freezy wrote:
Please understand that the timeframe of the game starts before WW2 and then goes some years beyond WW2 into the early stages of the Cold War. It was designed that way and it will be kept that way.
I do bring it up, Freezy, because there are certain in-game combat unit types that clearly fall outside even the extremely permissive 1932-54 timeline you have suggested (e.g., nuclear aircraft carriers, first commissioned example, c. 1961). That's not my timeline, but yours.
freezy wrote:
I guess I have to say that 10 times because you bring that point up in nearly every thread you post in.
And I will continue to do so whenever someone proposes adding another wildly anachronistic type of combat unit, such as nuclear-powered submarines with nuclear ballistic missiles (first commissioned and deployed example, c. 1960) or helicopter-deployed air mobile infantry regiments (first deployed units, c. 1965). If someone wants to play a war game that includes those unit types, they should try Conflict of Nations.
By the way, please don't feel the need to repeat yourself. Very often my comments are not addressed at you, or even a member of the forum staff, but at someone who is suggesting another ridiculously anachronistic change to the game.
freezy wrote:
Of course we can conceive paratroopers.
That's good to hear. Every previous response I have ever read from a member of the forum staff (the closest thing we have to Bytro Labs authorized spokesmen) has done nothing but rain derisive comments on the whole idea of adding a new airborne infantry regiment to the game, citing a list of purportedly awful consequences ("
Unbalanced!"
"Unfriendly gameplay!" "
Lions, and tigers, and bears!" "
Oh, my!"). Clearly, this is NOT the impossible task some have suggested or implied.
freezy wrote:
I even gave your post in the paratroopers thread a like because you came up with good suggestions how it could be implemented from a gameplay perspective.
Thank you.
I've actually been thinking about it for some time, because most of the objections would seem to be answered by the actual historical record. In fact, most of these answers to in-game unit design issues seem rather obvious to me. A little knowledge of World War II history provides most if not all of the solutions to the various objections raised.
freezy wrote:
The airborne unit in CoN has to be looked at in the context of the game.
Of course, it does. I fully recognize that.
freezy wrote:
How it works in CoN: Provinces with airport have a range to them, and inside that range the airborne unit can fly from any point to any point, so it does not need to be stationed in a province with airport to fly, it just needs to be in range of a province with airport.
That's probably because the CoN "airborne" units were conceived as "air mobile" units -- that is, helicopter-carried infantry units that could be picked up and delivered anywhere within range of their transport copters, and not paratroops delivered by air drops from fixed-wing transport aircraft.
freezy wrote:
How I think users imagine paratroopers to work in CoW: You have an infantry unit that can move to a destination either on the ground or by flying, but the latter only if it started from a province with airport. Once landed it needs to get into a province with airport to start flying again.
Exactly right. And that is completely consistent with WWII-era technology. Moreover, just like our existing aircraft units require an L1 air base from which to fly and return, I would expect that any new airborne unit would have to start an air drop mission from an air base and could only be air-dropped to an enemy province within the unit's defined air transport range. Once it was air-dropped, it would have to move on the ground unless and until it had access to another friendly air base. Without access to an air base, the new airborne unit would simply be slightly slower-moving conventional infantry unit.
freezy wrote:
While as in CoW, if some paratroopers would jump from province to province and you don't have units nearby you are pretty doomed, especially if your oponent uses Gold to speed up units in the conquered provinces behind your frontline (as in CoW you can build everywhere) or builds new airports there to immediately start flying to your next province. So if we don't balance it carefully you could lose your whole country within just 1 day.
The first problem has been answered above. If you're raising the additional problem of unlimited gold-spammed units as an objection to adding paratroops, well, shucks, Freezy, that's already a problem, and it's got nothing to do with paratroops. In fact, it's not substantially different than what can happen during an unopposed amphibious invasion. If a player successfully lands a single unit in an empty coastal province, captures it, and immediately begins to use ridiculously large quantities of gold to build a new industrial center, barracks and infrastructure, then they can gold-spam an entire invasion force out of thin air in a matter of minutes. Thankfully, I have only encountered one player to date who was willing to engage in gold-spamming on that scale.
Let's also keep in mind that if we impose a historically accurate air transport speed on the new airborne unit, then it will be moving through the air at one quarter to one third of the speed of our fighter units. The C-47 air transport, the work horse of Allied air transports, flew at a maximum speed of 225 mph, typically cruised at 160 mph when fully loaded, and had to slow down to 110 mph for air drops. That would mean our existing interceptor units would have a significant speed advantage in intercepting and attacking them in the air, and they would be highly vulnerable to air attack -- especially if they were unescorted.
IMHO, it is way past time to quit raising red-herring excuses, and start spending some serious time, effort and thought on how we can make this work. As you said above, "Of course we can conceive paratroopers." Well, it's time to prove the veracity of that statement.