Range of Aircrafts

Germany At War: Operation Barbarossa 1941 is an elegant turn-based design, inspired by classics such as Panzer General, but with more of a historical focus. You command the German forces through a branching historical campaign covering the entire 1941 campaign as well as part of the 1942 campaign. Dozens of scenarios stretch from the Soviet border all the way to Archangel and towards Astrakhan, the original military goals of Operation Barbarossa. Step into a wargame where your performance will rewrite history, through an addictive combination of compelling gameplay, realistic events and challenging battles.

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Numdydar
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RE: Range of Aircrafts

Post by Numdydar »

That is very correct about the loiter time in an area. But getting to the patrol area should not take DAYS as it currently takes in the game.

The way the game should model AC is the plane can fly to ANY hex, attack, and then return to base. Or even better, just remove them entirely from the game and model them the way it is done in UoC. With each turn in GaW being an entire day, the current air model is a very poor representation of air combat and needs to be fixed somehow so that the game reflects the kind of air operations that could occur in a 24 hour period.

Having AC moving 8-10 hexes (40-50Km [X(]) in a 24 hour period is absurd. Nothing you say is going to change that fact.
gwgardner
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RE: Range of Aircrafts

Post by gwgardner »

ORIGINAL: Numdydar

That is very correct about the loiter time in an area. But getting to the patrol area should not take DAYS as it currently takes in the game.

The way the game should model AC is the plane can fly to ANY hex, attack, and then return to base. Or even better, just remove them entirely from the game and model them the way it is done in UoC. With each turn in GaW being an entire day, the current air model is a very poor representation of air combat and needs to be fixed somehow so that the game reflects the kind of air operations that could occur in a 24 hour period.

Having AC moving 8-10 hexes (40-50Km [X(]) in a 24 hour period is absurd. Nothing you say is going to change that fact.

+1

ComradeP
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RE: Range of Aircrafts

Post by ComradeP »

Did you also feel the aircraft's range was a problem in Panzer Corps or Panzer General? I don't think I've ever seen a similar discussion for those games, it was just accepted as part of the system. Discussions about them being too weak or strong, sure, same goes for fuel and ammo consumption, but not their range in terms of hexes they could reach.

On one hand, I can see why you feel strongly about this issue if you absolutely want to have a realistic range (or: a reduced range to account for fuel used when actually providing the air support), but on the other, I don't feel the current situation is ahistorical in the sense that it won't allow you to provide tactical air support. You can't fly from one part of the frontline to the other to support units there, but that also prevents you from using tactical bombers against targets way in the rear and causing serious losses.
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PKH
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RE: Range of Aircrafts

Post by PKH »

In Pz Corps the air units have a range of 2-3x the ground units, and here they are around 1-1.5x. I don't see why it's such a big deal where the aircraft do their damage (i.e at the front line vs behind the front line). I get you want historical use, but I don't think trying to force historical use benefits the game.
ComradeP
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RE: Range of Aircrafts

Post by ComradeP »

The (effective) range of the mobile units was increased pretty dramatically during the beta, it's somewhat amusing to think that otherwise this discussion might not even have appeared, if everything would've moved at rates similar to those in PG/PC. I'm sure Ronald appreciates all the feedback and who knows, maybe aircraft ranges might be increased in the near future.
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PKH
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RE: Range of Aircrafts

Post by PKH »

I think people react because of expectations based on previous game of this style, and for a game which seems to aim to be more realistic, this part of the game feels even less realistic than the others.
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Erik Rutins
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RE: Range of Aircrafts

Post by Erik Rutins »

Hi everyone,

Ronald is planning some adjustments to air movement and effectiveness in an upcoming update based on your feedback. Once that update is available, please give them a try and let us know how you like them. In short, plane movement is likely to increase significantly and plane ammunition should decrease a bit. Strategic and tactical bombers should also be differentiated a bit more in terms of effect. We're also hoping to make air strikes a bit less effective when a friendly ground unit is not nearby, though that last one depends on how hard it is to implement.

Regards,

- Erik
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Erik2
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RE: Range of Aircrafts

Post by Erik2 »

ORIGINAL: Erik Rutins

Hi everyone,

Ronald is planning some adjustments to air movement and effectiveness in an upcoming update based on your feedback. Once that update is available, please give them a try and let us know how you like them. In short, plane movement is likely to increase significantly and plane ammunition should decrease a bit. Strategic and tactical bombers should also be differentiated a bit more in terms of effect. We're also hoping to make air strikes a bit less effective when a friendly ground unit is not nearby, though that last one depends on how hard it is to implement.

Regards,

- Erik

Interesting, very similar to the mod I did for ac in my custom campaigns in PzC.
Basically I doubled the ac range and restricted the ammo to one attack.
This was for 1km/1 day scenarios and it worked pretty well.
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