More points for discussion
Posted: Mon Jun 18, 2007 10:10 pm
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
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