This exact feature, while realistic, is currently not modeled on tanks, and is rather haphazard on ships.
Yup, NE needs to have “idiotmode red markers” removed from at least all types of aircraft.
For all unit types to actually work well, the AI needs to be thoroughly lobotomized. Snail has generally speaking had AI-controlled anything always be either 1) Terminators or 2) Vegetative State with little in the way of in-between, as making the AI intentionally miss is not necessarily easy to code in. Thus if true “balance” isn’t possible, the game should lean towards the latter.
Common coding to all the AI SPAAG/SAM systems is the likely culprit. Yet another reason why if AI cannot be made fair to play against, it deserves total lobotomization.
Indeed, I have personally seen at various BRs many bombers are prone to all their fuel burning out, leading to an eventual crash. I was experimenting with the Chinese Tu-4 to see how it handled the bomber changes, and some gutsy Tu-95M slowly cruised up behind me, after which I opened up with all my turrets, lit him on fire, and he stayed on fire for almost 5 min before crashing.
Yes, we need the “Lore-Accurate A-10/SU-25,” alongside:
- IL-2/8/10
- Su-6s
- XA-38
- P-61s
- Beaufighters
- Brigands
- possibly Bf-110s, Me-210s, and Me-410s
- FC.20bis
- Hs-129s
- Ki-109
- etc. - all the various “bomber-killer specialized heavy fighters” and “heavily armored attackers”
Everything that isn’t meant for air-to-air fighter combat really should get such damage models, because that sort of performance was obtained primarily by making the fighters lightweight, and therefore inherently not all that durable.
The solution is surprisingly simple - make TDM no longer a win condition in and of itself. The entire purpose of bombers (and also attackers) is to clean up the actual objective after air superiority is won. WT’s entire decade-plus-long problem has always been having TDM be a win condition. Being able to win rounds with just aerial PvP means fighters simply do not need bombers or attackers most of the time.
Of course, we need better objectives for nonfighters, but we first must make those nonfighters always needed whether the fighters like it or not.