ZenTractor wrote:I'm no expert player by any means, but watching a lot of games gas given me a few observations.
In the tech 1 phase, it's still worthwhile building T1 bombers when your opponent has air control with T1 interceptors. You might pick off an engineer or a radar or some other valuable unit and then the bomber is worthwhile. Sure, chances are it dies immediately, but you've still gotten value. Furthermore, you can use the bomber far away from where those interceptors are parked, or send two in different directions, and your opponent has to either chase down one at a time or split his air and leave himself vulnerable to an air fight.
This doesn't seem to play out the same way at the T3 stage. I think this is primarily due to the speed which ASF fly at. You can easily cross most of the map in a moment, and their damage is so high, which makes it relatively easy to defend with ASF, even against multiple air threats. Perhaps ASF simply fly too fast?
Another difference between T1 and T3 air is that interceptors are limited by fuel, whereas ASF kinda just aren't. Interceptors have 5 minutes of fuel, and recharge in 10 minutes. ASF have 16 minutes, 40 seconds of fuel, and recharge in 11:06. This means that interceptors have a sort of 'life expectancy' that limits how long they'll remain effective combat units but ASF don't really have any such concern.
I have heard talk that fuel is simply an un-fun limitation, and hence it could be that interceptors only get away with having it because they become obsolete anyway after a few minutes once flack and ASF hit the field.
So I guess my points are:
- What would be the impact on transports/defence/gunships if ASF were globally slowed?
- Could we use fuel as a limiting factor, or is that boring?
And an off-the-wall suggestion: How about retweaking fuel so that it's more of an 'afterburners' sort of thing. Give air units a very small amount of fuel, but make the penalty for being out of fuel also pretty minor. Something like a 10%-15% slow with no penalty to turn speed. This would let them cross the map in one direction, but not get back again immediately.
Good points, fuel is a limiter in T1 but you pay for less micromanagement with higher costs in T3. You also don't want to really ask the air players to manage a bunch of re-fueling because ground doesn't have to manage that, Even so refueling can be got around by building a few air bases for refuel.
For the vast majority of ASF utility we need to leave it in place as a counter to all other air but most importantly against STRAT bombers and AIR EXPs. I think your speed adjustment idea of fast from launch and medium after running out of speed instead of slow is an interesting change, however we'd have to test that before making judgement as to if it is a good idea.
Slowing ASFs has the effect of maintaining their lethality when they get into range, but allowing a slower moving vehicle to move more distance after it has been detected by the player controlling their ASFs. If you drop the speed of ASFs to 24 or 23 from 25 they still have a huge advantage on any other air threat, so they will get a smaller % of shots in on a target before it reaches its destination in theory. However transports moving at stock speed still don't go fast enough to overcome this, so we wanted to increase their speed a bit too, they still are slower than bombers and ASFs just a little faster than interceptors and faster than gunships if I recall correctly where we have them placed.
To your question about using fuel as a limiter, it is an interesting solution but to a different set of problems than we have. I think because you can instantly refuel all air vehicles using fuel to try to limit ASF effectiveness won't work because they are so lethal. The counter problem is that we need them to remain lethal because of Air EXPs