In the context of PG2 small scenarios that would be fine. For the larger PzC style scenarios on the other hand I fail to see that is an improvement. In an end of Germany scenario for example IL-2s would be able to more effectively attack targets in the Ruhr from russian airfields than B-17s or Lancasters could attack targets in Berlin because you've given them more ammo and unlimited radius.Switch them to 0/0 like leg infantry and reduce ammo so they need rebase and rearm more. PG2 had no fuel limits on air.
Heavy bombers should have 2-3 ammo reflecting very long flight radius from far bases.
Medium bombers 3-4 ammo
Light bombers 4-6 (add Hs123 with 9 bomb and 1 vs hard 2 vs soft attack) Guderian's favorite close support but carried joke bombs, operated from cow pastures a few miles behind front.
Likewise Spitfires and Me109s would be able to escort heavy bombers all the way to any target on the map because the bomber would run out of ammo before they did.
Speak for yourself.Further no one plays PG anymore... So that speaks to PG vs. PG2 approach to design success.
I still play PG more than PG2 because every sequel was 1 step forward, 2 steps back IMO. PG2 did some things right - (recon movement, air spotting, antitank weapons for example) but air units was not one of them. In the scale of the original PG, PG's fuel system though not ideal was better than unlimited fuel in PG2. In PG2's scale People's General's approach with off map air units was much better than PG2 unlimited fuel.
I suggested something similar above.Rudankort wrote:One thing which could be improved in our current implementation is crashing. It just looks a bit too severe by modern game standards, and at the same time it is easy to forget about it or miscalculate the range etc. So instead, I would suggest the following model: when a plane runs out of fuel, it gets:
- zero spotting range (same as in rain/snow)
- zero attack ratings
This way we make sure the plane will not be used for scouting or bomber cover outside its normal range, and it will also become very vulnerable to enemy attacks, so there will be strong reason to return it to base asap. This looks a bit too artificial to my taste, but gameplay-wise should work quite well.
I would however change it to can't attack or escort, but can still self-defend as long as it has ammo. I would also slash fuel ranges by 30-50% (as fuel is only tracking operational endurance, not total endurance now.)


