ORIGINAL: castor troy
excellent explanation. The problem (if you want to call it problem) in the game is that you can reverse this result easily with using the exact same two units but have the Zeroes 50ft higher than the Hurricanes. 20:0 kill rates aren´t the norm, but having my P-38 constantly achieving something like 10:1 is the norm for me. I guess with the Zeroes 50ft higher than the Hurricanes you wouldn´t get a 20:0 for the Zeroes but the difference to the 20:0 for the Hurricanes would be enormous. I would bet the Zeroes would come out as the winner.
So you are saying it is problematic for one side to be victorious on one turn then suffer a defeat on the next?
And that is the problem with the game. The real life explanation is a nice read and surely correct, applied to the game... well, a better advise would be to say: "just get your fighters 50ft higher than your enemies". But it´s like you´ve said, it´s gaming the system. But the main reason for the 20:0 was the dive. My P-38 at best get a 1:1 against Tojos, Zekes, Oscars, Tonies, Jacks if you don´t get the dive, with the dive, say good bye to the Japanese. And yes, give the Tojos, Zekes, Oscars,... the dive and say good bye to the P-38.
It's gaming the system because everyone knows that none of these Aircraft routinely flew at the max ceiling. If you do it, and you achieve the sort of results you are seeing you should immediately take a shower because
you are the problem and you should feel dirty. You are demanding historically accurate results from a tactic that was not historical. YOU and your OPPONENT have the power to be reasonable about employing your Air Forces. And when you don't you blame the code. Well, the code was written to replicate real world Air combat in WWII in 3 dimensions as closely as we could in the time and within the scope we were given. What you have now is the result of that. The funny thing is I have posted many ways to play within the code, within reason, and I continue to see the same people raise the same complaints about their OWN gameplay. I have no control over your gameplay.
One more thing is of course to say it´s gaming the system while on the other hand to say it´s working and giving a real life explanation. Not all but a hell a lot people ended up in the spiral going up and up and up and up until everyone ended up at the fighters ceiling because these people thought the dive is all they want. So it seems there must be something behind the dive being so powerful (uber IMO when you change a 10:1 into a 1:1 for example). And most often you get the never ending dive, which is what leads to these massacres. No problem with a bounce when higher fighters take out two or three suprised enemies, taking out whole squadrons with a never ending dive seems a bit out of whack.
When flown using reasonable/historical altitudes, or if you are ignorant of this aspect of Air combat, at altitudes approximating an Aircraft's critical altitude, the code will give you the results you are looking for. One of you will still get an advantage, and the other will have to stack up as many pluses in the plus category, and as few Minuses in the minus category to overcome the initial advantages of each engagement. Pretty simple.
If you can get permission for me to explore coding the ignorance out of players, by all means have Joe contact me...[:D]