Things 2by3 Nees To Fix......
Posted: Thu May 29, 2003 6:22 am
...TO MAKE THIS A GREAT GAME. We all know that UV was
pretty darned good..., and that the Testing results on WITP
are looking good as well. But I think most of us who have look
long and hard at these games have one or two things in mind
that are 'still broken" (or at least warped). Things we really feel
HAVE to be corrected for this game to live up to it's potential.
I'm going to start with a few of really annoying ones to me.
Feel free to add in any others you have in mind. Joel.., are you
listening?
GROUND ATTACKS BY AIRCRAFT. The results, especially against
manpower, are WAY TOO GOOD. 2by3 tried to fix this in one of
the UV patches, but aircraft still kill far too many troops. Large,
immobile objects like runways, hangers, docks, warehouses, and
even ships at anchor, are one thing. But men and trucks and
guns are small enough to conceal and dig in---and the program
just doesn't reflect the extream difficulty of finding them, let alone
destroying them.
LOW LEVEL AIRCRAFT ATTACKS. Yes, I KNOW that "skip bombing"
and "para-frag" attacks were made in the South Pacific. But they
were done by a FEW specialized B-25 and A-20 squadrons who
were trained for it, and had the specialized equipment for it. Skip
bombing requires delayed-action fusing, or the bomb (which is
traveling at the same forward airspeed as the bomber) goes off
under the plane with a good chance of destroying it as well. For
land targets (where a delayed action fuse would allow the bomb
to plunge into the dirt before exploding) used special parachute-
retarded fragmentation bombs---primarily to chew up enemy
aircraft on the ground. Fighter-bombers attacked at fairly low
levels so they could try to see and hit individual bunkers, and
Torpedo bombers had to go in low and slow to keep the weapons
from breaking up on impact. Basically, all these are "mission-
determined" decisions for a specific target and type of attack
aircraft. The UV/WITP system lets players determine attack
altitude for ALL missions, and leads to ALL sorts of foolishness.
The US didn't fly their 4-engined bombers at low levels for very
good reasons. The expensive bomb sights didn't work that low,
and (especially in the Pacific) they lost a key advantage over the
defending fighters. A B-17 got it's best performance at altitudes
where Japanese fighters were hampered in theirs. A Zero was
a LOT more dangerous to a B-24 below 10,000 feet than it was
at 18-20,000 because it's performance was much better. Not
until the second half of the war do the Japanese produce real "interceptors" with high climb rate and altitude capibility.
The game would be better served if Matrix took the altitude
determination OUT OF PLAYER HANDS, and gave it to those
mythical base commanders who foul up your naval strikes. Let
them do something helpful for a change..., like removing all the
unrealistic aircraft usages from play.
SOME MEANS OF CONTROLING THE BASE COMMANDERS CHOICES.
Give the players the possibility of issuing at least a direction of
attack that doesn't cover 180 degrees, and maybe a limit on the
range, so your longer ranged planes don't by-pass the key target
just to beat up some sampans 300 miles farther out. Give the
players SOME MEANS of at least indicating to these idiots what
the "High Command" considers to be the "Important Target".
Make picking "naval strike" less of a "crapshoot".
You may not agree with the above..., or you may think other
problems are more important. Fine..., tell me where I'm wrong,
or add your choices to the thread. But with work progressing as
it is, we owe it to Matrix/2by3 to tell them what we percieve as
"problems" NOW , when they can do something about it.
pretty darned good..., and that the Testing results on WITP
are looking good as well. But I think most of us who have look
long and hard at these games have one or two things in mind
that are 'still broken" (or at least warped). Things we really feel
HAVE to be corrected for this game to live up to it's potential.
I'm going to start with a few of really annoying ones to me.
Feel free to add in any others you have in mind. Joel.., are you
listening?
GROUND ATTACKS BY AIRCRAFT. The results, especially against
manpower, are WAY TOO GOOD. 2by3 tried to fix this in one of
the UV patches, but aircraft still kill far too many troops. Large,
immobile objects like runways, hangers, docks, warehouses, and
even ships at anchor, are one thing. But men and trucks and
guns are small enough to conceal and dig in---and the program
just doesn't reflect the extream difficulty of finding them, let alone
destroying them.
LOW LEVEL AIRCRAFT ATTACKS. Yes, I KNOW that "skip bombing"
and "para-frag" attacks were made in the South Pacific. But they
were done by a FEW specialized B-25 and A-20 squadrons who
were trained for it, and had the specialized equipment for it. Skip
bombing requires delayed-action fusing, or the bomb (which is
traveling at the same forward airspeed as the bomber) goes off
under the plane with a good chance of destroying it as well. For
land targets (where a delayed action fuse would allow the bomb
to plunge into the dirt before exploding) used special parachute-
retarded fragmentation bombs---primarily to chew up enemy
aircraft on the ground. Fighter-bombers attacked at fairly low
levels so they could try to see and hit individual bunkers, and
Torpedo bombers had to go in low and slow to keep the weapons
from breaking up on impact. Basically, all these are "mission-
determined" decisions for a specific target and type of attack
aircraft. The UV/WITP system lets players determine attack
altitude for ALL missions, and leads to ALL sorts of foolishness.
The US didn't fly their 4-engined bombers at low levels for very
good reasons. The expensive bomb sights didn't work that low,
and (especially in the Pacific) they lost a key advantage over the
defending fighters. A B-17 got it's best performance at altitudes
where Japanese fighters were hampered in theirs. A Zero was
a LOT more dangerous to a B-24 below 10,000 feet than it was
at 18-20,000 because it's performance was much better. Not
until the second half of the war do the Japanese produce real "interceptors" with high climb rate and altitude capibility.
The game would be better served if Matrix took the altitude
determination OUT OF PLAYER HANDS, and gave it to those
mythical base commanders who foul up your naval strikes. Let
them do something helpful for a change..., like removing all the
unrealistic aircraft usages from play.
SOME MEANS OF CONTROLING THE BASE COMMANDERS CHOICES.
Give the players the possibility of issuing at least a direction of
attack that doesn't cover 180 degrees, and maybe a limit on the
range, so your longer ranged planes don't by-pass the key target
just to beat up some sampans 300 miles farther out. Give the
players SOME MEANS of at least indicating to these idiots what
the "High Command" considers to be the "Important Target".
Make picking "naval strike" less of a "crapshoot".
You may not agree with the above..., or you may think other
problems are more important. Fine..., tell me where I'm wrong,
or add your choices to the thread. But with work progressing as
it is, we owe it to Matrix/2by3 to tell them what we percieve as
"problems" NOW , when they can do something about it.