Author Topic: Attacking fields - effects and such ... a few ideas for the melting pot.  (Read 138 times)

Offline Sparks

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I've been buffing a while and really like the strategic side of the game so sitting here on a quiet Friday afternoon was thinking if maybe it could be made more interesting.

1. Fuel. This is a bit of a rip off from AW3 and adapted but why don't we adjust the amount of fuel available at a base according to how many aircraft have taken off and how many bunkers have been bombed and allow it to go all the way to zero. My thought is that the level in storage and the modeled replenishment rate would be such that with a completely intact base and refinery there would be no restrictions on what can take off. However as the bunkers get bombed then the availabilty of aircraft decreases rather than the maximum fuel load (after all if you take a fighter to defend the field then you only need 25%). At the extreme of all the bunkers being down then from the time the last bunker goes down only a fixed number of a/c can take off - those would be the ones in the hangar with full tanks (as in RL).Once those aircraft have gone then no others can fly until some storage is back and the replen rate has filled them up.
 
To me this would make it worth while bombing / Panzering the fuel tanks to disable a neighbouring field if you were attacking another close by and give a bit of variety and tactical importance to supplies. As it is the Fighter Hangars are the key item to hit and it's a real on/off situation. With this other idea then if say 75% of the storage is bombed and then fighters keep upping from the field then the usage rate will exceed the replen that can be put into storage and the base will run out of fuel and no more aircraft will take off -this may even make people try and live longer if they know there might not be fuel when they get back. Also make the fuel uptake reflect the A/c type - buff or fighter - someone who takes a buff from a dammaged field may be taking 2 or 3 fighters worth of supplies.

Ammo:- this could be worked exactly as the fuel.

If you then tie in the state of the refinery / ammo factory to adjust the replen rate then the strategic side gets much more involved.

IMHO this would make it much more interesting for strugglling countries - if you send someone to hit the refinery and then start nailing fuel storage at surrounding bases then you may be able to restrict the enemies ability to launch attacks and therefore give you some breathing space.

Ack:- could this be linked into ammo availability so that if you bomb the ammo bunkers then the ack duration decreases.
Also in my opinion - and it is only an opinion - the ack at low level for fast low level attackers is way too acurate - maybe at higher alts and slower targets it's about right but if you come screaming in at 400kts at treetop hieght you should have a good chance of survival.

HT - what do you think??

[This message has been edited by Sparks (edited 08-04-2000).]

[This message has been edited by Sparks (edited 08-04-2000).]

Offline CavemanJ

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Attacking fields - effects and such ... a few ideas for the melting pot.
« Reply #1 on: August 04, 2000, 12:14:00 PM »
pretty neat idea on the fuel tanks
the ammo bunkers already kinda work like that.  You take down all ammo bunkers on a field and you can't get any bombs or rockets (no bombers can launch either, only gooney birds).

To keep ammo bunkers and acks down longer, you send someone to take out the ammo factories or the flak factories (each building at strategic factory sites stays down 30min unless city is taken out).

Offline Sparks

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Attacking fields - effects and such ... a few ideas for the melting pot.
« Reply #2 on: August 04, 2000, 01:44:00 PM »
CC what you said on the ammo Caveman but don't you think it would be good to include the machine gun and cannon rounds and ack shells?? and do it on a supply versus usage model??