OK, thanks for answering. I wish you to complete this awesome project, one day.![]()
Thank you for expressing interest and providing suggestions.
OK, thanks for answering. I wish you to complete this awesome project, one day.![]()
I think this to be an excellent system, remember me the Bombing Run of Star Wars: Empire at War but improved (air to air combat)
I would add same features like specific buildings/units to be more resistant to bombing/capable of contrasting aircrafts (bunkers, Missile Infantry etc)
This could lead to bomb specific buildings in a city map instead of others, if ever cities would be added in.
I just ask about one doubt I have: how the call function would be balanced? Just to prevent players/AIs to spam bombing instead of ground attack. Time limit? 'Till you have airs?
Thanks for keeping up the good work still for now.![]()
But I am a bit skeptical about the 2nd one: how long can an aircraft keep flying without landing to refueling/changing crew? Those are realism issues however, the solution is absolutely needed to effectively protect important tiles.
One month is minimum afaikThe aircraft won't be able to stay at that tile indefinitely; they'll have to return to their base every turn. You could argue that, since turns are (I believe) six months minimum, the aircraft won't be able to stay in flight for nearly that long. On the other hand, though, is it really realistic that they can only fly one mission during that time period?
There may be a better solution out there, I just haven't found it yet.
I was thinking about some "call" feature from nearby base. This would allow for both realism and balance to be solved if managed properly.
Just let aircraft to be called in tactical map from nearby tiles as reinforcement just like ground ones.
The only difference is the distance factor for them to be wider, as long as they can fly and are very faster. And how much turns they'll need to arrive.
Basically you could call your planes/helos from whichever city/fort have it, thus considering that the closer tile, the fastest arrive.
Balancing number & position of aircrafts in strategic map to allow the better coverage possible, if you were wise enough to recognize which areas are more "hot" (borders, key assets) you would have a fair game.
The limit would be the impossibility to build more while in tactical combat map - reflecting that hours are passing, not months - so their number will constantly reduce each call and came from farer.
If you were wise enough to have a good air force/anti air ground units/bomb resistan building more than your rival, you truly mehrited victory.
What do you think about this idea?
This sort of development gets my hearty support. I only wish it were possible to create a tactical combat grid in such a way that it would be multiplayer compatible. (From the sound of it, the loading and reloading would probably ruin that prospect.)
But I want to see this kind of development done. It's very interesting and I'm a big fan of tactical combat.
Exactly, you will be able to call in air raids/defense once you get into the battle map, similar to reinforcements. I still think you should have the ability to call in air units in the strategic map before the actual battle, however.
You could even look at it from a different perspective and say that technically the aircraft wouldn't be flying around the tile for a month, they would only be called in for the battle and would thus only be flying around for several hours. If the battle time exceeds the amount of time the aircraft can stay in flight, they will be forced to return to their base.
I would also note that if tactical map "included" a fort - if the battle took place in a fort in strategic map - the fort owner will have the additional advantage to make their aircrafts land on the fort itself, thus returning in combat very sooner.