Rudankort wrote:I can see potential advantages of this system, but I'm not sure increased number of micromanagement will justify it. Extra unit is extra unit, it gets in the way everywhere (in all units lists, on the map, in next unit sequence etc.) Look at naval invasion scenarios, what will happen to all those landing craft after ground units disembark? Will they stay on map? And if so, this can be prone to exploits too. What happens if in Sea Lion I disembark and then use empty transports to screen the enemy fleet from my ground units? Will it be good? I don't think so.
How will these separate transport units work, anyway? Will they scout map? Block movement of enemy units? Project ZOC? If the answer to any of these questions is "yes", the door is open to all kinds of exploits.
Thanks for the feedback, your critisism is very appreciated (and valid). And yes, I know a lot of ideas probably won't work well or will complicate things to much to fit in with the game. That's the difficult part, keeping it simple and workable. Sealion is a very good example where simply having transports separately on the map will cause many problems for little benefit. Still, that doesn't stop me thinking about a possible solution...
The way it works now is that the player receives a 'scenario' pool of transports (air/sea/rail), where they disappear back into a pool when they are left behind, which is a fine and simple system, but I dislike the fact that they can be 'teleported' deep into enemy territory to pick up a friendly unit. But being unable to get any type of tranport when a unit is too far into enemy territory is too harsh I think, so maybe there is some sort of middle ground possible.
Maybe the transports should only be able to appear on certain 'transport deployment' hexes, and if a unit is in such a hex it works as it does now: summon a transport, they can enter it immediately and can travel with it. If the unit is further away, than the transports have to travel from those deployment points to pick up units that are further away. Does that make sense? Which still leaves the very valid and problematic point about all kinds of transports roaming around the map. As you said, you need rules to govern the behaviour of the empty transports as units, and some motivation to not use these 'free' units for exploits, like suicidal scouting missions and blockades. Mmmh...
Well, to discourage that, another idea could be to 'rent' or 'lease' the transports? Whenever you summon a transport, an amount of prestige must be paid (depending on what type of transport) as a down payment, and as soon as the transport is returned to the pool, this amount of prestige is returned to you (maybe not even all of it?). If the transport unit is lost this means you lose the prestige and the transport unit.
I'm not sure if this would work with pre-placed transports, and another problem occurs when a player simply doesn't have enough prestige to deploy transports in the deployment fase of amphibious scenarios. That would require a solution, like a scenario-dependent amount of freely available transports which do not get added to the transport pool if they are discarded, so free but single-use only. But than I still haven't adressed your most valid critism, what rules would apply to empty transport units on the map?
Random thoughts: Empty transports should be a very easy target, could quickly be surrendered or scuttled, like when a landing craft is caught in a harbor under the current system. So keeping them on the map unnecessarily could be a very costly tactic, and the friendly units that operate deep in enemy territory (paratroopers) will be riskier to pick up than just shuffling some long-range artillery behind the frontline.
All in all, just ideas, I'm fairly satisfied with the current system, but if improvements are possible without too many problems, I would be in favour. But improving a good thing is never easy...
Rudankort wrote:Interesting idea, but requires more thought. In fact, the modders could already do this and test how it will work in practice. Would be interesting to hear the results of such an experiment.
Well, that theory was more aimed at Jelinobas and Tarrak's discussion. I don't feel the need to change the air unit system as it is now, but now that you mention it some experimentation might be interesting.
And in response to Razz1's suggestion, I have a similar idea, but I approach it from the opposite side. In my opinion, big AAA guns are not effective enough against level bombers (esp. experienced ones). But simply giving these guns more air attack makes them too powerful against fighters and tac bombers, esp. against low-altitude attacks.
So maybe a 'flak' trait would give an AA gun the following capability: increased attack against level bombers. Resulting in a gun that will be better against level bombers but equally effective against the rest of the air units. This is to specialize the heavy AAA as protection against level bombers, without making them too powerful against the others.
And if the heavy AAA needs to be specialized even further (not necessary, I think, I'm just brainstorming here) maybe at the same time the trait will cause the low altitude attack penalty (the current -5 ground defense penalty for a fighter/tac bomber) to be ignored. If the trait also ignores the low altitude penalty, the gun will be less effective against low-level attacks, while staying more effective against level bombers and equally effective against the rest. This would make ordinary (small/medium) AAA better at defending against low altitude attacks, specializing the AAA roles even further.