Some thoughts on air combat and the changes introduced to SAM.
I think the boost for SAM infantry is too much for a variety of reasons.
First, there is actually a counter for C3 fighters. Its two C2 fighters. Or Advanced Fighters. Basically the civ that can field more fighters or advanced technologies will eventually achieve air supremacy, which is absolutely fine. And C3 fighters donât come cheap. You will have to heavily invest into XP generating mechanics to get them.
I think the problem arises from the intercept mission currently, and that fighters set on intercept stay âon dutyâ until the end. That means a C1 and a C2 fighter will kill a C3 interceptor almost always. You will trade your cheap C1 fighter against the C3 fighter likely wounding it in the process. Since the C3 stays on intercept, even when wounded, it will most likely be killed by the C2 fighter. The attacker comes out ahead, since he also grows XP on his C2 fighter. In ârealityâ you would ground your wounded C3 fighter to heal him up and save him. The current intercept mechanics donât allow for that.
With the current intercept mission and even if it can be improved by some sort of âground wounded interceptorsâ it allows the attackers to clear the path with superior numbers for the following bombers. As it should be.
Now, if you boost SAM infantry to the point that it is very easy to get 100% interception chance you will probably kill all air tactics. I believe the SAM infantry also stays on intercept duty for the duration of the turn? Or does it only get the chance to defend once? If the former, your 100% SAM infantry will intercept almost all incoming air units (evasion promo and I believe the interception chance is reduced by the damage level?). And I believe a fighter or bomber intercepted will not be able to kill the SAM infantry, only wound it (that right?), unlike intercepting fighters which can be killed.
I also think that intercepting SAM infantry does not lose any fortification bonus and therefore also gets healed the same turn.
I am happy to have this tested out in a quick 1vs1 modern start pbem in the next days.
The results of this pending, I would have the following suggestions:
- Make SAM infantry into siege weapons. To remove the ability to also be useful in land combat. Would need to have some mechanics for helicopter attacks though, maybe move that to Anti-Tank
- Open up Drill promotions to air units, to allow for first strikes in air combats and against intercepting land units. Basically make it more like naval warfare, which is already quite similar in the way that everything is ruled by who has the most units, but there is still more variety due to more promos. The idea behind say Drill-III fighters would be that there role would be to clear out the SAM-Infantry before the bombers come in. This will have come with the ability for fighter to either kill intercepting land units or wound them down to 10% or such.
-mh
I think the boost for SAM infantry is too much for a variety of reasons.
First, there is actually a counter for C3 fighters. Its two C2 fighters. Or Advanced Fighters. Basically the civ that can field more fighters or advanced technologies will eventually achieve air supremacy, which is absolutely fine. And C3 fighters donât come cheap. You will have to heavily invest into XP generating mechanics to get them.
I think the problem arises from the intercept mission currently, and that fighters set on intercept stay âon dutyâ until the end. That means a C1 and a C2 fighter will kill a C3 interceptor almost always. You will trade your cheap C1 fighter against the C3 fighter likely wounding it in the process. Since the C3 stays on intercept, even when wounded, it will most likely be killed by the C2 fighter. The attacker comes out ahead, since he also grows XP on his C2 fighter. In ârealityâ you would ground your wounded C3 fighter to heal him up and save him. The current intercept mechanics donât allow for that.
With the current intercept mission and even if it can be improved by some sort of âground wounded interceptorsâ it allows the attackers to clear the path with superior numbers for the following bombers. As it should be.
Now, if you boost SAM infantry to the point that it is very easy to get 100% interception chance you will probably kill all air tactics. I believe the SAM infantry also stays on intercept duty for the duration of the turn? Or does it only get the chance to defend once? If the former, your 100% SAM infantry will intercept almost all incoming air units (evasion promo and I believe the interception chance is reduced by the damage level?). And I believe a fighter or bomber intercepted will not be able to kill the SAM infantry, only wound it (that right?), unlike intercepting fighters which can be killed.
I also think that intercepting SAM infantry does not lose any fortification bonus and therefore also gets healed the same turn.
I am happy to have this tested out in a quick 1vs1 modern start pbem in the next days.
The results of this pending, I would have the following suggestions:
- Make SAM infantry into siege weapons. To remove the ability to also be useful in land combat. Would need to have some mechanics for helicopter attacks though, maybe move that to Anti-Tank
- Open up Drill promotions to air units, to allow for first strikes in air combats and against intercepting land units. Basically make it more like naval warfare, which is already quite similar in the way that everything is ruled by who has the most units, but there is still more variety due to more promos. The idea behind say Drill-III fighters would be that there role would be to clear out the SAM-Infantry before the bombers come in. This will have come with the ability for fighter to either kill intercepting land units or wound them down to 10% or such.
-mh
"You have been struck down!" - Tales of Dwarf Fortress
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"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
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"moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"