I started thinking about the fleet setup (after reading some other postings about it), and the fleets could have two troop ships added to it. If they are sunk, you couldn't launch LVT's or PT's. You would have to return to the nearest friendly port to respawn them. There would be one docked troop ship at the port, but if it was sunk, you would only be able to spawn back one troop ship. They would be slightly tougher than their RL counterparts, otherwise they wouldn't hold up against bombs, torpedoes and strafing runs. Maybe between the DD and CA in toughness... They would have low level flak but no puffy and could possibly have mannable guns.
I've also thought about power station complexes. These would supply power to the dar installations and affect down time to the linked fields and facilities, and there would be at least 2 per zone (depending on map size). If a power station is hit, a dar installation would lose 25 to 50% of their dar range and increase down time of downed buildings by 15-30 minutes. The exception on the fields would obviously be the hangers, and the dry docks and docked ships at the ports. They would be large complexes and tougher than your standard strategic target (1,000 lb bombs to destroyed the buildings). This means that you would need help to knock one out in one pass. At 50%, the down time to the linked facilities would be 15 mins extra and the dar installations would lose 25% of their range. At 0%, it would be 30 mins and the dar installations would lose 50% of their range. Flak over these targets would be light to medium in intensity. These power stations would be down for 1 hr and are not resupplyable. You don't NEED power to repair/rebuild, but it helps a little bit.
Example: If a rail yard, dar installation and the power station linked to them were knocked out, the total time for the dar installation being down would be 2 hrs and 30 mins and 1 hr and 30 mins for the Rail Yard. The power stations would get their supplies directly from the Capital, so the rail yards being down won't affect it's resupply. However, the industrial center in the Capital, could affect it's down time.
I also forgot to mention, rail yards would NOT resupplyable and the toughness would be 500 lb bombs for the buildings. The industrial center in the Capital could affect it's down time. Which means, we should probably double the size of it, or at least make the individual buildings blow up, instead of a city block. I noticed this when I made a few runs on it. As a bomb hits, the whole block blew up, instead of the few buildings it landed near. As mentioned earlier, they would be large enough that you would have to make more than one pass, or take someone along, to even possibly knock one out completely. I am, of course, referring to the Lancaster. Some would say, "I can just take a Lanc and completely knock out a rail yard alone....". Though this could be possible, but you would
HAVE to make more than one pass and it wouldn't be an easy thing to do as the flak intensity would be heavy, considering the value of the target. Coming in low would be costly, as there would be low level flak to defend against low level raids. Enough to make it really risky to do in a bomber, but not so much that you couldn't do with a group of fighter-bombers and dive bombers.
Which what was mentioned above, the Industrial Center in the Capital would 1) double in size, 2) change it to where the individual buildings blew up instead of the whole block and 3) would have to revamp the down time on the industrial center to 1 hr (which tacks on 1 hr to down time to linked facilities), seeing as they are linked to the rail yards and power stations, which are in turn linked to bases and facilities within their respective zones.
Worse case scenario: The industrial center is knocked out, the power stations, rail yards, and a dar installation is knocked out in zone a, the total down time would be 2 1/2 hrs for the railyard, 2 hrs for the power stations and 3 1/2 hrs for the dar installation
(just an example). I doubt that people would be willing to put THAT much effort into chocking bases and facilities, but the option
WOULD be there. Since there are so many targets required to be knocked out for this scenario to happen, it would take serious effort on a country's part to do the job.
Example: 3-4 people would be needed to knock out the industrial center, 2-3 would be needed for each power station, 2-3 for each rail yard and 1-2 for the dar installation. Doubling the high numbers, that is 24 people working to hit these targets.
I can guarantee that they would draw attention from the country they are trying to hit, so it would require more to insure the job got done. Of course the chances of hitting the targets would increase with fighter escort (stating an obvious), which requires more people. 48 people, 24 bomber formations and 24 fighter escorts, is a lot of people. Like I said, serious effort required for the worse case scenario. Only a few times, have I seen several people at once, go after strategic targets (probably just missing the fun bits during the day). A setup like this, would probably be something akin to a wet dream to bomber zealots (more targets to hit, flying in huge formations), but at the same time, a total nightmare for both sides. The side trying to makes this happen, having to get a lot of folks together who are willing to fly for a while, and the side getting hit, having to defend and/or suffering the consequences if they should fail to defend.
Not an update to the strategic system, but I would like to see a change in how planes are shot down. One example is how many people hit the HQ or a target deep in enemy territory, then bail the moment they do. If they do that, they should be forced to ride the chute all the way down or just not deploy and smack into the ground. Smacking into the ground would count as a 3 deaths (the bails won't count), if they took a formation, or if they bailed and rode to the ground, 3 bails (I think it's 3 bails anyways, not too sure as it has been that long since I lasted played). In general, if you bail, you either let your self smack into the ground, or you ride the chute all the way to the ground, before you can end flight and return to a tower. If the pilot is killed, you could watch your plane fall in F3 mode (it would automatically switch), to the ground and crash. If you are a bomber formation, you just switch to the next bomber (unless it's your last bomber), but you could see the bomber that was hit, go down (though chances are, you are too busy to watch it). If you decided to watch it crash, you would, as well as everyone else, leave wreckage until you end flight. (This wouldn't apply to drones shot down) The option to end flight, would be there if the pilot is dead, instead of watching it fall to the ground. If a wing in your lead bomber is taken off, you "bail" from it, or it gets 1k away from your drones (if you stayed inside), you would automatically switch to the next bomber and you could see the stricken bomber fall all the way to the ground. I highly doubt something along this line would be implemented, as 1) coding nightmare (would also have to recode the drones to go all the way to the ground when going down) and 2) resources required for these things to happen. Still can wish though.
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