Post by gornik on Jul 6, 2019 4:44:54 GMT -6
During playing demo I've wrote post about planes. Now I may add much more suggestions to it :
Air missions:
- Reserve target: Now, when your strike move to target and find nothing, they just fly in circles until fuel is low. Would be nice to add another point to them, so they will fly there and then patrol between the points or (better) return immediately, dropping ammunition. OR, alternatively: voluntary search: good or elite groups may fly in random direction above water for searching target worth bomb if they find nothing at ordered point; OR recall strike button, which may return failed strike group faster.
- Free hunt: land fighters, free from CAP, may roam around in small groups, searching for easy prey, especially if they are Elite
- Bloodlust fighters: If Elite pilot training is checked, escort fighters may tend to hunt enemy planes rather then cover their target, so they may engage scout/enemy strike group, leaving their comrades alone. And on CAP they try to kill the first arrived group till last plane, don't thinking about next one (one of Japanese features, which lead them to defeats)
- Combat patrol mission: new mission type for fighters, manual "free hunt". May lead to early strike wave spotting and killing... or to weaker CAP - if planes came from another direction. Also will be useful for covering independent force\damaged ship\valuable target. Not for "poor" pilots.
- Target preference: General choice near "launch strike" button. ticks: CV|BB|general|light ships|Transports. Should lead to more clever target choice (now there seem to be dilemma of choice priority between CV and their heavy escort, for example), more loses (as pilots don't search for easiest target) AND to more false identifications, as pilots tend to treat bombed target as ordered one (but please, exclude land targets from that - or we'll see plenty of AMC/BB/CV attacks at land).
- Floatplanes at CAP: Just allow this mission for them - sometimes I'd better have 2-4 bad fighters above the ships than completely nothing. In 1920-th they even may be quite effective... Of course, they shouldn't be used, if any fighters are available.
- Bombardment target should have valuable AA defense, and there should be increased chance to have carrier/AV at such mission, as well as Coastal raiding and convoy missions should have high chance of forming Carrier force as the main force for attacker, with few artillery ships in another one (in case of night/rain).
Weather:
- Predictable weather. After certain tech and maybe after some payment you'll get some kind of weather info in pre-battle window (current and general forecast: same/better/worse), so you won't be completely weather-blind, agreeing to battle. Of course, there may be mistakes, and you may find your fleet in the middle of typhoon, believing those synoptics...
- Maybe add the button to roll the weather again if you don't like the forecast (after another tech) and the battle is not unexpected\obligatory one.
- Or, alternatively, add preferable weather in "Doctrine" (separate from training)
- Some kind of template for different air groups. Ideal for me would be:
destination (carrier/land)
role
name (to which number will be added during creation)
Numeration (Latin/Arabic numerals)
quantity of planes
(My sweet dream) plane model
Then, when you want to fill base/ship with planes, you choose "create standard {role name} group", or "create custom group". If you choose standard, window with their future name open, where you may correct it if you want something special ("II/1" and "II/2" groups instead of just "II"), or just push OK.
Air group statistics may be good too (very simple: sorties/kills/bomb hits/torpedo hits/planes lost)
Maybe, add separate air log, to avoid information mess, when air attack happen in the middle of battle, or at least change color to bomb hit messages, so I don't miss critical hits in my battleship.
Finally, suggestion not about air:
- If you declined 3-4 battles in a row, after next decline political government may force you to accept this battle (or lower your Prestige/Budget), especially if you are winning/losing the war badly.
Air missions:
- Reserve target: Now, when your strike move to target and find nothing, they just fly in circles until fuel is low. Would be nice to add another point to them, so they will fly there and then patrol between the points or (better) return immediately, dropping ammunition. OR, alternatively: voluntary search: good or elite groups may fly in random direction above water for searching target worth bomb if they find nothing at ordered point; OR recall strike button, which may return failed strike group faster.
- Free hunt: land fighters, free from CAP, may roam around in small groups, searching for easy prey, especially if they are Elite
- Bloodlust fighters: If Elite pilot training is checked, escort fighters may tend to hunt enemy planes rather then cover their target, so they may engage scout/enemy strike group, leaving their comrades alone. And on CAP they try to kill the first arrived group till last plane, don't thinking about next one (one of Japanese features, which lead them to defeats)
- Combat patrol mission: new mission type for fighters, manual "free hunt". May lead to early strike wave spotting and killing... or to weaker CAP - if planes came from another direction. Also will be useful for covering independent force\damaged ship\valuable target. Not for "poor" pilots.
- Target preference: General choice near "launch strike" button. ticks: CV|BB|general|light ships|Transports. Should lead to more clever target choice (now there seem to be dilemma of choice priority between CV and their heavy escort, for example), more loses (as pilots don't search for easiest target) AND to more false identifications, as pilots tend to treat bombed target as ordered one (but please, exclude land targets from that - or we'll see plenty of AMC/BB/CV attacks at land).
- Floatplanes at CAP: Just allow this mission for them - sometimes I'd better have 2-4 bad fighters above the ships than completely nothing. In 1920-th they even may be quite effective... Of course, they shouldn't be used, if any fighters are available.
- Bombardment target should have valuable AA defense, and there should be increased chance to have carrier/AV at such mission, as well as Coastal raiding and convoy missions should have high chance of forming Carrier force as the main force for attacker, with few artillery ships in another one (in case of night/rain).
Weather:
- Predictable weather. After certain tech and maybe after some payment you'll get some kind of weather info in pre-battle window (current and general forecast: same/better/worse), so you won't be completely weather-blind, agreeing to battle. Of course, there may be mistakes, and you may find your fleet in the middle of typhoon, believing those synoptics...
- Maybe add the button to roll the weather again if you don't like the forecast (after another tech) and the battle is not unexpected\obligatory one.
- Or, alternatively, add preferable weather in "Doctrine" (separate from training)
- Some kind of template for different air groups. Ideal for me would be:
destination (carrier/land)
role
name (to which number will be added during creation)
Numeration (Latin/Arabic numerals)
quantity of planes
(My sweet dream) plane model
Then, when you want to fill base/ship with planes, you choose "create standard {role name} group", or "create custom group". If you choose standard, window with their future name open, where you may correct it if you want something special ("II/1" and "II/2" groups instead of just "II"), or just push OK.
Air group statistics may be good too (very simple: sorties/kills/bomb hits/torpedo hits/planes lost)
Maybe, add separate air log, to avoid information mess, when air attack happen in the middle of battle, or at least change color to bomb hit messages, so I don't miss critical hits in my battleship.
Finally, suggestion not about air:
- If you declined 3-4 battles in a row, after next decline political government may force you to accept this battle (or lower your Prestige/Budget), especially if you are winning/losing the war badly.