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Camrik

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Jan 10, 2004
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Hello,

I was just wondering if CORE plans to increase the overall effect of airforce on war. I know there has been many threads debating the matter, but to me, the fact that in MP just about no planes (except naval) are built proves that airforce, in general, does not influence the conduct of the war the way it should.

It was exactly the opposite in HOI1 where planes were too powerful, but imho, it's been overdone the other way in HOI2 and I was hoping that a patch or CORE would remedy to what is, to me, a problem. When I see Germany with no planes (in MP) except a few fighters and naval, I cant help but feel that something is wrong. In the middle of the war, Germany should have between 2000-5000 planes. So if 1 HOI2 plane = 100 real life planes, Germany should build between 20-50 planes in a normal game. I dont see that often (more like never) in MP.

So, to sum it all, will CORE do something about what I perceive as the weakness of airforce relative to what it should be?

Thanks in advance,


Ghis
 
It certainly is our intention to improve how air power is handled. For the first release, though, I can't say that it will be better balanced because of the vast changes we make to the tech trees, especially doctrines.

Once we establish that the trees are good (if), then we'll balance it all. But its a really thin line between underpowered and overpowered. The main point, for me, is to make sure you need a balanced air force: that bombers are efficient, but that interceptors are efficient at stopping them and that multi-role fighters are efficient at shooting down interceptors (etc). My view is that you should need air power to stop air power. If a nation doesn't invest in fighter aircraft then they should be vulnerable to bomb runs (but on the other hand bombers shouldn't be able to wipe out entire divisions except in the rarest of circumstances).

That'll be a major effort once the first release is out to balance things. I have a feeling (from playing the air mod myself) that air power may feel somewhat underpowered, but I'd rather err on that side and then try and compensate.

We also have to differ between how many air units we want built in any given game (cost and time to produce) and how good they are (stats).

Thanks for your interest - and keep input coming!
 
Good to know

Thank you for the reply. I agree with everything you said, especially the difficulty to balance it all. It is indeed a thin line between overpowered and underpowered.

I'm glad to see that CORE intends to do something about it, but I,m not surprised. The attention to details (events, tech tree, etc.) and to the overall picture is what made CORE special in HOI1 imho and the reason I played almost exclusively long after any other mod.


I am eager to try CORE HOI2 :)


Ghis
 
IMHO a bomber corps of 4 CAS Should be able to do substantial damage to a division without wiping it out, over a month bombing mission. Interdiction too should do more org effect especially because with high Morale countries(USSR) the org will regain right after the plane lands.
 
That's the trick. My ideal scenario would be that aircraft do substantial damage when the target has high Str or Morale, then not so much when the target is low in Str/Morale. Unfortunately there is no such function, or if there is it is one we cannot manipulate it (being hard-coded, in that case).

The trick of balancing is so that aircraft should be useful in both small and large numbers, without ever being able to wipe out divisions except in rare circumstances. If you make them initially powerful they will be invincible in large numbers. If they start out underpowered they become useless for smaller nations.

On the other hand, I have introduced Minor Nations Airgroups so perhaps they can be used somehow to balance things evenly - but it'll take quite a bit of thought and playtesting (and something I'll want feedback from everyone on so I'll leave things as they are for the first release).
 
I think you could also do it with doctrines? Raising the Ground atack/interdiction efficiency substantially.
 
I really hope that the cost of naval bombers is either dramatically increased, or their performance is dramatically decreased. Better yet: scrap them altogether, since naval bombers (to the best of my knowledge) weren't deployed in that large numbers. Instead "normal" tactical and strategic bombers were used in a naval role, which is perfectly possible with the current system.

rgds/EoE
 
Yeah, doctrines are what I'll be looking at once the first release is out. I don't think I'll do too much to stats (except obvious errors, of course). And since the entire Air Doctrines tree has been completely redone I don't want to monkey around too much with the mission efficiency values - I'd rather have them underpowered to start with than overpowered.

But the same applies to doctrines - in large number aircraft would be too good if the efficiencies are set too high. On the other hand, if anything I forsee us making them slightly more powerful (rather than underpowered) and increasing Interceptors ability to shoot them down (through stats or doctrines). This touches on something fundamental - that, as a major nation, you cannot just produce one or two types of aircraft. They should all have a place. Bombers should be effective in what they're doing, but Interceptors should be effective at shooting them down. This may require players to group Escorts with their bombers (escorts being cheaper than bombers they regain Str for less MP cost). But again, balance... (and I don't want to give away too much of what the new doctrine tree looks like - we must save some surprises for release!).

Naval bombers are being handled by cutting their costs and stats down to 25% of original value. This may allow someone to still build enormous amounts of Naval bombers, but since you can only group for units into an airgroup their effect will be lessened. We have to pay attention to their mission efficiency, though. My thought is that it will probably go down a lot from vanilla, especially for nation not researching Naval Air Doctrines (oops, now I gave something away on Doctrines anyway...).
What I would really like to have is a message for when an enemy fleet has been sighted (I don't think there is one) and a reconnaisance mission for aircraft. The super-long range of Naval bombers (now Naval Recon Aircraft) could then be used to good effect, especially by the likes of Japan and the US to protect their coast - keeping a fleet in waiting. Having discovered an enemy fleet by aircraft before the two taskforces meet should negate/lessen any surprise effect. But, alas, I'm just dreaming right now.

Thanks for the feedback - keep it coming!
 
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There must be some kind of spotting thingy. In a German game (with the Stony Road mod if I recall correctly), my Type II subs in the Skagerak from time to time reported, that they had spotted a heavily defended convoy.

rgds/EoE
 
Hello there!

I've just read trough this thread, and I very much like the intended changes to airforce in CORE. Good work Baylox, looks like CORE is once again going to substantially improve our favorite game :D

Being a long time CORE fan I'm still kinda longing for a complex and detailed tech tree of the CORE 1, but we cant have that, I know :( so let's improve this one as much as possible, right?

1) Naval Bombers:

Emperor of Europe said:
I really hope that the cost of naval bombers is either dramatically increased, or their performance is dramatically decreased. Better yet: scrap them altogether, since naval bombers (to the best of my knowledge) weren't deployed in that large numbers. Instead "normal" tactical and strategic bombers were used in a naval role, which is perfectly possible with the current system.

I agree 105% on this. Scrap the NAV bombers, and as Baylox suggested in the previous post, replace them by Naval Recon Aircraft with greater range and much lower naval attack. That makes much more sense and is far more realistic then uber stacks of naval bombers ruling the seas instead of ships. I guess that the Naval Recon Aircraft (including the PBY Catalina and such) should have very limited anti ship capability, if any (they should start with minimal naval attack that would SLOWLY increase troughout the tech tree, and have more power vs. subs than vs. ships, if possible). Unfortunately as I understand the scouting effect of these planes still cannot be represented in the game adequately :( which would make these planes even more efficient, but still they could be very valuable for countries like USA and Japan.

As for the NAVAL attack role, I agree that regular bombers should be used for this. Their default efficiency for naval bombing missions should be rather low, but it could be increased by researching dedicated adequate doctrines (in NAVAL and AIR tech trees, or better in BOTH trees). These doctrines should be lengthy and/or difficult to research (I think both) in order to make it pretty hard to reach the efficiency level that we now have in the vanilla game (if ever). The players could still choose to pursue this path, but much like the vanilla air doctrines the gains should be in small increments and they should need a capable tech team to make it worthwhile.

As it is now in vanilla game, you get the NAV bonuses in the same (middle) section of the tech tree with the TAC bonuses, IIRC. This is wrong IMHO - Bonuses for naval attack missions should be in the separate path in the air tech tree, and would apply to all bomber aircraft (CAS, TAC, STR and the new Naval Recon Aircraft). I would also lock this mission type so that you need to do some research to be able to do this mission. Also, each of the techs in order should be tied to next year (say, first tech in 1938, next in 1939, next in 1940 and so on), so that the naval bombing power increases slowly over years, and that rushers need to pay a heavy price to get it early. Naval doctrines tree could have some techs that deal with navy-airforce coordination ( extra org. to Naval Recon Aircraft, extra mission efficiency, extra intel/surprise bonuses, whatever you find applicable ).

Is it possible to create new mission type in HOI2, for example "Naval Recon" mission for aircraft? That could be a nice touch :) If the missions are hard-coded, maybe you could use the "Naval Combat Patrol" ( existing vanilla mission for navies ) mission for aircraft, too, and maybe just for Naval Recon Aircraft. This missions cover large parts of sea (regions, not areas) and are very well suited for Recon purposes - one Naval Recon Aircraft unit could cover a large area of the sea. This new mission type would make these planes pretty useful, don't you think? Or maybe I'm also dreaming like Baylox :)

I'm guessing that good part of this is already in CORE2 ;) or at least in plans for CORE3 :D but remember, you asked for my opinion. Hope you find it useful.


2) The Fighter vs. Interceptor Issue

The one thing that I don't get with aircraft in HOI2 is the strong separation of fighters and interceptors. This separation seems highly artificial to me. Say, you have a BF-109D which was built as a fighter and a BF-109E as the interceptor (or it is vice versa, I don't have access to the game at he moment). So, the interceptor is radically better at attacking bombers, and the fighter is all of a sudden that much more suited at both attacking interceptors and engaging ground targets. To best of my knowledge, this has very little support in real life facts. The fighter planes of the WWII era were optimized for best air performance, i.e. max speed, agility, durability, firepower, turn ratio etc. Everything else came second. So how come fighters are good groud attackers and interceptors are not? Or how come that interceptors are better against bombers (have "interceptor vs. bomber" bonus) and fighters are less qualified for the job? This fighter vs. interceptor difference is artificial. I'm not buying that fighter-models of BF109 (D?) are good vs. interceptors and ground targets and it's successor BF109E (interceptor in HoI2) is suddenly poor vs interceptors and ground targets but it's super-capable vs. bombers, it has more air defence but less ground defence, it has half the range and costs cheaper?!? And please explain how is it logical that air superiority fighters excel at destroying armored targets (big HA)?

What is the sense of this? Paradox wanted anti-bomber and anti-fighter units, right? Or this difference represents different training? Or gamebalance? Whatever it is, it's far from smooth IMHO.

What I really miss is the distinction between the ground attack fighters and the air superiority fighters. I like the CORE 1 aproach much better than the Paradox design for HOI2. In CORE1 we had interceptors (standard single engine fighters), air superiority fighters (state of the art machines, slightly better but more expensive) and multirole single engine fighters (armored, sturdy, and not so fast and maneuverable).

When it comes to escort fighters, I think Paradox got it pretty good, and the things are nicely balanced with them. Long range, excellent durability and mediocre air attacking performance - that's what these planes were built for. Their escorting bonus fits nicely with their special training and tactics, IMHo, and that's more or less ok. But we still don't have the twin-engined hard-hitting ground attack fighter-bomber in HoI2.

To prove that the design and balance have failed, I'll say like many did before me that in practice people never build or even research both interceptors and fighters, because you don't need both, they're to a great degree redundant. I'm under the impression that most people playing IC-rich countries choose fighters over interceptors because of their better stats, while people playing countries that can't afford them go for interceptors, but NOONE researches both. So as Germany you would develop every other BF-109 (like D, F and K, but not E and G) and FW-190A and not FW-190D - highly ahistorical, and without a good excuse, IMHO at least. Surely this isn't ment to be like this, right?

Does anyone else find this STRANGE or am I the only one?

And, Baylox, could you please elaborate a bity on how CORE2 intends to handle fighters :D

Kep up the good work!
 
As for new mission types no, unfortunately that is completely beyond our control. We can only change what already exists, not create something completely new (with regards to functions, not just missions - except specific details).

The 'Fighter' is an unfortunate misnomer, even Paradox themselves refer to them as Multi-role Fighters in the gamefiles which describes them better than Fighter (which is often assumed as Air Superiority Fighter, which it is not). It is still not a very good division, though. PI have listed the Typhoon and Tempest as Interceptors. Yes they shot down V1s, but they were also among the best ground attack aircraft of the war, but Interceptors have 0 ground attack capability, while they have Multi-role fighters that performed very little or very poorly in ground-attack respects. Logical? No. This is something I've tried to re-adress somewhat, by introducing variants of the Escort model for Ground Attack and Night Fighter roles, but you shouldn't see them as Escort variants, but as units on their own (even if they may be referred to Esc-8 and what-not).

Still in all, these two types are probably more for flavor than actual use - but we'll see once we all get to play the game.

As for Interceptor-Fighter balance and how it will be handled, my intention is - in the long run - that bombers should be good at what they do. So good that you'll need Interceptors specifically to counter them and to counter Interceptors you should need Fighters (CORE fighters will be more Air Superiority aircraft then multi-role). To protect your bombers (since they're expensive and demand great deals of manpower) you should need Escorts.

(I give the impression that the airmod is "mine" and that "I'm" doing all the work. I may have coded it, but its a result from lengthy discussions and as such belong to at least a handful of people and the CORE team in general. The coding is, relatively speaking, easy.)
 
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baylox said:
(I give the impression that the airmod is "mine" and that "I'm" doing all the work. I may have coded it, but its a result from lengthy discussions and as such belong to at least a handful of people and the CORE team in general. The coding is, relatively speaking, easy.)

You give yourself too little credit. Of course you are not a Beta so that must free up some of your time. ;)
 
Hehe, yes, the feared beta time drain. Considering that the work of you betas continue still, seven months after release, then I probably should've coded the entire CORE mod myself to make up for it. :)

If I go egotistical for a moment then yes, the air doctrines are pretty much all mine - concept, design, coding. So if anyone has a problem with how they're done then I'm the only one who can take the blame. :D
 
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baylox said:
This is something I've tried to re-adress somewhat, by introducing variants of the Escort model for Ground Attack and Night Fighter roles, but you shouldn't see them as Escort variants, but as units on their own (even if they may be referred to Esc-8 and what-not).

Great news, ones I was hoping to get! Back to the CORE1 flavour :D


baylox said:
As for Interceptor-Fighter balance and how it will be handled, my intention is - in the long run - that bombers should be good at what they do. So good that you'll need Interceptors specifically to counter them and to counter Interceptors you should need Fighters (CORE fighters will be more Air Superiority aircraft then multi-role). To protect your bombers (since they're expensive and demand great deals of manpower) you should need Escorts.

Sounds very reasonable. I think this is heading in a very good direction.


Thanks Baylox! Great answer as always, quick and profound. Keep up the good work!


*leaves and starts making plans for his new airforce
 
One more note that I've left out before (since I was talking about aircraft only). As a consequence of bombers being good, a player should also feel obliged to build a few AA brigades for the armies, especially if air superiority cannot be guaranteed. In my mind (not necessarily in the collective CORE mind) Interceptors should be the preferred way to protect oneself against bombers, but AA brigades and AA provincial upgrades should be a decent fall-back (though not a complete cover - aircraft should always be better to use, to compensate for their higher cost).
 
baylox said:
Heh, you know, I wasn't even on the CORE team for HoI1 - just a big fan.

So was I, and hopefully, after the first release, I can join CORE as a modder, too and not just a fan. :)
 
Just hop on over to the coremod forum (http://hoi.coremod.org/forum/viewforum.php?f=3) and check out what's going on (just be sure to register and log in, if you haven't, or you won't see the Development sub-forum). I see no one has responded to my first draft for a revision of the Industrial tech tree, so feel free to get involved there. :)

Other things we still have to do (but not for a first release) are Land and Navy doctrines, so if you have any ideas there feel free to throw them out there. Or for events.