Absolutely nothing to add.K.Rokossovski wrote:
My two pennies:A) If a plane did not do an attack tick in the last 15min, the next patrol tick will happen at the beginning of the patrol timer.This will increase air power (actually patrol power, but that's about the same) in all non-air-opposed situations. Since air is MORE than powerful enough already, this would only be feasible if combat stats (particularly for tac bombers) would be nerfed, and I know some people that would oppose that on the beaches, in the fields, and in the villages.It could also be abused as an air version of "shoot and scoot", doing a tick and then flying on to a more favorable position without losing total damage output.
It also means attacking against a sizable enemy force that is already patrolling would be nigh-on impossible (you move to attack them and take that horrible "first hit against", only to find that they just fly off elsewhere after that.
So no, A is very bad.
B) When a plane started to patrol, any new command given to it will result in the plane flying back to refuel before executing the new command.That would solve the problem, but limit air flexibility enormously. You basically would have to "position the first time right" or pay a heavy penalty (lose 2x flying time plus refuel). Completely changes air dynamics in non-dogfight situations also. That doesn't necessarily mean its bad, but it is very hard to fathom consequences. This is also a nerf for air power.C) After each patrol tick in which a plane attacks offensively, it has to fly to base to refuel, before flying back to the patrol destination and resuming the patrol. Patrol damage is increased from 25% to 100% to make up for it.What is the OFFENSIVE difference between patrolling and direct attack then? It hardly seems necessary to keep both alive as a game mechanic, if they are so similar? Also, the current exploit is about stacks NOT having their tick; so this doesn't solve anything, you could still leave murderous defensive patrolling stacks around if you prevent them from ticking?D) we keep everything as it is and declare it as a feature that everyone can use or avoid.No. We have to find SOME kind of solution. All-day air battles requiring both players to be on every 15m, and in the end there's no damage to either sides, that's just BAD.E) planes do not deal damage during patrol anymore, unless other planes attack them directly or a friendly target within their patrol radius is attacked.This would make patrolling a defensive AND manoever order; all offense must be done by direct attack (which could FOLLOW manoever). Like B, it will completely alter air combat dynamics. Refuelling will be a much more common problem (AND opportunity as the enemy does it). Still I'd prefer it to B. As I said before, if patrol also covers friendly PLANES (not just ground/sea troops), this will make attacking more than one full stack impossible (current problem persists), so it shouldn't cover friendly PLANES, and direct air-to-air attack should also be rebalanced because currently results are disatrous for the attacker. But yeah, if that is done, this is absolutely my favorite.@freezy, you missed another suggestion in this thread:
F) When breaking patrol (moving somewhere else), all enemies able to fire at it get an extra unopposed shot at the breaking group.This will make air combat much more static and less flexible; you pay a penalty for using the air's key virtue, flexibility. Makes it harder to retreat from a losing battle, and makes planes vulnerable to being "jumped" (locking them in their own mandatory damage soak) with a superior force. Very hard to teach newbies at well; they won't understand this at all. Better than the current situation, but not much.So my order or preference would be: E first, B second, F third, none of the others.
TL;DR what he said, in same order (strong preference for E)
my post was written whilst yours went up and I wrote it without having sight of yours.
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.
. Unfortunately, the second and third parts leave me just a little disillusioned. Sure, I will use an exploit at times, but, for me, being a "gentleman" is sometimes more important than "winning at all costs". Call of War may only be a game....a wargame, to be sure....but the competitiveness needs to take a backseat where someone's feelings are concerned....or when their confidence is at stake.