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September 30th, 2005, 03:46 AM
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Sergeant
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Join Date: Jun 2005
Location: Maryland
Posts: 213
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design question about aircraft
I am currently working on a scenario where there is no artillery and the forces rely on tactical air. It involves an airdrop and the tacair would be loitering in the area to provide support. Is there a way to reduce the response time for the aircraft so you do not need to wait 2.5 to 3.5 turns from the time you call in the strike
Thanks for any help
Tom D
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September 30th, 2005, 04:12 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
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Re: design question about aircraft
Hi,
You may do any of the following:
1. Put the pre-assigned artillery targets (zeroed during the deployment phase) and then call your air strikes at a delay of 1.0 plus the corrections
2. Buy an FO and the modify (key D) his experience to extremely high levels (190+); if you do some testing you will notice that when you call an air mission (while you have selected such an elite FO) you will be able to achieve respond times of aprox 1.3 everywhere in the map.
cheers,
Pyros
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September 30th, 2005, 04:30 AM
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Sergeant
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Join Date: Jun 2005
Location: Maryland
Posts: 213
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Re: design question about aircraft
Thanks Pyros appreciate the help...I wish that the game would allow for you to keep the air on tap like arty. I tend to not use the full ordinance loads on the planes and have them come in for several missions but unlike arty you can't just shift them to a new target but have to start from scratch each time. The scenario I am working on was a deep strike with paras and the only support available was from the air. This scenario will be out in about 2 weeks or so as I have just started working on it.
Again thanks for the help
Tom D :
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September 30th, 2005, 06:43 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
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Re: design question about aircraft
Tom,
In your case, try to experiment in a custom scenario with the use of a modified FO (experience 190+). I think that most of the air attacks will arrive at 1.3 or something (which is acceptable).
I am not sure but if you also modify the experience of the Air support assets to high levels you may even get smaller respond delays!
Anyway, good luck with your scenario (it sounds interesting)
cheers,
Pyros
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September 30th, 2005, 06:47 AM
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Sergeant
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Join Date: Jun 2005
Location: Maryland
Posts: 213
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Re: design question about aircraft
Thanks....I should have it finshed in about a week and a half. I will post when it is done.
Tom
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September 30th, 2005, 08:30 AM
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Colonel
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Join Date: Mar 2005
Posts: 1,668
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Re: design question about aircraft
Tom,
Here is another way to have always air missions at a delay of 0.1-0.3:
With an FO you should always try to assign 2-3 Air strikes at 1.0 delay at the end of your turn.
In the next turn these air missions will be available at 0.0 delay (plus a shift of 5 relocations=10 hexes at a delay of 0.1x5=0.5).
Take note that each "shift" cause a 0.1 delay up to the 0.5, then it adds 0.5
0.0 -> 0.1 -> 0.2 -> 0.3 -> 0.4 -> 0.5 -> 1.0 -> 1.1 -> 1.2 ...etc
In the case that you don't use these air strikes then you may "shift" them again up to a delay of 1.0, this way you will always have available air-strikes at 0.0 .
cheers,
Pyros
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September 30th, 2005, 11:08 AM
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Sergeant
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Join Date: Jun 2005
Posts: 312
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Thanked 8 Times in 7 Posts
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Re: design question about aircraft
The experience of the aircraft also seems to play a part. Recently played a scenario where one plane in a two plane element had delays of 1.3 as opposed to 2.3 for the 2nd plane when called by same FO.
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