Aircraft need more emotional attachment / player involvement
Sept 18, 2020 8:13:54 GMT -6
seawolf and spacenerd4 like this
Post by arminpfano on Sept 18, 2020 8:13:54 GMT -6
This post was inspired by the "Possible to play without aircraft?" thread in the main section.
I also experienced two tendencies when playing RTW2:
- The whole business of airborn warfare makes me feel much more exhausted and somehow impatient and result-fixed than the surface battles. I want to get it done efficiently, but I do not enjoy the process too much.
- After the point when CV took over completely and aircraft decide most battle outcomes, I stop playing a game and start a new one, mostly at 1900.
This is a pity, because I really like the idea of including aircrafts and carriers, which is a gread enrichment compared to RTW 1. So I think the problem is the implementation, up to now it just does not meet the high expectations.
I don´t want to sound ungrateful for what we have, I am aware that this whole thing is a difficult task. But here are some thoughts which may help to improve the game further.
1) Manual control of air strikes
It may be historically correct that - as an admiral - you decide how to arm your airgroups and when to start them, but from this point on you just have to wait for some meager reports - or for your planes to come back without any sighting. From a player perspective this is not really satisfying.
1.1) Manual control of CV-based air strikes
Maybe we could have a battle solution like with the DD on captain level, where you have some influence on the doing of your planes underway. You change into the airgroup leader seat, so to say. Then you also see the enemy, and you can scheme maybe the attack vector or so. I imagine it much better to bomb the Akagi personally and to see her burning, than just to wipe out her name in mind after hearing about some hits.
1.2) More control of land-based aircraft
Whatever your non-CV airplanes do is mainly beyond the players horizon. Also historically correct I guess (these Airforce guys never understood the needs of the navy, right?), but not good for the emotional state of the player.
I think it should be easy to handle airfields like CVs, so you could send out the squadrons according to your own situational rating.
Whatever your non-CV airplanes do is mainly beyond the players horizon. Also historically correct I guess (these Airforce guys never understood the needs of the navy, right?), but not good for the emotional state of the player.
I think it should be easy to handle airfields like CVs, so you could send out the squadrons according to your own situational rating.
2) Emotional attachment boosters for aircraft types
For sure one of the sweetest aspects of RWT1/2 is the design of warships. You can spend hours to fiddle out just the perfect setups, and the you are eager to test your constructions in battle. This works fine and installs a good emotional relation to each of your designs. You care for them, you have to work for the budget, and you see at least a rough sketch, so you can imagine them easily, some historical readings assumed. So when your precious babies got some heavy hits in battle, you feel the pain physically.
This is completely different with planes. The mechanism with the proposals works fine enough to drive the game, but you just don´t feel really connected with the types emerging. Only when an aircraft maker proposes a B, C, D... version of an existing plane, this bonding process is coming into effect somehow, at least with me.Based on this experiences I would like to propose:
2.1) Longer life span of aircraft types
For gameplay reasons it is sufficient to order a new generation of planes as soon as possible, all 3 years or so. This lifespan is too short to collect experiences and feel connected to a certain type. Maybe the change of a type should create some extra expenditures (which only would be accurate I guess), so it would pay to extend the lifespan.
2.2) More influence on the design process during the life span
What I really would love: When you could influence the development of the versions. Say you have a good fighter, but it lacks firepower. So you could give order to develop this item especially - maybe at the cost of speed, if the available enginges can´t compensate the additional weight. Then two years later the range is to increase, then robustness or whatever. This would connect you to your creations over time, and also lead to plane types which could be more specific to the own strategic needs.
2.3) Some graphical representation of the types
I think some auto-generated pictures would be sufficient, a real plane designer is not really neccessary (would be even nicer of course). But if you can see the creations, it would be more meaningful and attaching then just a line of data in a list.
2.4) Messages about heavy losses of airgroups and reduction of training level
I´m not sure if the training level of an airgroup drops when too many of the experienced pilots don´t survive a battle. It should, and it should be announced - maybe it is implemented, but I just forget to check this item all the time. This leads to a careless handling of my airgroups: regularely I send them out into dusk or night flights, not minding at all about the danger of crashes.
Discussion opened.