Air wars

digitCruncher

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Playing through my first ever win (A 1942 Domination win, with revolutions), as I normally quit about the early modern era, I something about bombers.

Strategic Bombers are a MASSIVE step up from Bombers. And the reason this is, is because of thier range.

Bombers have a range of 8. To put this into perspective, this means there is often only 2 cities (in most pangea scenarios) in range of any given 'target' city. Bombing from another island?? That is rather unlikely! Bombers are balanced, maybe a little too weak, but they are a nice early-modern era bomber.

Then come strategic bombers. With a massive range of 16, they double the range. One strategic bomber, placed in a good location, wiped out all the infrastructure on *3 adjacent islands*. I managed to (to my absolute surprise and disgust) station my bombers on the capital of my vassal, and then bombard the defences of one of Egypts city. Which was on another island. On the other side of this long island (To be fair, only my Ace III bombers could reach due to the +1 range they got, but 16 range is still insane).

The next step up has 24 range, followed by 36 range for the Orbital Bomber. These are insane ranges, and basically mean whoever has the most air-force wins any battle (When you can drop 50-odd bombers and 150-odd planes (theoretically) on any tile in an ENEMIES civilisation, they don't stand a chance of winning. In fact, you don't need any military land units at all, except for the mop-up units! (Paratroopers and Humvees and the like) Not only that, but even jet fighters have less than a 50/50 chance of even detecting a bomber, meaning that by simply having a large number of bombers, you could *sneak* a large bombing force under the radar, and absolutely obliterate all thier improvements on thier nation in 3 or 4 turns, if you devote enough production to air production, with only the super-sonic flight tech. Not even with Orbital bombers or anything!!

Proposal: Reduce the ranges of certain late-game bombers and fighters. To balance this nerf, increase the strengths of the late game bombers and fighters a bit, and increase thier detection chance. For reference, here is the current values:

Airship: 8 -> 8
IL2: 6 -> 6
Bomber: 8 -> 8
A-10 Thunderbolt: 6 -> 8 (The civilopedia says 10, and this is a SUPERSONIC BOMBER, why does it have less range than an airship??)
Strategic Bomber: 16 -> 12
Stealth Bomber: 24 -> 16
Stealth Fighter (I classify this as a bomber, as the F35 is a better 'interceptor' fighter): 14 -> 16 (As it is, this fighter is rather useless... it has stealth, which a fighter doesn't really need, comes after the stealth bomber, which has better stealth AND better offensive capabilities, and the F35 is a better fighter!!)
Orbital Bomber: 32 -> 24

Early Fighter: 4 -> 4 35% -> 25% (They don't even have radar yet)
Fighter : 6 -> 6 20% -> 30%
P59: 8 -> 8 35% -> 45%
Jet Fighter: 10 -> 10 40% -> 50%
F15: 12 -> 12 47% -> 60%
F35: 16 -> 16 55% -> 65%
Aurora Scramjet: 20 -> 20 60% -> 75%
Orbital Fighter: 30 -> 24 60% -> 90%

The main problem is that detection chance doesn't stack... if you have 20 fighters with 20% chances to detect each, the chance of detection is NOT 100% - (80% ^ 20) = 98.8%, but a rather pathetic 20%. By the time Orbital Fighters come around, Orbital bombers have a 50% chance of evading detection EVEN WITH 100% DETECTION CHANCE, so orbital fighters should ideally have 100% detection (and add that with the Air-to-air missiles or Interception chance, then they actually do, even with *only* 90% detection chance)

So that is my summary of the late modern era. I hope it helps. Tanks could also do with some tweaking, but that is a minor issue.

(PS. Does the AI actually build any fighters? I never encountered a failed mission due to fighters, but that could have been because I fought tiny nations at the end, who either didn't have oil products, oil, or flight. But I never saw any on the other tech leaders cities either...)
 
wouldn't it be easier to improve anti-air units? ranges are really ok right now as modern strategic bombers are actually capable of flying thousands of km
 
Yep, since RoM is generally intended to be realistic, I agree with Khoukharev that the ranges are acceptable but the AA counter probably needs a buff.
 
wouldn't it be easier to improve anti-air units? ranges are really ok right now as modern strategic bombers are actually capable of flying thousands of km

Tupolev Tu-95 can fly 15,000Km unrefueled, pretty good for a plane from ~50 years ago
9,100 Miles is ~1/3 of the worlds circumference at the equator
 
Range on airplanes is usually when everything is loaded with fuel for ferrying the aircraft. Range with ordnance is usually much lower, I think with standard combat load the T-95 had around 6000km range.
 
http://de.wikipedia.org/wiki/Tupolew_Tu-95 Yes I am, look for "Kampfradius" :D

Further clarification, "combat radius" is the range from a certain base, range simply says how far the plane can go before fuel rans out. Most probably knew that anyway :). Globalsecurity says, depending on version, range is around 13000 km with normal combat loadout and around 6500km with full load (for the early Cold War nuclear bomber).
 
Range on airplanes is usually when everything is loaded with fuel for ferrying the aircraft. Range with ordnance is usually much lower, I think with standard combat load the T-95 had around 6000km range.

err, I don't think the T-95 will have any range as it can't fly...

Actually 8000K Each Way with a Load of 11,000kg, they used to fly from Murmansk to Cuba non-stop
 
The two big things that I think need changing after reading this:

1.) Detection should not be static, but multiplicative.

2.) AA needs buffing.

Anything else? Agree, Disagree?
 
The two big things that I think need changing after reading this:

1.) Detection should not be static, but multiplicative.
2.) AA needs buffing.

Anything else? Agree, Disagree?
Definitely in agreement here.
 
The two big things that I think need changing after reading this:

1.) Detection should not be static, but multiplicative.

2.) AA needs buffing.

Anything else? Agree, Disagree?

Seems cool

EDIT: The SR-71 should be uncatchable to anything even today
 
The two big things that I think need changing after reading this:

1.) Detection should not be static, but multiplicative.

2.) AA needs buffing.

Anything else? Agree, Disagree?

1) Agreed.

2) Agreed.

:D
 
Having Multiplicative anti-air would be a GREAT buff for the AA in and of itself. In fact, having multiplicative AA would make bombing in the era between the mass production of fighters, and stealth bombers extremely difficult. So the first few airship attacks will be easy, and then there will be an age of fighters, and fighter escorts, and then stealth bombers will rule the skys. I think that is close to what real life is, right?

But with clever use of Fighters, I think it would be almost perfectly balanced even in the middle period! Having 10 Early Fighters with a multiplicative bonus (35% initially), which would basically simulate EXTREMELY heavy air cover, has a 99% interception chance against any bomber. This may seem rather high, but when you consider that stealth bombers gain large 'evasion' chances, and fighter engagement can whittle that airforce down quite nicely, and that having 10 fighters in one area means other areas aren't covered, it isn't too bad.

The only problem I see with this is the 'Air-to-Air' missile promotions, as well as the Interception promotions. These probably need to be re-considered, as now there will be very little difference between 35% interception and 100% interception (Except for how many fighters you need to keep in the air). Since range and strength are the major components, those promotions should probably be buffed with a +10%/+20% strength vs. Air Units ability. Or something. I dunno.

I like balance in my games, so these are just suggestions on how to improve balance. Tweak them to improve realism please :D

But that is a clever idea, Afforess, which I didn't even know you could do! You are obviously a great modder :P
 
The only problem I see with this is the 'Air-to-Air' missile promotions, as well as the Interception promotions. These probably need to be re-considered, as now there will be very little difference between 35% interception and 100% interception (Except for how many fighters you need to keep in the air). Since range and strength are the major components, those promotions should probably be buffed with a +10%/+20% strength vs. Air Units ability. Or something. I dunno.

The difference is still important. It means you can spread your fighters out more and have less overall maintenance or greater coverage for less cost. It doesn't diminish it's importance, IMHO.

But that is a clever idea, Afforess, which I didn't even know you could do! You are obviously a great modder :P

Was fairly simple actually. I coded it already, I just need to test it some. ;)
 
I just tested the new interception code and it is working beautifully. An interesting side effect is that you see more of a hidden mechanic. As air units get damaged, it lowers their interception chance. Since Air units are being intercepted a lot more, the defensive air interceptors are taking a real beating, so after 9 or 10 bombing runs, 7 of them (with 30% intercept chance each) are only intercepting 50% of planes now. So it balances air assaults quite well, IMHO.

As usual, this component is optional and can be disabled. ;)
 
SR-71 still has to dodge them ALL!!!
 
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