Air wars

You are obviously a great modder :P

That's been obvious for some time now. :p

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. ;)

Sweet. Amazing how small bits of feedback like this can so quickly turn into whole new mod components. :)

SR-71 still has to dodge them ALL!!!

I think it already has a very high evasion chance, but yes this will need to be taken into account in your mod Aff. Realistically even with massive air defences it would still be nigh impossible to bring down a Blackbird, at least in present times (future era is a different matter).
 
I think it already has a very high evasion chance, but yes this will need to be taken into account in your mod Aff. Realistically even with massive air defences it would still be nigh impossible to bring down a Blackbird, at least in present times (future era is a different matter).

True, however the interception chance has nothing to do with how much damage you receive (or give; remember, the enemy can be damaged in interceptions as well). ;)
 
True, however the interception chance has nothing to do with how much damage you receive (or give; remember, the enemy can be damaged in interceptions as well). ;)
The Blackbird is the fastest plane ever! it also flies higher than other planes, evasive action is just fly faster/higher, AA can not bring it down because it flies too high, the pilots basically wore space suits
 
Actually if we have the SR-71 we should include the MiG-25
 
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. I've always enjoyed playing the modern age, and AA has always been too weak IMHO. I've never bothered with any type of AA. If I felt I needed to protect against an air threat, I simply used fighters set to CAP.
 
Perhaps if the cost of AA units were much cheaper, they would be more attractive. Especially since when Fighters take damage, their interception abilities degrade, but when AA units take damage, their interception abilities stay the same.
 
Depends.. they'd have to be way cheaper, and the fighter interception ability would have to degrade considerably, while maybe boosting AA's. Otherwise I'd probably stick with the fighters. Look at the pro's and con's: the fighters can CAP, do some limited bombing, as well as recon. All with a relatively decent range for any incarnation therein. Whereas AA units are just that, AA units, specialists geared towards one function, and with a limited mobility. I'm not saying the 1st generation AA needs to be guaranteed aircraft killers, but the later versions would need to be quite potent for me to adjust my doctrine.
 
Just a quick question:

Has this feature been implemented in RoM 1.70? You said it would be an optional mod-component, but I don't see any 'improved air-fighting' module. I see a limit being placed on air rebasing pre-supersonic flight, but other than that, I see no air-based modules.

If you are still working on balancing Ground AA, then that is cool, and take your time, as this *is* a balance-based mod component after all!
 
Just a quick question:

Has this feature been implemented in RoM 1.70? You said it would be an optional mod-component, but I don't see any 'improved air-fighting' module. I see a limit being placed on air rebasing pre-supersonic flight, but other than that, I see no air-based modules.

If you are still working on balancing Ground AA, then that is cool, and take your time, as this *is* a balance-based mod component after all!

It's A New Dawn 1.70, enabled by default. I forgot to make it a component, so it's installed by default. You can turn it off in the GlobalAltDefines.xml.

I just listed this mechanic in the Main Download Information as well.

Ground AA are fairly balanced, since Air Interception probabilities are dependent on unit health (a fighter with 20% interception chance, but 50% health actually only has 10% interception chance, whereas a damaged AA Gun always has the listed interception chance), but ground air interception is not.
 
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