Current model is broken anyway at end game
only because japan has massive ### of AC at endgame..
..IRL.. had very few... Shinano was sunk while empty [:'(]
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Current model is broken anyway at end game
only because japan has massive ### of AC at endgame..
..IRL.. had very few... Shinano was sunk while empty
ORIGINAL: Rob Brennan UK
However it has been wisely stated that we should beware what we ask for and think it through. Easier said than done else the air model would already be perfect [;)]. We have 20/20 hindsight but foresight is lacking in our species. We aren't here to 'fix' the outlier games .. but to make the overall game better for the majority. Lets not overreact to extreme situations and wreck the good things about AE we love.
RTS style players
sounds abnormal.Radar quote: Ablative Escort five times more likely to get shot down...
Thanks,Bigred.Alfred:
As I said above, taking into account the overall picture, the air combat module is close enough to be good enough. Assemble a new AE development team, give them the necessary resources and time to do the job, and then we can start to consider real changes to the air combat module. Until then skillful play is the order of the day. And accept that Grigsby die roll outcomes are a fact of life.
Alfred
ORIGINAL: bigred
Please Define:
RTS style players
Thanks
ORIGINAL: Kull
This is a very interesting topic, and I applaud the majority for keeping it focused and non-emotional. Just one observation from many years immersed in reading the history of WW2, is that launching massive air strikes (multiple hundreds of planes) against naval targets spotted within a 24-hour time span simply didn't occur in this era. The Marianas battles might be the closest analogy, and even here the LBA Japanese attacks were extremely uncoordinated, with predictable results. As others have noted, what made Okinawa so dangerous to the Allies was the long term presence of the Naval assets just offshore. This allowed the Japanese plenty of time to prepare and coordinate their kamikaze strikes. Accordingly if a player parks a carrier fleet off the Home Islands, they all deserve to sink. But quick in-and-out raids should be almost impossible to counter.
Again, that's real life and we're talking about a game here. But the RL lesson is that coordinating large raids is hard as hell when you are dealing with a known target and have plenty of time to prepare. The coordination penalties should be enormous when you have one day to try and launch attacks against recently spotted Naval assets.
ORIGINAL: bradfordkay
"Can it be prevented that ACs are transfered in a day and launch at the same ? "
My understanding is that, starting with Uncommon Valor, aircraft were allowed to transfer and perform an attack mission in the same day in order to simulate the "staged" missions that actually occurred. By "staged missions" I mean missions where a bomber unit takes off from its home base, stops at a forward base to refuel, and then flies on to the target which was out of range from its home base.
I use a personal house rule to cover this (I do not ask my opponent to use it, so I have no idea if he does so): if a unit can make the transfer in about four hours or less at cruise speed, then it is allowed to perform other missions in the day it transfers. If it takes more time than that to make the transfer then the unit is grounded. I believe that it would be relatively tough to program this into the game, so it is something the players have to do on their own.
ORIGINAL: BigDuke66
So almost 1,5 years later, did something change?