The idea is not too bad but is not too good as well. Really I consider such way of closing field with damaging all objects on field can be implemented with several limitations, but unfortunately this can't improve the gameplay in whole. So I vote "NO." Anyway please find my proposal on carpet bombing below: Please check out the load table below: Code: [B] RPS: Craft: Max Load: Notes:[/B] 1940 Jan db3 2500 kg ju88a1 1500 kg 1941 Jan ju88a4 2500 kg 1942 Jul b24 5806 kg 1942 Dec b17 4356 kg 1943 Jan he177 5600 kg climb speed is very slow practically unusable, hope to be updated According to this table I propose to use the following data to determine if the field was closed or not: Code: [B] Field Type: Proposed av. Proposed Current amount number amount of energy of bombs to of he177's to be dropped to be dropped to needed for the field for close field field closing, KJ for maximum closing ENERGY_AM rebuildtime[/B] 1. Grass or 1+400kg 600.000 (6t) 1420kg Small 2. Small with 1+800kg 640.000 (6.4t) 1950kg statics 3. Medium 3 1600.000 (16t) 4120kg 4. Big 7 3700.000 (37t) 7370kg 5. Guinean 6 3300.000 (33t) 7370kg medium I propose to use the following rule: all targets on field have to stay down for 1000sec (if economy is 100%+) and the field becomes closed for 1000sec if necessary amount of energy was dropped to the field within 8minutes (480 sec). The extra energy what was dropped to the field after closing have to increase the rebuildtime on the following formula: NewRebuildTimeCounter = CurrentRebuildTimeCounter + ExtraEnergy * 800 / ENERGY_AM If the CurrentRebuildTimeCounter becomes 0 and the field was no captured the field turn previous (pre-closing) state. If the field was captured each structure (hangar, ammo, fuels, radio, warehouse, radar) becomes down for 800sec more immediately after field capturing. When CurrentRebuildTimeCounter becomes 0 the field turn previous (pre-closing) state except structures. So the structures stay down. So the another side can recapture field if they go to kill all acks on captured field. But I consider the carpet bombing without bombing point target is not so interesting.. send radarkiller, climb to 3K, drop all bomb in 10sec and rtb... no need any bomber skills and NO FUNNY AT REAL. The carpet bombing to close field and continue to kill point targets as acks are more interesting but is absurd at all. The same time can be used to close field on common way. The real reasons of the bomber inefficiency is the lack of accordance between rox/bombs and the rebuildtime for light and hvy targets. If we remove this bugs we can improve bombers performance on arena. Really this need only some changes to be implemented. 1. Reduce the rockets effect to realism, decreasing the "universality" of the rox by reduction of the energy. Code: [B] The Name: HE Common Existing Proposed energy, weight weight Energy KJ kg of the rocket on direct hit to the center of the target, KJ[/B] RS82 0.36 6.80 1200 380 RS132 0.90 23 3000 1400 WGR.21 40.80 110 14205 7800 R4M 0.52 3.85 1005 340 3" HE-RP 9 27 1800 1900 5" HVAR 20.80 45 7705 3300 M10 ? 6.80 2905 380 The note: the data on rockets are given for arial=480. 530 2. Change the rebuild formula (for definition of time of restoration of object) depending on a class of object. Current formula: RebuildTime = Damage * 600 / (TargDmg * 1.2) RebuildTime - time of restoration of object Damage - the put damage to object in KJ TargDmg - a constant, necessary quantity(amount) of damage for destruction of concrete type of object, value we look on nicaee central http://planeta.terra.com.br/servicos/nicae/damage.htm Proposed formula: RebuildTime = Damage * 600 / (TargDmg * 1.2) + TargDmg / 25 At such changes we will receive more real physical model i.e. if the hangar is destroyed it is automatically destroyed for a while more 900sec, but for destruction such "heavy target" the greater calibre or amount of bombs will be required. We get the following: - Heavy bombs are necessary for closing the "heavy targets"; - The "heavy targets" killed not less 900sec; - "Easy and average targets" killed 500..1800sec; - Rockets will be ineffective for the "heavy targets" and can be used only on "easy or average targets"; - A good outset for economy, an example: if hangars are killed, we get back RPS, etc. 3. Change the table of constants TargDmg to the following: Code: [B]The Table 1 Proposed TargDmg for the current bombing loadings The current model Offered model, KJ (the data with nicaee), probably some data are not true, KJ [/B] 12000 #default building 23000 #default building 1 150 #12mm ack 150 #12mm ack 2 250 #20mm ack 300 #20mm ack 3 300 #40mm ack 400 #40mm ack 4 400 #88mm ack 500 #88mm ack 5 12000 #Hangar 225 kg (500 lbs) 23000 #Hangar 6 25000 #Tower 500 kg (1000 lbs) 0 #Tower 7 1500 #Radar 225 kg (500 lbs) 10000 #Radar 8 1500 #Radio hut 225 kg (500 lbs) 2000 #Radio hut 9 1500 #Radio mast 2000 #Radio mast 10 12000 #Ammo depot 225 kg (500 lbs) 23000 #Ammo depot 11 800 #Fuel tank 9000 #Fuel tank 12 25000 #Warehouse 500 kg 48000 #Warehouse 13 400 #Crane 100 kg 2000 #Crane 14 25000 #Factory 500 kg 60000 #Factory 15 25000 #Bridge 500 kg 60000 #Bridge 16 250000 #CV 4x1000 kg 200000 #CV (80000 17 90000 #CA 1000 kg 90000 #CA (40000 18 50000 #DD 500 kg 50000 #DD (30000 19 12000 #Wall of Hangar 9000 #Wall of Hangar 20 2000 #runway 80000 #runway 21 2000 #Taxi 0 #Taxi 22 1000 #Point of view 0 #Point of view 23 12000 #Headquarter 80000 #Headquarter 24 600 #Static plane 400 #Static small plane 700 #Static big plane Original here: http://forum.wbfree.net/forums/showthread.php?s=&threadid=13971&perpage=15&pagenumber=1 (russian)
Well... we could have 2 types of field closing to make both (pin-pointers and carpetters) people happy. Here it goes..: If you close a field by tonnaging it, you close it for 30 minutes, straight. OR If you kill all the structures and such (like current setup), the field would close for a MAXIMUM time of 800 secs. 800s After the closing and still not captured, the rebuild time of the most near rebuild structures is zero'ed and the structure is up, reopening the field. Something like this script..: IF tot >= 50 THEN close 30mins IF tot < 50 AND allstruts = 0 THEN close 800secs IMO, that would incentivate people to tonnage fields instead of pinpoint it, but without killing the pinpoint option. And would NOT require any changes on planes loadouts or such. What you think..?
Reds have better buffs -- like in RL Golds have better interceptors -- like in RL More buffs --> more chances to get the Kraftei
IMHO, quite the contrary, point-bombing must close field in much more time, because it needed more time, more skill and more luck. Carpet bombing need more people only.
He111z could be another solution for an axis heavy, but I'm not sure if it was ever used in that capacity. I do know He111z could carry 4 very big drop tanks and I assume it could also release them.
Not really IMO. While pinpoint bombing requires greater skill, it is VERY unreal and weird. Nobody made multiple passes, dropping 2 bombs on each, over a target with enemy activities like we constantly see here. That's why I suggested the above small proposal: if someone still wants to bomb for points/lonely/etc they still can, but won't be rewarded too much as regarding field's closure time though they still get their points/kills/anything else. That's to incentivate coops around multiple bombers and their escorts if they really want to capture something. And isn't it what Warbirds' massive multiplayer all about?
Nice idea rafael, but as it was in IRL there was bomber interceptor in every side and low alt fighters/jabos. With babek and some other bomber expert i learnt the better way to attack fields till be able to kill every ack of a big field in 3 passes, that require at least 6 minutes and it happens very rarely to get killed by a IRL interceptor, got killed already at 7km by I16 (without cover btw). Make bombers indispensable for the game isn't the good way, you will have only much more bombers getting killed. What it would really needed is increase bomber cover, as soon bombers will be covered peaple will enjoy again to fly those fat/slow dots Maybe as for gunners, bomber pilot could invite peaple for cover, they have to take off with the bombers and have to land with them too. If bomber TO and land after mission alive kill points for fighters could be *3 if bomber get killed points could be counted like if fighters get captured (don't rememebr the multiplier). So fighters pilots could enjoy the prize of cover, long time, but one single kill would pay much more points. If they don't do theyr work as well and bomber get downed, even if they killed 4/5 cons they would get few points (like if captured). Btw we could add in the Score roster "bombers succeffully escorted" as a streack, as soon the bomber you cover get killed streack would get again to 0.