6 - ¿Do you think that the time difference between players is a possible issue?
Well, the time zone differences among players in the same game is certainly a challenge (and sometimes an opportunity) that has to be considered and managed. Given that the game is played 24/7 and in real time (not alternating turns), and further given that the player base is international and literally includes players in almost every time zone around the globe, I don't know how it could be structured otherwise. I'm an American, located in the U.S. Eastern Time Zone, but I have played with allies who were Australian, British, Canadian, and Turkish. That presents challenges in coordinating joint attacks and defenses because of differences in sleeping hours, but also presents advantages in defending against middle-of-the-night attacks for exactly the same reason -- at least one player on a team of three or four allies is usually awake and monitoring the game at any given time.
With the game being played 24/7, almost all of us who have played the game for any length of time have experienced a middle-of-the-night attack. Perhaps the most egregious example I have witnessed was a large attempted amphibious invasion (50+ ground units) of the territory of an ally on the night of December 25/26. I just happened to check into the game about 11:45 p.m. (23:45) local time, and noticed the invasion in progress about 45 minutes into the the 4.5-hour disembarkation process. Given a common network of air bases, I was bale to relocate a wing of about 15 tactical bomber squadrons and sink most of the invading ground units before they were able to disembark.
7 - What do you think about planes in CoW? Are they as OP as people say?
Are in-game aircraft units over-powered? Yes, and no.
First off, strategic bombers are arguably under-powered. They lack sufficient strength against ground units, and their specialized role for attacking in-game buildings rarely comes into play. If your goal is to destroy enemy resource or unit production, in-game rockets are quicker to produce and more effective -- which is completely the opposite of the historical reality.
Second, higher-level interceptors should be more effective against ground units, and against armor units in particular. By the end of World War II, single-engine fighter-bombers were arguably more effective generally than twin-engine tactical bombers, and once Allied air superiority was achieved on the western front, Mustangs, Thunderbolts, Typhoons and Tempests had a devastating effect on German ground troops as well as all kinds of supply transports.
Third, and most controversially, I don't believe that in-game tactical bombers are over-powered in comparison to their real world WW2 counterparts. By 1944, the ground war on the western front was being largely determined by Allied air superiority and tactical air support for Allied ground units. German combat units, supply convoys, and trains could not move without being attacked by Allied tactical bombers or fighter-bombers, and the Luftwaffe fighter squadrons were massively outnumbered and short on experienced pilots and fuel. The Luftwaffe's potential trump card, the ME 262 jet fighter, was first mis-used as a tactical bomber, and then it was mostly held in reserve to counter daylight bombing raids. The ME 262 was also unavailable in sufficient numbers to make a critical difference.
The history suggests the solution: the primary reason many players believe tactical bombers are over-powered is they are not defending against massed TB attacks properly. The primary solution is not nerfing TBs' ground attack strengths, but building more fighter-interceptor squadrons. High-level interceptors can be devastating against massed TB wings, especially when the interceptors are properly employed in wings of five squadrons each for maximum battle damage efficiency. Using a combination of massed interceptor wings and anti-aircraft ground units in sufficient numbers, I have been able to exact a nearly 1:1 casualty rate from attacking enemy TBs. Sure, you will take casualties, but TB units are expensive and time-consuming to produce and replace, especially later in the game when oil demand is high and the available oil supplies are tight -- and the commodities market for oil may be non-existent.
TO BE CONTINUED...