Post by brygun on Sept 20, 2021 9:31:34 GMT -6
Playing again in Sep 2021, thanks for the great game.
I was thinking about the "Handle CAP and Recon" pop up. There are a some things that work and some that are a bit awkward to get the desired results. I prefer when complaining to have a suggestion on at least one different way to do things. Finally have some thoughts together on this.
>>>
On the left for the Recon:
= Add a sweep angle.
That is how wide the arcs rather than just the one default. When I launch for late game very long range searches I may need a tighter arc vs mid game short flights. To have the same spread at the far end 100 nm at 20 degrees > 200 nm 10 degrees > 300 nm 7 degrees
= Add tick boxes for type of planes to use
[] floatplane
[] torpedo plane
[] dive bomber
[] fighter (?)
The "floatplane" search doctrine isnt quite as reliable as Id like. Some groups have carriers with torpedo bombers and some only floatplanes while others have both.
This lets me based on the actual tactical situation for this specific battle arrangement to do what I do manually.
>>>
On the right for Cap
Needed in some battles when the carrier is at risk of sailing into enemy forces. The launch recovery of the planes, with a few crew, is not as important as the 1,000+ on the carrier.
= Abandon Cap
No new launches occur. Existing flying cap planes will be without a place to land when they run out of fuel.
This is for where the CV of 1,000+ people is in serious danger. The pilots won't like it but ditching in the sea is better than the CV driving into range of enemy battleships or the quirky ways the CVs can find coastal batteries.
= No launches
Stops the launching of new cap planes. Will allow the existing planes to land.
Ive had time in longer carrier battles with depleted airgroups where I wanted to convert my fighters into nstrike bombers. Basically they were about the only planes left due to losses, damages or crashes in the torpedo and dive bombers.
= Describe light/medium/etc
It would also be nice if the existing light/medium/heavy/max gave me some indication either as a % or # planes what that means for aircraft that will be aloft. As carrier groups will vary from battle to battle this might be tricky to do.
>>>>
On a related note:
Repeat the early suggestion to place on the map a marker for where our last air strike assignment was set. This would really help with manual plotting of recon flights on custom arcs. I also sometimes use dive bombers in a dispersed groups to ensure at least one finds the enemy carrier putting them around like the corners of triangle or box over the estimated intercept area.
>>>>
Thanks for the fun.
I was thinking about the "Handle CAP and Recon" pop up. There are a some things that work and some that are a bit awkward to get the desired results. I prefer when complaining to have a suggestion on at least one different way to do things. Finally have some thoughts together on this.
>>>
On the left for the Recon:
= Add a sweep angle.
That is how wide the arcs rather than just the one default. When I launch for late game very long range searches I may need a tighter arc vs mid game short flights. To have the same spread at the far end 100 nm at 20 degrees > 200 nm 10 degrees > 300 nm 7 degrees
= Add tick boxes for type of planes to use
[] floatplane
[] torpedo plane
[] dive bomber
[] fighter (?)
The "floatplane" search doctrine isnt quite as reliable as Id like. Some groups have carriers with torpedo bombers and some only floatplanes while others have both.
This lets me based on the actual tactical situation for this specific battle arrangement to do what I do manually.
>>>
On the right for Cap
Needed in some battles when the carrier is at risk of sailing into enemy forces. The launch recovery of the planes, with a few crew, is not as important as the 1,000+ on the carrier.
= Abandon Cap
No new launches occur. Existing flying cap planes will be without a place to land when they run out of fuel.
This is for where the CV of 1,000+ people is in serious danger. The pilots won't like it but ditching in the sea is better than the CV driving into range of enemy battleships or the quirky ways the CVs can find coastal batteries.
= No launches
Stops the launching of new cap planes. Will allow the existing planes to land.
Ive had time in longer carrier battles with depleted airgroups where I wanted to convert my fighters into nstrike bombers. Basically they were about the only planes left due to losses, damages or crashes in the torpedo and dive bombers.
= Describe light/medium/etc
It would also be nice if the existing light/medium/heavy/max gave me some indication either as a % or # planes what that means for aircraft that will be aloft. As carrier groups will vary from battle to battle this might be tricky to do.
>>>>
On a related note:
Repeat the early suggestion to place on the map a marker for where our last air strike assignment was set. This would really help with manual plotting of recon flights on custom arcs. I also sometimes use dive bombers in a dispersed groups to ensure at least one finds the enemy carrier putting them around like the corners of triangle or box over the estimated intercept area.
>>>>
Thanks for the fun.