Originally posted by Redlegs
Yea but it would be cool to have parafrag bombs those things would decimate an airfield
Not in this game they would not.
Parafrags typically came in 23 #, 100#, 250# and 500#. The 23# was used a lot, as they would carry about 200 x 23# parafrags per plane and kick them out in a "carpet bomb" pattern over an airfield.
Worked great against airplanes parked on the tarmac and revetments, light field guns, unprotected troops, and any supplies and unarmored vehicles out on the fields. None of which is a real factor in
this game. Our planes are not parked out on the field, we spawn in. We don't have numerous unarmored vehicles about. The field is not populated with many ground crew technicians. At best you could deack a little more effectively, or destrat it, or at least from a little lower altitude than you can now.
The larger parafrags
might find a little use in low level bombing missions in the game, but would probably require a bit of changes be made to the code as to arming distance for bombs. Not to mention a whole new model for their flight/drop characteristics. I don't see any great benefit from it to justify the expenditure of programing and testing resources.
Special munitions don't make much sense in the game we currently have:
"Daisy Cutters", a 300 or 500 pound bomb wrapped with heavy wire with an instant fuse on the end of a 6-inch pipe extension to the nose, worked great against equipment out in the open, and were even more extensively used in some theaters than parafrags. We just don't have the exposed targets to hit in the game that the blast radius of 500's or 1K's can't handle now.
Incendiaries, Phosphorous munitions, and napalm were all widely used as well, but the damage model for town buildings and field structures does not include fire damage, or the spreading of fire damage. We also don't have large formations of ground troops to attack with incendiaries.
People with the attitude of "this wud b kewl" toward special munitions fail to remember, or never really understand, the limitations in the existing game code and game model that HTC has to work within.