Originally posted by lazs2
next.. you claim that it wouldn't effect me unless I wanted to launch from a vultched field in a plane that just happened to to be the one that the wheel-o-plane availability ball stopped on? basicly... you have zero effect on fighters or the game 90% of the time... You are advocating that you become worthless. How would the unavailability of say a -4 corsair affect people upping from a vultched field? How are you "contributing"? Why would anyuone care to do anything but ignore you if they knew that there was only a 1 in 50 or so chance that you would make the plane they liked unavailable?
Look at the actual bombing offensive in WWII. It was rare that the crews of the 8th AF could see a direct effect from their missions. And Germany's aircraft production continued to rise through the progress of the war. That's why I came up with the strategic mechanism I did -- by bombing aircraft factories, you
can have an effect on the front line, but it's going to be a crapshoot, and you're likely not going to see much difference.
But aircraft production and deliver is only one of the strategic targets. You want to get bent out of shape, let's look at the effects of bombing POL (Petroleum/Oil/Lubrication) facilities. While Germany's aircraft production continued to rise throughout the war, once Allied bombing efforts shifted to destroying their fuel supplies, they rapidly started losing the ability to
fuel those aircraft.
OTOH... my idea of large cities that need to be carpet bombed allows you to have historic targets. It allows you to contribute by "winning the war" in fact... it makes you essential to winning the war as the complete destruction of the city is the criteria for the 'win" and only fluffs could accomplish that. Fighters could still take bases to move closer... Strat potatos and building battlers who lusted for that huge "win the war" payoff of 25 whole perk points would be "forced" to both attack enemy fluff formations and escort friendly fluffs...
It's the ideal solution for
you -- it guarantees that anyone who's
not interested in 'furball über alles" is going to have to go off chasing bombers, leaving you to furball to your heart's content, because a country that has been rolling up the map taking field after field can lose by having a small number of bomber pilots destroy their cities. So the people who are both interested in winning the war and in taking fields get to have
their fun ruined by being forced to go off and chase bombers, because their taking fields is
completely irrelevant to winning. Everybody who doesn't want to just furball goes off with the bombers, leaving you to furball to your heart's content. At that point, why not just have a separate 'Furball Arena', where the fields are close enough to get into a fight quickly, and bombers, ordnance, and ground vehicles are disabled so you won't have to worry about someone ruining your ability to furball to your heart's content? You get your eternal furball without interference, and we get to stop hearing your eternal whine about "no-talent mouse clickers" ruining your fun.
Now, you read that and tell me which of us is being more fair and realistic. In fact... which idea gives fluffers the more important role? which idea causes less friction between fluffers and fighters and promotes more teamwork (for those so inclined)?
Less friction? The bombers can end the game for everyone, you're forcing everyone in a fighter who isn't just interested in furballing to either escort or attack them. The first time that a country forces a reset against an enemy with a superior field position by using a small number of bombers to flatten cities, you're going to alienate all the fighter pilots who were attacking and defending the fields. It will turn the average fighter engagement into a [insert plane here] vs. P-51 duel, because picking another plane for an escort won't give you the range you need to protect the bombers. In one fell swoop you functionally eliminate choice of ride for half the fighter pilots. Oh, yes....
much less friction.