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RE: Thoughts on the airwar

Posted: Wed Dec 29, 2010 7:32 am
by janh
ORIGINAL: Helpless
WITE air model is not the example of excellence, but..

Maybe not excellence per se, but I think it works extremely well and sets the standards. It is just a bit tedious at times to organize all air missions, but that's what players of AE asked for -- control over as many facets of the air war as possible. Some stuff could have an additional "standard/AI control" setting to avoid micromanaging of routine issues (unless you feel like it), but I simply love the depth that having all these options and detail in there create.

RE: Thoughts on the airwar

Posted: Wed Dec 29, 2010 10:49 am
by Steeltrap
Well as a new player I can say the whole air system is somewhat of a nightmare to comprehend/organise.

As is the case for the rest of it, the manual tends to talk about 'what/how' but nothing much about 'why/when'. It is very off-putting as a new player with dozens of airbase counters and all sorts of arcane mechanics behind them (the air commitment etc etc).

Not having range obvious on the map seems a remarkable oversight. How do I know what coverage I have from all those different fields?

I'm talking from the Soviet perspective. The first 20 turns are so dreadful to organise through the interlocking mechanics of the game - C&C, support units, air etc etc - that I've all but thrown my hands up and decided not to play until I see the 'user guide' being put together.

I do think looking at the complexity a player has to confront to play the game is a different thing from the complexity behind what's on the screen. Right now, I find it all so horrible to get to grips with I'm regretting spending my money to be blunt.