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Air Changes | Developer Corner

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Hey Everyone! I am back this week to talk to you a bit about some changes we are making to air management and combat. The first thing I want to get out of the way is that this is not a “Man the Guns” style rework of combat and management systems. Our focus on air changes have mostly revolved around quality of life and balance changes to existing systems, while largely maintaining the structures people are familiar with (with a couple of exceptions). So, let's get into it!

Starting off with a QoL change I am very happy about: Simplified Wing Deployment. Anyone who has experience with managing air wings probably has some complaints about how deploying wings works. The live system requires three clicks in the best case (four if you include choosing a base) to deploy a single wing into an empty airbase. In the worst case this requires more clicks and doing some math for creating a large wing that can later be divided evenly. Now, we are adding quick deploy buttons to the air base UI to allow deployment of a wing in a single click. We are also keeping the old deployment menu for more advanced deployment options. Also, in this menu, we have simplified the flow for deploying single and multiple wings at once.

WIP UI design of simplified wing deployment tools. Note the art style here is not indicative of a change in art direction for our UI. In the first image we see the setup that can be done to select fast deploy options from any air base.
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In the second Image we see the newer version of quick deploy within the advanced deployment menu. You now have a set of filters to only show planes of a specific type, and you can now set the reinforce preference on all of the wings you are about to deploy, or individual ones.



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One of the most visible changes to air management, and hopefully a big quality of life improvement for most people, is the addition of Air Groups. The first thing I want to say is this is not Army Groups or Fleets. For now, and the foreseeable future, we are not adding Air Marshals or any sort of mechanical impact to using Air Groups. Air Groups are an organizational structure and nothing more. What it will do is enable the grouping and selection of multiple air wings across multiple locations bases for easier management. These groups will be displayed when in the air map mode so that you do not have to hunt down your wings on the map when you want to interact with them.

A very much WIP view of our current air groups
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Of the changes we are making, one of the most notable is moving to standardized/fixed wing sizes. This change comes with a loss of flexibility in some situations and makes managing smaller numbers of airplanes a bit more complicated. However, I think that real air combat in HoI4 is measured in thousands of airplanes and not dozens. We are currently looking at 100 sized wings for most aircraft, with size 10 wings for a few specific equipment types(scout plans, CV planes, ect). This allows us to streamline wing deployment and some other management stuff such as not having AI take up weird percentages of air bases. It also makes balance easier and fixes a few exploit cases. This may take some getting used to but I feel it improves the overall experience of managing large numbers of aircraft.

The final change I want to discuss today is an addition to the combat system. We are adding a new mechanic for intercepting planes in regions enroute to their target. In most cases, engaging planes in their target region will still be most effective. But in others, such as when range is a factor, the region being crossed has a bunch of engagement and spotting bonuses, and in a few other cases leaning into combat in an intermediary region can be a good idea.

Beyond these more concrete changes we are doing a balance pass on existing air combat mechanics. A lot of this is still too WIP to discuss, but I would like to highlight one of our objectives which is decoupling agility and speed with more impact given to speed in later air superiority fighter designs, but more on that at a later date.

As always, I wish you all the best and don't hesitate to tell us how these changes make you feel.

Until next time o7
 
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Are there plans to add an intruder mission into the game? What I mean by this is that as not all aircraft loss were lost in the air, will there be a mission to send aircraft to attack aircraft on the ground at an airfield?
 
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We will see. If I have read the Dev Diray with the Airforce-Refit correctly, then it will be a big Refit in all Parts. And for the upgrading in Espionage in all Parts that Intruder-Thing is an interresting Option.
 
How about the ability to manually change air wing plane types and/or equipment and turn on/off automatic update? Limited change of plane types is allowed in hoi3 (for example fighter->heavy fighter, fighter->jet fighter, cas -> heavy fighter, etc), but not in hoi4.
 
How about the ability to manually change air wing plane types and/or equipment and turn on/off automatic update? Limited change of plane types is allowed in hoi3 (for example fighter->heavy fighter, fighter->jet fighter, cas -> heavy fighter, etc), but not in hoi4.
The ability to effectively turn autoupdate off is already there, but the capability to swap between specified 'plane types would be very welcome indeed. Swapping from, say, single-engine torpedo/naval strike planes to twin engine ones, or light bombers ('CAS') to medium bombers ('TAC') was actually pretty common. Switching from interceptors to strat bombers, on the other hand, not so much...
 
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How are the fixed airwings going to work with carriers who have uneven deck space?
I'm pretty sure it won't be a problem. From what I remember of the DD (it has been a while since I read it), each hanger module gives room for 2-squadrons (20) so you are going to have 20/40/60/80/etc. per carrier. The designer (Pacific?) is going to be 1 extra squadron (or maybe 1 extra hangar module) so that would become 30/50/70/90/etc.
 
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I'm pretty sure it won't be a problem. From what I remember of the DD (it has been a while since I read it), each hanger module gives room for 2-squadrons (20) so you are going to have 20/40/60/80/etc. per carrier. The designer (Pacific?) is going to be 1 extra squadron (or maybe 1 extra hangar module) so that would become 30/50/70/90/etc.
What about the raiding designer, which is a 10% decrease?
 
Can we add a option to ignore legacy aircraft or even being able to scrap them for metal. I find they always fill up the list and I have scroll past them to try to find the new models.
 
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Can we add a option to ignore legacy aircraft or even being able to scrap them for metal. I find they always fill up the list and I have scroll past them to try to find the new models.
You can already delete obsolete weapons through the stockpile menu, although you are getting nothing for scrapping them.
 
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Fixed wing size will resolve cas problem. Do you know about bug with overstacking cas?
If you use 1k cas wing vs 10x 100 cas wings on 2 div vs 2 div battle you will deal 4x more dmg.

Everything same (doctrine, bonuses etc and i pushed germans with defensive div - they are same)
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PS. Dmg is so big that you dont need anything beside cas. Time to test AA.
 
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It would be nice if we could set air wings to not fly during foul weather. We can tell them to fly during the day, night or both but not the weather. Since flying in foul weather affects losses, it seems prudent to provide that as an option.
 
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Dear Devs,

Could you also add Corps (collection of 2 or more Divisions) as an organizational structure for land forces like you added Air Groups for air forces?

Sincerely,
goodcigar
 
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All fine for large economies and late game, but......

What of the smaller economies or even some of the larger economies early game who cannot build 1000's of planes. I have small wings (10 to 20) of planes on land airfields or island airfields if I am Japan for instance, to help find enemy fleets. They may not do much damage but they cause an alert which I can react to, I can even bump out of date planes into this role rather than use later designs. I can no longer do that and cover several zones. I am currently forced to pick 1 zone and ignore the others.

What are the options for smaller economies
 
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All fine for large economies and late game, but......

What of the smaller economies or even some of the larger economies early game who cannot build 1000's of planes. I have small wings (10 to 20) of planes on land airfields or island airfields if I am Japan for instance, to help find enemy fleets. They may not do much damage but they cause an alert which I can react to, I can even bump out of date planes into this role rather than use later designs. I can no longer do that and cover several zones. I am currently forced to pick 1 zone and ignore the others.

What are the options for smaller economies
You can use workaround with "split" function. Create one wing and split it multiple times.
 
You can use workaround with "split" function. Create one wing and split it multiple times.
Thx, yes its a workaround, but saving 1 or two clicks for late game players is adding many more clicks to manage small wings and then go back and collapse the wings you didn't want to to be smaller. It also screws up logistics chart big time :( Huge red numbers and not sure you can control where new planes are sent

personally I feel that an in game tick option to move to managing planes in 100's when the time is right would be a better and probably simpler implementation.
 
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Bring back manually setting air wing numbers
100% agree. Even playing majors I sometimes use smaller formations (very often with NAV or CAS), that this option has been removed and we're playing with chunks of hundreds/thousands is, well, remarkable.
 
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Game was just patched. My CV air wings are defaulting to 100 now, which is way to large. Can I change that? It mentions 10 above, which would be fine, but 100 is way to big for an early carrier. They don't have the room, so I am not sure how to deploy them. It's preventing me from using carriers.
 
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Game was just patched. My CV air wings are defaulting to 100 now, which is way to large. Can I change that? It mentions 10 above, which would be fine, but 100 is way to big for an early carrier. They don't have the room, so I am not sure how to deploy them. It's preventing me from using carriers.
are you seeing 100 size wings on the carrier they should switch to 10 size when they are moved to the carrier
 
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