Are they bigger than a land-based airforce base? Nope....
What's your point? They can still carry many aircraft (over 90). To limit them to a single unit in game would be really lame. You'd need many of them to get anything done.
Are they bigger than a land-based airforce base? Nope....
One fighter unit is how many fighters you can fit on a single-hex of terrain (ie, a land based airforce base), or base in a single city.
Ie, you might want to think about how "big" one fighter unit should be. Ideally, a single modern fighter unit should be a huge amount of power.
Aircraft carrier compliments are not larger than the size of a garrison you can base out of a single city, or an air force base. So why, again, should aircraft carriers have multiple fighter units?
Is it just that you want to make each individual fighter unit weaker by a factor of 3, then have 3 of them?
One fighter unit is how many fighters you can fit on a single-hex of terrain (ie, a land based airforce base), or base in a single city.
Ie, you might want to think about how "big" one fighter unit should be. Ideally, a single modern fighter unit should be a huge amount of power.
Aircraft carrier compliments are not larger than the size of a garrison you can base out of a single city, or an air force base. So why, again, should aircraft carriers have multiple fighter units?
Is it just that you want to make each individual fighter unit weaker by a factor of 3, then have 3 of them?
So, a single air unit that, say, has 6 movement points, and doing a mission within the radius costs 1 movement point, qualifies?
Or even a fighter aircraft that has 30 movement points. Doing a mission costs 1 movement point per hex of distance, plus 5 for the actual fight. Now you can do many close-in missions, or a few medium-range, or very few long-range missions, with the same unit.
None of this requires having multiple fighter units on an aircraft carrier. It just requires that a fighter unit is able to do the kind of things that a large number of fighters can do.
Generally, units in civ5 don't look like they are going to be killed from a single failed engagement. Even if you are attacked, you apparently are going to retreat rather than just evaporate.
So a failed fighter mission will damage the fighter unit. Unless you send a very damaged fighter unit on a raid, it won't be in danger of being destroyed on a mission.
It only becomes an all-or-nothing situation when your fighter unit is low on health -- which corresponds to "you only have 1 fighter unit left".
No, it is like a squadron. Which can (if it fails) lose some troops in a fight.That's still not really the same thing. That's more like one giant airplane that can take humongous damage and continue doing missions before it goes down.
How are they not subject to "stack of doom"? Civ4 already had to limit the number of aircraft in a city, because aircraft stacks of doom where ridiculously effective in Civ4.I don't think they ought to treat aircraft the same way they treat other units. In Civ 4, the aircraft acted more like "boomerangs" that were "thrown" by your airport or carrier. In fact, I think it's be fair to say that aircraft (and missiles) were not really units at all but ammunition for their respective vessels. In that case, I don't think it is a very good idea to limit them to one per vessel, as they are not subject to the "stack of doom" problem anyway.
No, it is like a squadron. Which can (if it fails) lose some troops in a fight.
Much like a group of pikemen isn't a "big man with health", but rather a bunch of pikemen who can be wounded/damaged in combat, which lowers the strength of the entire unit.
So one unit of airplanes on a carrier should be able to split up and go in 90 different directions at the same time?Basically, Civ5 is defining "one unit" to be "the number of this kind of unit that can fit in the area defined by a hex". Why should airplanes be any different?
A unit of airplanes = one carrier load of airplanes. Whatever a carrier load of airplanes should be able to do, so should a unit of airplanes. Game remains "one unit = 1 hex", and ... the problem is?
For all we know, each air unit will be able to perform four missions per turn.So one unit of airplanes on a carrier should be able to split up and go in 90 different directions at the same time?
For all we know, each air unit will be able to perform four missions per turn.
No, it's not, but I think it would be an acceptable abstraction for the purpose of streamlining gameplay. It's not really any different than the unrealism we've always faced by, oh, having to commit an entire cavalry unit to mop up some heavily damaged spearmen.Yeah, but if it gets shot down on the first mission it cannot complete the rest. This is not the same as having four units, each able to perform a mission without any dependence upon the success of the others.
No, it's not, but I think it would be an acceptable abstraction for the purpose of streamlining gameplay. It's not really any different than the unrealism we've always faced by, oh, having to commit an entire cavalry unit to mop up some heavily damaged spearmen.
We've seen nothing to indicate that this is the case. I think it would be pretty obvious to the devs that they have to increase the relative effectiveness of single fighter units, so you can "get things done" with fewer. Especially since this is explicitly their philosophy for all units.I think it's pretty unacceptable. It'll lead to situations where you're forced to use dozens of aircraft carriers to get anything done.
How so? I believe we're all agreed here that a single fighter unit represents multiple aircraft, but a single carrier unit represents just one ship.Even more ridiculous is the situation where you have more aircraft carriers than aircraft.