Campaign Mechanics
-
Has anyone thought to put together some kind of guide that outlines how the campaign engine functions? With some searching one can find some tidbits on this forum, but what with updates and new versions etc finding concrete information is a bit hit and miss.
Specifically I’d like to know for definite, thing like:
- Runway repair criteria and rates - when does a RW get repaired and how long does it take?
- How much percentage damage does an airfield need to be put out of action?
- Is side supply affected by hitting ‘war production’ targets, and at what rate?
- Do individual ground combat units supply and morale have any effect?
- Do Air Defense units get replacements for destroyed radar and launchers? And for that matter any ground unit?
- Does hitting enemy search radars have an effect on their AD network? Does it reduce scramble reaction times?
- Power stations and their effects? Is it worth taking them out. I believe it did in Allied Force / RP5 - what about now? Someone must know - the code is around somewhere. Was it taken out, does it need reactivating? Anyone notice any effects?
Probably a bunch of other stuff as well. The problem is most people assume that these things work, but no one seems to know for sure if they do and how. Surely someone could poke around the code and provide some definitive answers….
-
1. RP5 suggests a 3-4 hour per section, 12 hour complete fix. Engineer BNs are supposed to accelerate the process if present but not required.
2. Each airbase element contributes points toward the sortie generation rate 0-100. The sortie generation fraction is based on these points. Only a handful of valuable elements need be destroyed to result in 0% output.
3. Yes. Supply and reinforcement points are generated by objectives and consumed by units. The rate depends on how many points that objective was but is no longer contributing.
4. Yes.
5. Yes.
6. If the destruction of a search radar prevents detection of a friendly unit no intercept takes place.
7. Supposedly war production depends on the linked power grid. The effect depends on if campaign has been changed in 4.33 to make fuel/supply scarce practically as opposed to 4.32 where everyone’s Chinese grandmother output 100 supply. -
7. Supposedly war production depends on the linked power grid. The effect depends on if campaign has been changed in 4.33 to make fuel/supply scarce practically as opposed to 4.32 where everyone’s Chinese grandmother output 100 supply.
Seems to be working better than before…