I'm not very keen on managing two active copies of events, and playing on the active copy means I don't have to test as thoroughly when I make a change, since we can discover bugs while playing on the active copy. Unless we just play out the current game without updated events and maybe run a different game in the "active development" folder?
I'm fine with continuing to play with modified
events, but I don't think it's very fair to you to play with modified
rules at this point, which is why I suggested this. I've made some pretty significant changes to Spitfire range. For all I know, if I suddenly sent you the new rules file, half your air force might crash! It's up to you though--I'm certainly fine with you respawning any aircraft that happen to crash as a result of the sudden change. Tactically, I don't think the range issue should make much difference once you capture an airfield. Perhaps we hold off until you do that?
On that note - you had mentioned if cities should have their improvements stripped on capture - I didn't think they would need to. The Allies are typically the ones capturing them, and if the Germans can't sell them (which they can't) as "scorched earth" then the least we can do is let the improvements remain if the city is ever recaptured. If you're noting that something is being destroyed on capture, please let me know.
If you're having fun, I'm happy to continue this game, but I don't mind stopping if/when you feel we've learned enough from this playtest.
We might as well play at least another dozen or two turns just to see how the ground war progresses and if changes need to be made there. The new systems when put in place should pretty effectively increase the time to get to the ground war, so this is probably our best chance to test it.
I agree that 88s (and 3.7s) should be able to stand up to tanks, they were famously used in that capacity, but it is less clear why they should be so much more effective against infantry attack than regular artillery. Maybe we just have different ideas about the "force size" that various units represent.
Can you increase infantry attack when fighting this specific unit? If so, you'd give designers everywhere essentially "unlimited partisan" slots (as I'm pretty sure you're aware, they have a 8x attack bonus against units with "0" attack, so designers have been using that one slot to represent flamethrowers, etc. for years - great unless you want more than one unit like it). I'm a fan of developing code that others can copy and paste and make better use of in a broader scenario some day.
If you say that flying near flak is reasonable strategy for a defending fighter, then I'll believe you.
At low altitude, I'd say it is and it also gives the light flak guns more purpose for being. Air and ground units can be mutually supportive of one another. I wouldn't recommend it at high altitude (fighters were taking real risks flying into the flak stream), but then you really can't do it at high altitude in this scenario. How about creating a "splash effect" where if one side uses a flak burst within a tile or two of its own forces, there's a good chance they take damage too. Again, I'm also thinking about implications in other scenarios (how about a nuke that doesn't necessarily "destroy"
everything in surrounding tiles but only damages some? Or an even more powerful one that damages over a considerably greater distance. Or maybe napalm that can attack a few units at once).
I think players who are stacking more than 1-2 units on top of another are taking a pretty big risk in this scenario, and deliberately flying to hover over some flak would, I'd imagine, tend to cut into mobility and could be outmaneuvered by the other side. I would like to reduce the ability to use the heavy flak guns as cover though. More on this below.
Preventing ammo call up on map 0 or the warning plus damage idea should be implementable without too much trouble.
Is it too much to expect the Allied player to invest in a sizeable force of tactical bombers in addition to strategic bombers? Would you feel like your offensive would be seriously affected if you could
never attack low-alt targets with strategic bombers? Would the warning plus damage actually dissuade you? The Allies don't get airfields, so such a system would tend to affect them over numerous turns.
There are a few options for killing or moving an air unit over a factory. One is to kill or move it when the building underneath it is attacked, but this would require an air to air attack. Another is to move/kill on activation of a munition in an adjacent square. Theoretically, the munition's attack value could be temporarily reduced in compensation of 'air cover' if it is activated near a suitable air defender. The last is to move it when ammo is generated next to it. Perhaps a warning and chance of damage could be a consequence of trying to bomb a factory with fighter cover.
I didn't find it very easy to take out cruisers with fighters, though maybe I just wasn't bringing in enough force at the same time. I agree that air cover should provide some advantage, but I'm not sure that the appropriate advantage is to only be attacked by light and medium guns
"The last is to move it when ammo is generated next to it. Perhaps a warning and chance of damage could be a consequence of trying to bomb a factory with fighter cover."
Let's do this for all the improvement units, the 88mm Flak, the 3.7 inch flak, the Flak Train, and all naval ships. This way, the only units that the fighters can use as cover are the three that they ought to be able to use as cover - the light flak guns and Sdkfz 7/2 on the low alt map. These are all expensive enough that there shouldn't be an overwhelming use of the tactic.
I was able to establish quite a large industrial base in this game due to the fact that initially improvements were very cheap and even after the cost increase the Allies still had tons of money from the Battle of the Atlantic system in place. Allied production will be much lower in the new version, unless little effort is made in the Battle of the Atlantic. (I should probably send the Germans a report of the results of the convoy system.)
I'm a little concerned that a tactical blunder could "snowball." Lose a large force of planes in a battle, and all future battles have a deficit of planes, leading to further losses. A "catch up" mechanic would also ease the task of balancing the scenario
Well, I can understand your position from the Allies. I guess I was looking at it only from the side of the Germans. The whole point of the scenario is using air cover to reduce the Germans' industrial capacity, so a "catch up" (at least in terms of
production doesn't make much sense for them--I actually think doing what we did - granting technology early - makes more sense for Germany).
I think you may be over-estimating German aircraft production capability, at least early game. You could probably do better, but Germany has to use a lot of early freight trains to build up their economy and this will only get worse in the next version too. They start with a fuel crisis to manage until they get Albert Speer's Reforms and build some refineries. Once this is sorted, you still need to move freight trains to airfields and there's only a few that are near major production centers at the start. Further, there really is a need to balance night vs. daylight production and you don't get both at once. It's difficult to build more than 3-4 aircraft every 2-3 turns. I don't think I've ever had a day fighter force of more than 24 aircraft. Also, the defense is a considerable issue as there is so much territory to cover. I can do a pretty good job of defending ONE major area. I can't cover many at once (and this, I think, is the critical point). So I don't know that it would really be that huge of an issue for the Allies.
The current max "payout" for the Atlantic is currently 5, right? How about increasing this by +2 for just the following military ports being destroyed?
Brest
St. Nazaire
Nantes
La Rochelle
Bordeaux
This would accomplish a few things:
1. Potentially triple the Allies' "payout"
2. Make these targets *much* more lucrative for the Allies to attack
and the Germans to defend, which would require the Germans to spread out more;
3. Be close enough in range that early Allied fighters could escort the bombers (Brest, St. Nazaire, and Nantes are all within range of your first fighters assuming no extra airbases are built. If the player builds another base at 116,74, so is La Rochelle. Otherwise, that one is within range on your second escorts. Bordeaux remains out of range until your third escort).
4. Be a way for the Allies to either get back into the game or increase their production early.
That can be done, and I think fairly easily. Are we still having a German convoy from Norway?
We can, I don't know that it's a huge priority.
I wrote a nearest friendly airbase function, so we could just count losses outside of the 'maximum' fighter protection, although that might cause the Germans to intentionally kill at the very edge of fighter effectiveness.
If the Germans try to do that, wouldn't that mean that they give the Allies a free-hand beyond the maximum fighter range? I think that's balance enough to prevent it, so I like your idea of using your nearest friendly airbase function. Because I'm not allowing Cadillac of the Skies until Escorts III is researched, this won't be an early way to get Mustangs, either.
I'm not sure if the game keeps unit id numbers consistent throughout the game, or if it changes the number to use less space when other units are killed. If the id number is constant, we could tie aces information to specific veteran units, and maybe even give them certain bonuses using onActivation.
If you do do "experten" and "aces," what kind of planes will they get?
I was just thinking of a super unit kind of like the legions in Caesar (though not as strong). One of the things that has always captured my imagination about this time period are the different aces and their personalities... Marseille, Galland, Boyington, Gabreski, etc. I was picturing something very rare (each side might, if lucky, get 3-4 throughout the course of the game) that had an appreciable but not overpowering bonus. +2 to defense, perhaps an extra 10 hit points... Maybe they can attack 4 times vs. the usual 2-3... Something like that. Coding it so that the +2 scales with the technology of the time would be a plus (so whatever the best escort available is, +2).
As to what aircraft, if we have three slots for this, I'd use the P-47, Spitfire, and Fw190 as the unit pictures.
We
could , I suppose, use the function Grishnach used in Caesar with the auto-swap of winter graphics to change what the icon looks like throughout the course of the game, but I think that's a lot of work for little gain.
Honestly, of all the code left to write, this is probably the least important. A nifty piece of icing for the cake someday, perhaps.
Do you want a function that can transfer veteran status between aircraft? For example, so that veteran pilots can use modern aircraft and retain their experience.
This might be very useful here and, again, exceptionally useful in future scenarios. How about letting the Allies stack, say, a vet P-47D11 and a non-vet P-47D25 on the same square, hit a key, get a text box saying "would you like to transfer this veteran squadron to the latest aircraft?" And if so, the two units "swap" veteran status between the two units? This is how it would have worked in real life--the better pilots would get the better aircraft.