land vs air overhaul

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land vs air overhaul

pyt o torp
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any chance to get air units shooting landunits without getting shot back from those groundunits in every normal battle round? (<option name="isSub" value="true"/>  ?)
like arty, inf, tanks, just any kind of groundunits which could be considerd not capable to hit planes at all

my thoughts were to get much more need of AAunits, like mobile AAcapable vehicles, but still able to shoot land units, like 8,8cm Flak, Ostwind tank etc

and of course to get more attention to scrambling and airbattles

i hope that sounds not too foolish

update: found something in the total world war xml, i am very impressed, looks like AA settings were used in alot of cases, wonderful

                    <attatchment name="unitAttatchment" attatchTo="germanStrategicBomber" javaClass="games.strategy.triplea.attatchments.UnitAttachment" type="unitType">
                         <option name="movement" value="2"/>
                         <option name="canScramble" value="true"/>
                         <option name="maxScrambleDistance" value="1"/>
                         <option name="isStrategicBomber" value="true"/>
                         <option name="isAir" value="true"/>
                         <option name="canAirBattle" value="true"/>
                         <option name="airAttack" value="1"/>
                         <option name="airDefense" value="1"/>
                         <option name="isAAforCombatOnly" value="true"/>
                         <option name="isAAforBombingThisUnitOnly" value="false"/>
                         <option name="isAAforFlyOverOnly" value="false"/>
                         <option name="typeAA" value="Bombing"/>
                         <option name="targetsAA" value="germanInfantry:germanAlpineInfantry:germanCombatEngineer:germanMarine:germanParatrooper:germanArtillery:germanHeavyArtillery:germanMobileArtillery:germanMech.Infantry:germanTank:germanHeavyTank:germanRocket:germanAdvancedRocket:germanTransport:germanBattleship:germanHull:germanCarrier:germanSubmarine:germanAdvancedSubmarine:germanAntiAirGun:germanAntiTankGun:germanDestroyer:germanHeavyDestroyer:germanCruiser:germanEntrenchment:germanFortification:russianInfantry:russianAntiTankGun:russianAlpineInfantry:russianCombatEngineer:russianMarine:russianParatrooper:russianArtillery:russianHeavyArtillery:russianMobileArtillery:russianMech.Infantry:russianTank:russianHeavyTank:russianRocket:russianAdvancedRocket:russianTransport:russianBattleship:russianHull:russianCarrier:russianSubmarine:russianAdvancedSubmarine:russianAntiAirGun:russianDestroyer:russianHeavyDestroyer:russianCruiser:russianEntrenchment:russianFortification:americanInfantry:americanAlpineInfantry:americanCombatEngineer:americanMarine:americanParatrooper:americanArtillery:americanHeavyArtillery:americanMobileArtillery:americanMech.Infantry:americanTank:americanHeavyTank:americanRocket:americanAdvancedRocket:americanTransport:americanBattleship:americanHull:americanCarrier:americanSubmarine:americanAdvancedSubmarine:americanAntiAirGun:americanAntiTankGun:americanDestroyer:americanHeavyDestroyer:americanCruiser:americanEntrenchment:americanFortification:italianInfantry:italianAlpineInfantry:italianCombatEngineer:italianMarine:italianParatrooper:italianArtillery:italianHeavyArtillery:italianMobileArtillery:italianMech.Infantry:italianTank:italianHeavyTank:italianRocket:italianAdvancedRocket:italianTransport:italianBattleship:italianHull:italianCarrier:italianSubmarine:italianAdvancedSubmarine:italianAntiAirGun:italianAntiTankGun:italianDestroyer:italianHeavyDestroyer:italianCruiser:italianEntrenchment:italianFortification:thaiInfantry:thaiAntiAirGun:thaiArtillery:japaneseInfantry:japaneseAlpineInfantry:japaneseCombatEngineer:japaneseMarine:japaneseParatrooper:japaneseArtillery:japaneseHeavyArtillery:japaneseMobileArtillery:japaneseMech.Infantry:japaneseTank:japaneseHeavyTank:japaneseRocket:japaneseAdvancedRocket:japaneseTransport:japaneseBattleship:japaneseHull:japaneseCarrier:japaneseSubmarine:japaneseAdvancedSubmarine:japaneseAntiAirGun:japaneseAntiTankGun:japaneseDestroyer:japaneseHeavyDestroyer:japaneseCruiser:japaneseEntrenchment:japaneseFortification:britishInfantry:britishAlpineInfantry:britishCombatEngineer:britishMarine:britishParatrooper:britishArtillery:britishHeavyArtillery:britishMobileArtillery:britishMech.Infantry:britishTank:britishHeavyTank:britishRocket:britishAdvancedRocket:britishTransport:britishBattleship:britishHull:britishCarrier:britishSubmarine:britishAdvancedSubmarine:britishAntiAirGun:britishAntiTankGun:britishDestroyer:britishHeavyDestroyer:britishCruiser:britishEntrenchment:britishFortification:chineseInfantry:chineseAlpineInfantry:chineseCombatEngineer:chineseArtillery:chineseMech.Infantry:chineseTank:chineseTransport:chineseSubmarine:chineseAntiAirGun:chineseAntiTankGun:chineseDestroyer:chineseCruiser:chineseEntrenchment:chineseFortification:Infantry:CombatEngineer:Artillery:Tank:AntiAirGun:AntiTankGun:Entrenchment:Fortification:Submarine:Transport:Destroyer:spanishInfantry:spanishCombatEngineer:spanishArtillery:spanishTank:spanishAntiAirGun:spanishAntiTankGun:spanishEntrenchment:spanishFortification:spanishSubmarine:spanishTransport:spanishDestroyer:brazilianInfantry:brazilianCombatEngineer:brazilianArtillery:brazilianTank:brazilianAntiAirGun:brazilianAntiTankGun:brazilianEntrenchment:brazilianFortification:brazilianSubmarine:brazilianTransport:brazilianDestroyer:turkishInfantry:turkishCombatEngineer:turkishArtillery:turkishTank:turkishAntiAirGun:turkishAntiTankGun:turkishEntrenchment:turkishFortification:turkishSubmarine:turkishTransport:turkishDestroyer:swedishInfantry:swedishCombatEngineer:swedishArtillery:swedishTank:swedishAntiAirGun:swedishAntiTankGun:swedishEntrenchment:swedishFortification:swedishSubmarine:swedishTransport:swedishDestroyer"/>
                         <option name="maxAAattacks" value="1"/>
                         <option name="mayOverStackAA" value="true"/>
                         <option name="offensiveAttackAA" value="8"/>
                         <option name="maxRoundsAA" value="1"/>
                         <option name="attackAA" value="8"/>
                         <option name="damageableAA" value="true"/>
                         <option name="bombingMaxDieSides" value="6"/>
                         <option name="bombingBonus" value="2"/>
                         <option name="bombingTargets" value="germanFactory:germanAircraftPlant:germanDocks:germanBarracks:russianFactory:russianAircraftPlant:russianDocks:russianBarracks:japaneseFactory:japaneseAircraftPlant:japaneseDocks:japaneseBarracks:britishFactory:britishAircraftPlant:britishDocks:britishBarracks:chineseFactory:chineseAircraftPlant:chineseDocks:chineseBarracks:italianFactory:italianAircraftPlant:italianDocks:italianBarracks:americanFactory:americanAircraftPlant:americanDocks:americanBarracks:spanishFactory:spanishAircraftPlant:spanishDocks:spanishBarracks:swedishFactory:swedishAircraftPlant:swedishDocks:swedishBarracks:brazilianFactory:brazilianAircraftPlant:brazilianDocks:brazilianBarracks:turkishFactory:turkishAircraftPlant:turkishDocks:turkishBarracks:germanAirfield:russianAirfield:americanAirfield:italianAirfield:japaneseAirfield:britishAirfield:chineseAirfield:ResearchCenter:spanishAirfield:brazilianAirfield:turkishAirfield:swedishAirfield"/>
                         <option name="requiresUnits" value="germanAircraftPlant"/>



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Re: land vs air overhaul

Frostion
I think an infantry in TripleA is supposed to be symbolizing an infantry army, composed of and focused heavily on footmen, but that would also mean it contains all the vehicles and equipment of an infantry army, including a lot of AA weapon capable of hitting air.

I imagine armored or motorized AA guns would follow the infantry army around. That's how I can make it seem logical when a rifleman takes down a bomber
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Re: land vs air overhaul

BeornTheBold
Would it be possible to add a steps to the combat rounds, like after AA would come an air to air step, then an air to surface step, then the surface to surface and so on.  Adding other steps could help with ranged fire, especially at sea (battleships fire before other ships, casualties are assessed before next firing step).
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Re: land vs air overhaul

Zim Xero
If we didn't already have a working system, I would suggest simple is better... allow AA to strike before air units, and allow air units to strike before land forces.  Also, a support mode option would be a nice feature... one where aircraft can strike land forces one round only and then must immediately retreat with no chance of being hit by land forces.

The problem is in making a robust system which handles all rulesets,  simulates reality moderately, and is not too complex to understand or code.
'thats the way it is' makes it neither desireable nor inevitable
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Re: land vs air overhaul

pyt o torp
In reply to this post by Frostion
yea, this sounds good, because its comprehensible and absolutely thinkable
although i think it would not be problem to implement absolute specified roleplay in game by AA settings and stuff, but more work = less time to play
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Re: land vs air overhaul

crazy_german
You can implement a system where standard land units cannot hit air units, you just have to AA strikes for all combat. This system is really complicated though, it plays completely differently than existing tripleA maps. That doesn't mean its bad, but its really ambitious.
Correctly crazy, disingenuously German