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-   -   Should air assets have counter-battery options (http://forum.shrapnelgames.com/showthread.php?t=52636)

jp10 February 9th, 2021 12:37 PM

Should air assets have counter-battery options
 
May be not possible but if so, if the opponent has off-map artillery should an unused air asset have a chance of attacking it in the manner of counter-battery fire? A button to set it to off map artillery suppression?

Suhiir February 9th, 2021 01:07 PM

Re: Should air assets have counter-battery options
 
When I create scenarios I frequently include an off-map MLRS battery renamed "Counter-battery Air" to represent just this.

Felix Nephthys February 9th, 2021 02:19 PM

Re: Should air assets have counter-battery options
 
Quote:

Originally Posted by jp10 (Post 849592)
May be not possible but if so, if the opponent has off-map artillery should an unused air asset have a chance of attacking it in the manner of counter-battery fire? A button to set it to off map artillery suppression?

If I might weigh in here, the idea on the surface seems fine except that air units have a very limited amount of ammo to begin with and if I have an idle fighter or bomber I want very tight control over it's use. Plus, air units can make a handy spotter in a pinch and I might not want that capability to go away. Basically, I'd rather have it and not need it then to lose it just a turn before it would become useful.

Mobhack February 9th, 2021 04:33 PM

Re: Should air assets have counter-battery options
 
Plus, off map units have no local air defence assets. You would have to have some way to put SAms, AAA etc in support of the off map units. How would these units interact with planes attacking the main map?. Would we need new unit classes (no space for those).

Nice idea, but it snowballs quickly for a side-show functionality to the main game which is happening on the main map.


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