Just wanted to post some stuff on air unit combat.
Post your own stuff, opinions, etc.
Most of this stuff will be used in a WW2 scenario I'm working on (only Germany playable in SP version) so I could really use some helpful criticism.
Immobile 'Air Superiority air unit:
- Allied/Russian AS units randomly appear over German and Axis productive tiles thus preventing those tiles from being used. These unit must be shot down with fighters or AA ground units.
- Axis AS units first appear in places where Allied AS units are ment to appear.
- Allied fighters appear on random turns set to attack squares with Axis AS units in order to clear them for the appearance of Allied AS units.
- AS units will also appear near certain choke points thus preventing ground units from getting through.
- AS units also serve to reveal enemy units to the AI by randomly appearing at heavy traffic points on the map or adjacent to cities.
Fighters (Me 109), Fighter-Bombers (Me 110), Dive Bombers (Ju 87), Medium Bombers (He 111) and Heavy Bombers (B-17):
- Fighters have 2 fuel a movement of 6 so they can stay in the air 1 turn to defend bombers or serve the 'air superiority' role with their high defence (make productive squares unusable to the enemy for 1 turn). Aside from Fighter-Bombers and AA ground units, this is the only unit type that can attack other air units.
- Fighter-Bombers have a greater range than fighters but lower defence. Serve as escorts but can also take out weak ground targets at a greater range than fighters and without having to be escorted (at least not until more advanced fighters come onto the scene).
- Dive-Bombers have 2 fuel and 6 movement like fighters but much higher attack and much lower defence but cannot attack air units. the advantage they have over bombers is that they are faster (more MP per fuel so they can move in, attack and move out quicker) and cheaper to build.
- Medium Bombers have fuel of 6 but movement of 4 thus have a much greater range but are slower and can be intercepted. They have a high fire power factor so they are pretty sure to destroy most ground targets.
- Heavy Bombers have fuel of 8 and movement of 4 thus have more range than any other unit in the game. They are slow, like Medium Bombers but have a higher defence thus giving them greater chances of survival even if attacking without an escort. Attack factor is higher than Medium Bomber thus can take out pretty much any target. Extremely expensiv though.
AI Bomber missions:
- AI B-17s appear set to go to target with P-51Ds accompanying.
- P-51Ds appear at a distance that causes them to stop just before the target so that they don't attack it whereas the bombers do; the fighters remain on that square defending victorious bombers.
Invisible 'Bombardment' air unit:
- Destroyed after attacking.
- Appears via events next to certain units, cities.
- Serves to represent things that are not in scen like V-1 missile attacks.
- Also serves as a unique trigger unit (i.e. triggers special events by destroying particular units in a remote part of the map).
Post your own stuff, opinions, etc.
Most of this stuff will be used in a WW2 scenario I'm working on (only Germany playable in SP version) so I could really use some helpful criticism.
Immobile 'Air Superiority air unit:
- Allied/Russian AS units randomly appear over German and Axis productive tiles thus preventing those tiles from being used. These unit must be shot down with fighters or AA ground units.
- Axis AS units first appear in places where Allied AS units are ment to appear.
- Allied fighters appear on random turns set to attack squares with Axis AS units in order to clear them for the appearance of Allied AS units.
- AS units will also appear near certain choke points thus preventing ground units from getting through.
- AS units also serve to reveal enemy units to the AI by randomly appearing at heavy traffic points on the map or adjacent to cities.
Fighters (Me 109), Fighter-Bombers (Me 110), Dive Bombers (Ju 87), Medium Bombers (He 111) and Heavy Bombers (B-17):
- Fighters have 2 fuel a movement of 6 so they can stay in the air 1 turn to defend bombers or serve the 'air superiority' role with their high defence (make productive squares unusable to the enemy for 1 turn). Aside from Fighter-Bombers and AA ground units, this is the only unit type that can attack other air units.
- Fighter-Bombers have a greater range than fighters but lower defence. Serve as escorts but can also take out weak ground targets at a greater range than fighters and without having to be escorted (at least not until more advanced fighters come onto the scene).
- Dive-Bombers have 2 fuel and 6 movement like fighters but much higher attack and much lower defence but cannot attack air units. the advantage they have over bombers is that they are faster (more MP per fuel so they can move in, attack and move out quicker) and cheaper to build.
- Medium Bombers have fuel of 6 but movement of 4 thus have a much greater range but are slower and can be intercepted. They have a high fire power factor so they are pretty sure to destroy most ground targets.
- Heavy Bombers have fuel of 8 and movement of 4 thus have more range than any other unit in the game. They are slow, like Medium Bombers but have a higher defence thus giving them greater chances of survival even if attacking without an escort. Attack factor is higher than Medium Bomber thus can take out pretty much any target. Extremely expensiv though.
AI Bomber missions:
- AI B-17s appear set to go to target with P-51Ds accompanying.
- P-51Ds appear at a distance that causes them to stop just before the target so that they don't attack it whereas the bombers do; the fighters remain on that square defending victorious bombers.
Invisible 'Bombardment' air unit:
- Destroyed after attacking.
- Appears via events next to certain units, cities.
- Serves to represent things that are not in scen like V-1 missile attacks.
- Also serves as a unique trigger unit (i.e. triggers special events by destroying particular units in a remote part of the map).