It seems to me, based on the multitude of threads on the subject, that the current bomber model (which I like) doesn't work well with the current targets/gameplay. The new bomber system wants to be used in a historical fashion, aka dump all the eggs in one pass and get the hell out of Dodge. However, it seems that the players who are being most successful with it are still being forced into the unhistorical position of hanging around, making multiple passes. Those passes take a long time now because the aircraft's speed must stabilize before the bombsight can be calibrated. All of this sums up to Jabo aircraft being much more damaging to the targets on a per player/time basis.
What are some possible solutions?
Well, lets start by saying what we know is not going to happen. HiTech has said that infrastructure will never affect the simulation side of things. Bombing fuel will not globally reduce a country's fuel quality, nor will bombing reduce aircraft/vehicle reliability. This makes a lot of sense to me, from both a modeling point of view and a gameplay point of view. Modeling chaning performance for every unit might be a major bit of work. From a gameplay point of view, people don't want to fight from a position of disadvantage that is beyond their control. Degrading a country's unit performance would also set it up for a cascading failure and, while realistic, that wouldn't be fun.
So, what does that leave us? Certainly it means that solutions must be found exclusively within the gameplay mechanics. Lets look at some possibilities and their advantages and disadvantages.
- Redo the targets to be more "bomber friendly".
This may be the most obvious path to go, but is it really best?
Pros: It would, done ideally, return things to how they were previously with level bombers able to do significant damage.
Cons: It would return things to how they were and would require lots of work from Superfly and Natedog. Do we really want bombers to be primarily anti-field?
- Make strategic targets more important by making the time delays bigger.
Making it so that having a strategic target completely destroyed would prevent any respawning of that target's item and much longer delays for damage to the target might make strategic targets worth hitting.
Pros: This would probably be the easiest for HTC to impliment.
Cons: It doesn't solve the need to make multiple passes.
- Make strategic targets global controls for their item in their sector.
If the fuel factory at 125 percent (just like a field's) allowed all fields in it's sector to used 100% plus drop tanks and a fuel factory at 25% (destroyed) allowed the fields within its sector to only use 25% fuel the strategic target would be worth hitting.
Pros:It would make the strategic targets very much worth hitting and defending.
Cons: It comes dangerously close, perhaps entering, to the kind of things that HiTech said would not ever happen in AH. The ability to limit something as critical as fuel at so many bases by destroying one factory complex is almost certainly too powerful. It doesn't solve the need to make multiple passes.
This would be a way to make bombers more useful by making Jabos less useful.
Pros: It would be very easy to impliment.
Cons: It would make base captures rarer. It would make bombers like the Boston Mk III and Ki-67 useless as the only target they can really hit right now is the fragile town. It doesn't solve the need to make multiple passes.
- Strategic targets governing the durability of field objects.
If there were strategic targets that the big bombers could hit that would reduce the durabilty of the item they govern in their sector it would be a valuable target, but not one that would affect the simulation side of the game. It would be noticable by all players, yet not eliminate the ability of players to compete.
Pros: It would be a useful target to hit. It would have an impact on the game. It would make base captures easier. It would not affect the ability of people to compete by removing the FHs or fuel.
Cons: It would make base captures easier. It doesn't solve the need to make multiple passes.
My preference would be for the strategic targets to be rearanged to make hitting them more effective and adding stategic targets that would govern the durability of field items. I think that would have the effect of pointing the bombers towards the strategic targets instead of the fields (something the fighter boys want) and allowing the bombers to have a significant impact on the course of the war (something the bomber boys want).
What I'd like to see in this thread is constructive ideas to improve the bomber related gameplay.
Thoughts?