The cooldown makes sense in consecutive strikes, but doesn’t solve the problem of first bombing run deciding the outcome of the battle. If I have a first bombing run without interceptors on my back, And I have to destroy specific targets for my daily task or season challenge, I’ll still do a stupid bombing run with a heavy bomber because it’s now or never. If I’m picking out my own plane that lasts longer, I will most likely not take a heavy bomber that takes a lot more time to fly from the spawn and fighters can spawn meanwhile to take me down. Also I will attempt to drop bombs in a way that I can survive and do another run, and in naval it often means that I’m damaged bit by bit with each attempted (at best) and steadily it’s harder to do something, so in general it makes this more skillful over getting a new plane each run.
Also the cooldown doesn’t make much difference if you have a squad of good players that will be taking bombers alternately, and also does the cooldown disallow you from countering enemy bombing runs? From protecting your own team’s bomber? This is a good question that the answer will get complicated if there’s just a few good players on the ground that keep scoring and if they get a cooldown, they are also denying their team the counter to the bombing runs.
If we are going to allow players using their own planes and dropping bombs over and over again, either by reload in air, or reloading in specific area near the airfield/at specific altitude etc, it should be more skillful and at this point if you are taking out your own plane, you should be able to learn how bomb drops works on them and learn aiming. It’s a bit different with random planes from air mission because you’re always getting something different. Also this is something that makes it so the rockets might be the preferred ordnance over bombs, and rockets are not that precise (talking mostly pre-guided-missile era).
About the fuses - they aren’t removed from ground AB - I’m talking in context of bringing naval AB spawn system to ground AB, and just ensuring that people don’t start arguing about me wanting to have instant fuse.
That makes some sense, but then every target is a good one, and we’re back to the issue of picking easier targets than the ones that are bringing more value to the team. Not sure if scouting is perfect option for that, but still anything visible on the ground widens the range of targets to pick from.
But I like the idea that your team needs to see a target - it could be explained as the fact that you are only rewarded points if ground units confirm the kill.
This gets complicated and with limited time, there’s always a problem of this becoming either about allowing stupid kamikaze tactics, even if you are penalized, but you want to score kills on specific targets, or it again becomes a problem of not having enough time to escape fighters and actually being able to do anything, so we’re at square one of problems with air mission. Having unlimited play time on a vehicle that you’re generally able to use only once in a battle makes the penalty for dying a big one.
Secondly it’s tricky to determine whether the guy died because of kamikaze run or because someone shot him down, and add to that having your tank killed on the ground and your team is potentially losing the best player on the ground that could’ve had some more effective play time there.
Yeah, this makes sense, on top of a negative BR offset that I talked about earlier. It makes sense that a guy that collects a ton of points to be able to make a bombing run with heavy bomber after he’s already dominated the game, but not a guy that just scored first three kills quickly. Also hoarding the points should have an effect of diminishing returns so the more points for plane you have, the less you get for each kill.
Yes - for fighters having markers on the ground units, but NO - for every plane having its own detection of the ground units. It should only see markers of vehicles visible to ground units. Good idea for not giving them tank types on those markers - then it would make sense with scouting to show the markers for scouted vehicles.
Well, with naval AB spawn system that is no longer a problem, but for some reason in RB you don’t have list of enemy vehicle types. Maybe it could work in favor of the team that if someone spawns in the plane, the team can instantly spawn SPAA - this could be a good counter in AB.