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Air Units
Posted: Mon Jul 06, 2009 7:12 am
by HerzKaraya
First of all what great news it is to hear this game is being released anytime soon!!! I just can´t wait!
Could you post a picture of an air unit? Any nice pics in it? Leaders? Pilot names? Aces?
Are the planes rated like in WitP-AE, taking into consideration 3D air combat (speed vs. mvr) and different
altitude advantages/disadvantages? Are the units JG and Air Divisions or Staffeln and Polks?
So many questions...I´m drooling already
RE: Air Units
Posted: Mon Jul 06, 2009 8:54 am
by siRkid
We are still in Alpha so we don't have much in the way of graphics. I can say the level of detail for the air units is just as deep as WitP. Combat is done differently because it's a IGOUGO system. One thing that I've come to really like is the auto attack feature. Recon and bombing airfields is a major aspect of the game but can be tedious to do manually. There is an option to let the AI conduct these missions and unlike the Auto Convoy of WitP it really works. Best of all you can still conduct manual operations after giving the AI a go to hit those special targets.
RE: Air Units
Posted: Mon Jul 06, 2009 10:27 am
by Cavalry Corp
Amazin
Think of the great German aces !!
RE: Air Units
Posted: Mon Jul 06, 2009 12:15 pm
by Helpless
Pilots not shown in the game. All the rest is quite detailed.
RE: Air Units
Posted: Mon Jul 06, 2009 1:31 pm
by Cavalry Corp
ok could you tell us about some of the detail ?
cav
RE: Air Units
Posted: Mon Jul 06, 2009 1:48 pm
by PyleDriver
Cav as Pavel just said its quite detailed...Ron (hard sarge) is tring to finish another game for Gary also and really has helped tweek our airwar numbers...
RE: Air Units
Posted: Mon Jul 06, 2009 2:01 pm
by Cavalry Corp
OK I was not wanting to delay anything in asking - look forward to news when its available
Cav
RE: Air Units
Posted: Mon Jul 06, 2009 2:04 pm
by Silvanski
about air power, I hope strategic bombing won't be too effective
I know that this game is not a reincarnation of WiR, I only wanna point to WiR where an Axis player can bomb the Caucasus oil production to smithereens
RE: Air Units
Posted: Mon Jul 06, 2009 2:10 pm
by Helpless
ok could you tell us about some of the detail ?
Comparing to WITP, WitE is not air centric, obviously Air model is different. But there is many detail which are exactly the same as in WITP, individual aircrafts models with each own characteristics - max/cruise speed, max alt, armor, durability, mnvr, etc. Plane types - F,FB,DB,LB, etc. Air missions - Recon, Transport, Air transport (rebase), Unit Bombardment, City bombardment, interdiction, CAP, escort, etc.
Air model is still in development - more details will come later.
RE: Air Units
Posted: Tue Jul 07, 2009 12:33 pm
by HerzKaraya
From my experience doing the WIR for WitP Mod it is true that the air model wasn´t well suited as it is difficult to get airfights above distant ground units unless you set them to LR CAP. Dogfights just happen over airbase hexes. I guess the new WitE resembles more the old WIR in that aspect.
Losses inflicted by aerial bombing were also negligible in WitP and are probably increased in WitE (think of H.U.Rudel and his Stuka or Russian breakthroughs stopped by low flying BF110s or the circle of death of Shturmoviks...)
It´s a pity no pilot names are included, it gives so much added flavour to the air units and it is fun to see those scores rise!
And you already have the technology to include them from WitP!!!
RE: Air Units
Posted: Tue Jul 07, 2009 1:27 pm
by Cavalry Corp
I wonder if the have quality or morale level??
Cav
RE: Air Units
Posted: Tue Jul 07, 2009 1:31 pm
by Hard Sarge
I am really trying to stay away from here, with my mouth, I am going to be saying things I shouldn't
but will say, the Airwar in the game, feels real good, it may not be as detailed as WitP or BoB/BTR as far as the pilot records, but the rest of it is there
you can let the AI do most of the work, or you can handle it, both do a good job (I like to handle it myself) you can set up bait mission, you can bomb the Airfields (bombing Production and stuff like that, is already worked out, you can do it, but you can't over do it)
really, we got some great players/testers, and we got some great reseacher types, and we got some people who understand games, and what they should do, and anybody who thinks Joel/Gary/Keith don't know what they are doing, shouldn't be in these forums
if the game is this good in early Alpha, I can't wait to see it when it is finished
RE: Air Units
Posted: Tue Jul 07, 2009 1:43 pm
by PyleDriver
So Ron, are you saying you don't wan't to pull a Jon...lol...I just may have a bigger mouth than you. But this game is so good its hard not to talk about it...
RE: Air Units
Posted: Tue Jul 07, 2009 1:53 pm
by JJKettunen
ORIGINAL: Bubi Hartmann
(think of H.U.Rudel and his Stuka or Russian breakthroughs stopped by low flying BF110s or the circle of death of Shturmoviks...)
I recommend Gooderson's "Air Power at the Battlefront". Let's hope the air power is not modelled after Rudel's (or any other air officer's) claims!
RE: Air Units
Posted: Tue Jul 07, 2009 2:42 pm
by Hard Sarge
ORIGINAL: PyleDriver
So Ron, are you saying you don't wan't to pull a Jon...lol...I just may have a bigger mouth than you. But this game is so good its hard not to talk about it...
well, didn't mean it that way

, but...
overall, I am still shaky on what we can and can't say
RE: Air Units
Posted: Tue Jul 07, 2009 5:46 pm
by Helpless
I recommend Gooderson's "Air Power at the Battlefront". Let's hope the air power is not modelled after Rudel's (or any other air officer's) claims!
quoted for truth [:)]
RE: Air Units
Posted: Tue Aug 11, 2009 4:37 pm
by Shupov
Can air units defend specific targets? For example can the player put an air unit on CAP to defend only the Ploesti oilfields?
RE: Air Units
Posted: Tue Aug 11, 2009 6:11 pm
by PyleDriver
Well they defend the region. I keep units there until the Crimea has been taken...
RE: Air Units
Posted: Tue Aug 11, 2009 6:45 pm
by Shupov
That sounds like WiR where CAP would defend everything within seven hexes (140 miles). When CAP gets overextended it can get pounded into oblivion!
Sometimes it is desirable to defend a specific hex. Is that option under consideration?