Xarus wrote:
I made now a poll about the options. If you make your vote please remember that we need a solution for all players from CoW. We need a clear and easy dog fight for the community.
OK, a poll is a good idea, but I still think there needs to be more options to it. I don't want to vote for any of those currently-existing options and you didn't even add an "(F

Other" option. So, I've brought up two of my other ideas, one from before
@freezy posted his initial list of options, and the other, since. Both are valid and both offer good solutions that would make patrols more realistic, fair, and easier to use.
My first quote deals only with fixing the original problem that was brought up by @miech without affect the timer or which units can do what, etc., though it does affect battle calculations. My second quote deals with the timer and nature of patrols and an innovative way to fix how combat is resolved such that the original problem that @miech points out is no longer even possible.
Diabolical wrote:
Because the destructive power dealt by a patrolling force gets divided proportionately as a percentage across all units in the patrol zone, maybe it would make sense....and to be fair....to make the opposition's destructive power be applied under that same proportionality. So, instead of limiting the number of engagements in the patrol zone, maybe instead you could proportionately limit the power of each engagement [in a patrol zone]. In other words, if your patrol attacks multiple stacks in it's zone, and opponent stack "X" gets 35% of the damage inflicted because it represents 35% of the cumulated total target value, then the responsive attack value in that single volley from "X" against the patrol would only be 35% of it's own potential destructive power.Likewise, [because of the new battle mechanics described above] if your patrol deals with many many opponents, not only would you only do a tiny amount of damage against each, but because of the [consequently inherent] SBDE limitations of crowded skies, you would only receive a tiny amount of damage from each....though cumulatively, that would still add up to a reasonably higher amount. Since this would simulate the SBDE effect of combining the enemy into one stack....without actually doing so....then my other idea of actually forcing them to fight with a single combined SBDE value would not be needed.
As is typical, for important points, I've added emphasis and added [extra clarity] in places.
The point of this idea is that you make your air patrols fight with a logical proportionality. It's unreasonable to think that a flight of ten aircraft would take on a flight of 500. They'd, at best, only take on 20 or 30 before getting shot down...and they'd most likely lose by the 30th enemy unit (depending on individual strength ratings, of course). But, you can't say that all 500 planes would aim at the 10 planes because they'd get in the way of each other and friendly fire would be highly consequential. But making it proportional serves to level the realism per round of fire wherein the patrol timer is considered. This is both a fair proposal and an easy battle calculation in which to add to the base code.
TL;DR
Make all patrols fight targets proportionately according to sub-divided strengths of all targets in range. Also, those targets fire back proportionately in like manner. This deals with both @miechs exploit and the SBDE exploit.
Diabolical wrote:
what if the patrol were treated differently entirely?Alright. [After reading more posts and seeing what @freezy has listed,] this is how I think it should be treated. All patrols are no-longer "tick" based. Instead, you send aircraft on patrol and it patrols its area [seemingly, like normal]. When an opponent target is discovered, your air unit attacks it...and only one target at a time. Both aircraft remain in field until either the invading unit passes through the patrol space or one of them is destroyed. [In this case, the "tick" timer is reintroduced for this one battle only. So ticks aren't always being counted, just when an actual battle has begun.] Once the patrol no longer has that one target available, it must go back and refuel. Then it returns to the same patrol area.
If there is more than one target in the patrol area, then your patrolling unit goes after the nearest one first. Once it's destroyed, the unit goes back to refuel, returns and takes on the next-closest target. Once all targets have been eliminated, the plane returns from refuelling one more time and then waits in the air until new targets present themselves. This would be indefinite [without the "tick" timer] until the patrol is cancelled. Also, if you change your patrol to another area, so long as you are in the green pie-slice, you don't have to refuel to move to the new area. But, when you patrol, the attack always begins immediately, not after 15 minutes. That would eliminate the other exploit that started this whole thread.
OK, so, because there are so many important points to this option, I'll try to explain and then summarize more cleanly, here.
Basically, you are eliminating the regular "tick" timer of the patrols in favor of a "battle tick" timer. In other words, you must have an actual target to fight in order for the timer to be used. Secondly, you only attack one invading target at a time while on patrol....and you always attack the nearest target to the patrol area's centerpoint, first. Thirdly, your patrolling units must refuel after every victory when an automatically-targeted unit stack is destroyed and the "tick" timer is turned off during the refuelling action. Finally, you don't wait for the "tick" timer to count down before a volley of fire is exchanged but, instead, the volley happens at the beginning of the "tick" timer and then the 15 minutes is treated like a cool-down, so you fire at the beginning of every tick instead of afterwards.
Interestingly, this would require a little bit of some smart coding that I know is easy enough for the dev team to handle....mainly in the cartesian locating of the nearest target when multiple ones are found in a patrol....and also for handling the new version of the "tick" timer which starts when a unit is engaged in combat with another unit. Since this would operate similar to the common "tick" timer of all other battles (land and sea, and air "attack" which always attack at the beginning of the hourly timer), the existing code is already available.
One thing to note, is that if your patrolling unit is already in combat with another unit and more units later come into range, they shouldn't be targeted based on their order of entry into the patrol zone. Rather, when one battle finishes (either when the current target leaves the patrol zone or it is destroyed), the next currently closest target should be the one that is automatically targeted. While it would be nice to be able to select the order of multiple targets, that is probably an unnecessarily complex additional feature that wouldn't do much for the game.
Additionally, this option would both remove the SBDE exploit as well as eliminate the exploit that @miech created this thread for.
TL;DR
All patrols attack only one target at a time: the closest one to the center of the patrol. The "tick" timer only functions while a battle is underway (not when there are no targets and not when refueling). Units fire at the beginning of the timer's countdown instead of the end. Units must refuel after each battle before engaging another target (next closest one) in its patrol zone.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3