/quote]ORIGINAL: JAMiAM
There is a definite need for the carrier air to be revamped. As it is now, the carrier air does not intercept, and this causes some pretty screwy results. So, I do agree on a need for splitting naval fighters and naval bombers up, but I think going with a further split into DB's and TB's is overkill. I would rather just reduce the effectiveness of the carrier-based bombers a bit from where it is currently. Not much though. Also, I'm pretty sure that the higher level CV's can already carry more Carrier Air SFT's.
I agree, that something has to be done with Carrier's ability to defend against air. My first plan was to reduce regular interceptor weight 20->4, to make it possible to use in carriers and fix situation. It is one way, another is to split Carrier Air to different planetypes, but I really belive that simplies solution is always the best. There is no need to create another interceptor, when we can use the existing one. More complex system is not always the best


