Don't waste my RP! and stuff
Posted: Mon Sep 28, 2015 12:35 pm
I found some strange behavior, so I would like to report that. Also, I'm adding some my ideas, but those are not that important.
Strange things:
[bug] (valid for 1.9.3c) Loading infantry in air transport during the deployment phase costs RP. These RP are not returned when you un-deploy (move to reserve during deployment phase) the infantry. This means that you can waste precious RP in the deployment phase without knowing.
[feature] (valid for 1.9.3c) Reinforcements waste RP when you don't make full use of it. There are two reinforcements options - small (up to 2 strength (when on unit already moved) and up to 5 strength (when unit didn't move)). For example if you use small reinforcement option on a unit which is at 9 strength or you use large reinforcement on a unit which is at 6 strength, you are wasting RP. If this behavior is intentional, I'm absolutely fine with that, because it places more focus on unit management.
There is an issue with this however, because imagine that you have a unit at 8 strength which has low efficiency. If you don't move the unit and choose to reinforce it, you will get large reinforcements and waste RP. If you move it and then reinforce, you will get small reinforcement (which is optimal for RP), but the unit efficiency will not recover. I wish I could decide when to use small and large reinforcements explicitly, while keeping the reinforcement usage restrictions (large reinforcements only on units that did not move).
[exploit] (valid for 1.9.3c) When deploying a carrier in the deployment phase, it creates air deployment fields around it. When you deploy some planes in the newly created fields, you can remove the carrier and keep the planes deployed on those fields that were not available to you. I used this to deploy planes in the south in the Midway battle (as Japan).
[exploit] (valid for 1.9.3c) You can use fighters or bombers to push away enemy fighters that are above ships. This means that you can effectively remove fighter interceptors from specific target under right conditions. AI did this to me in battle of Midway (as Japan). Not sure if bug or feature.
Ideas / requests:
- all paratrooper infantry should be supply immune (they are still limited by reinforce)
-> I found their use very limited (only at hit and run (Road to Manila) or taking empty cities (Battle of Java))
-> dropping paratroopers should grant experience for the unit
- please make transport vehicles attachable / detachable unit that can be stored in the reserves when not used
-> I found myself capped at low supply with 1 supply missing to deploy another unit. I had to remove the transport only to buy it later (wasted RP).
Thanks for reading, looking forward to your feedback.
Strange things:
[bug] (valid for 1.9.3c) Loading infantry in air transport during the deployment phase costs RP. These RP are not returned when you un-deploy (move to reserve during deployment phase) the infantry. This means that you can waste precious RP in the deployment phase without knowing.
[feature] (valid for 1.9.3c) Reinforcements waste RP when you don't make full use of it. There are two reinforcements options - small (up to 2 strength (when on unit already moved) and up to 5 strength (when unit didn't move)). For example if you use small reinforcement option on a unit which is at 9 strength or you use large reinforcement on a unit which is at 6 strength, you are wasting RP. If this behavior is intentional, I'm absolutely fine with that, because it places more focus on unit management.
There is an issue with this however, because imagine that you have a unit at 8 strength which has low efficiency. If you don't move the unit and choose to reinforce it, you will get large reinforcements and waste RP. If you move it and then reinforce, you will get small reinforcement (which is optimal for RP), but the unit efficiency will not recover. I wish I could decide when to use small and large reinforcements explicitly, while keeping the reinforcement usage restrictions (large reinforcements only on units that did not move).
[exploit] (valid for 1.9.3c) When deploying a carrier in the deployment phase, it creates air deployment fields around it. When you deploy some planes in the newly created fields, you can remove the carrier and keep the planes deployed on those fields that were not available to you. I used this to deploy planes in the south in the Midway battle (as Japan).
[exploit] (valid for 1.9.3c) You can use fighters or bombers to push away enemy fighters that are above ships. This means that you can effectively remove fighter interceptors from specific target under right conditions. AI did this to me in battle of Midway (as Japan). Not sure if bug or feature.
Ideas / requests:
- all paratrooper infantry should be supply immune (they are still limited by reinforce)
-> I found their use very limited (only at hit and run (Road to Manila) or taking empty cities (Battle of Java))
-> dropping paratroopers should grant experience for the unit
- please make transport vehicles attachable / detachable unit that can be stored in the reserves when not used
-> I found myself capped at low supply with 1 supply missing to deploy another unit. I had to remove the transport only to buy it later (wasted RP).
Thanks for reading, looking forward to your feedback.