Kas Narayda wrote: Wed Oct 21, 2026 2:08 pm
With experience, everything is clear, except for the low rate of gaining experience with tactical bombers and level Bombers.
I'm more interested in why tactical bombers are so ineffective.
Conversely, artillery is too effective, but it is slowly gaining experience.
By the way, recon is generally a pretty useless thing due to the presence of many aircraft with a large reconnaissance radius.
And I am generally silent about the extremely low rate of gaining experience by naval units.
In general, I really look forward to when you change the same effectiveness of tactical bombers as it is in the PG Forever game or at least Panzer Corps.
The game is really cool, but all these points overshadow the impression, especially the effectiveness of tactical bombers.
That's worth further investigation and implementation.
Assume a tactical bomber makes 10 combat rolls against a ground unit, with equal attack and defense grades and no additional modifiers.
Result Old system New system (proposed)
Chance of a kill 10% 50%
Chance of suppression 40% 0%
Chance of no effect 50% 50%
Expected enemy strength losses 1 5
Expected suppression points 4 0
What this means in battle
Previously: A tactical bomber could attack a tank and cause one strength-point loss while suppressing another four points. The tank might survive with most of its actual strength intact.
With the proposed change: The same attack would produce an average of five strength-point losses and no suppression, assuming the other combat conditions remain identical.
That means:
- Tactical bombers become much more dangerous to enemy tanks, artillery and other ground formations.
- Their attacks inflict permanent strength losses rather than temporary suppression.
- They should gain experience faster because they destroy more enemy strength points.
Artillery: powerful suppression, limited XP rewards
Artillery benefits from indirect-fire rules, defensive support and suppression. Yet its experience gains depend mainly on casualties.
My proposed values are 1 base XP per effectively suppressed strength point, capped at 5 base XP per attack.
Naval experience — proposed improvement
I agree that naval units deserve a more specialized experience system. Battleships, cruisers, destroyers, submarines and carriers perform different roles, and their XP progression should reflect those differences.
I propose retaining the existing casualty-based XP calculation and adding modest rewards for meaningful naval combat actions.
Proposed XP bonuses
Naval combat activity Additional base XP
Surface ship inflicts enemy strength losses +2 per successful attack
Submarine scores a successful torpedo hit +4 per attack
Naval unit successfully damages an enemy aircraft with AA fire +2 per engagement
Naval gunfire effectively suppresses an enemy unit +1 per suppressed strength point
Safeguards
- Maximum additional bonus: 6 base XP per combat engagement.
- Apply existing experience-star multipliers.
- Retain the 599 XP maximum and five-star progression.
- Award bonuses only for actual combat results, not unsuccessful attacks.
- Prevent repeated rewards for the same damage or suppression.
- Apply the same rules to human and AI units.
- Keep current naval combat damage and hit probabilities unchanged.
The spotting range for certain aircraft is way too high, this i am going to correct. I will think about making recon vehicles more interesting besides its phased movement