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Old July 16, 2001, 03:46   #1
klesh
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Airbase Question
Hey everyone,

Quick question regarding fighter defense within airbases (engineer built) vs within cities. I know there is a 50% bonus for units in an airbase. But I also know that there is a bonus for fighters as they 'scramble to protect...' but this is an unknown value to me. Therefore the question is:

Is it better (defensively speaking) to keep one's fighters within cities for the 'scramble' bonus, or is it better to have them in airbases so as to utalize their 50% aibase bonus as well as the side benefits of increased range and interceptor mission capabilities?

Or are the bonuses the same which means the point is moot.

I suppose that there is also the repair factor in mind though... That is, if one keeps one's fighters in an airbase vs a city without an airport, one's planes would be repaired more rapidly in the airbase.

Anyway, just thoughts that have scenario implecations for me... Thanks,

FMK.
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Old July 16, 2001, 08:54   #2
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Scramble, scramble, scramble! Even tho the scrambling popup message does not appear when a fighter in a city is attacked by a land unit, it defends at that strength. The bonus is 4x! This bonus was designed so they could defeat bombers, but it also works against land units. I don't know if it works against naval units, I never tested that.

A fighter in a city can withstand the attack of a marine, one on an airbase can get taken out by a musketeer. A bit inconsistent, to be sure, but there you have it.
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Old July 16, 2001, 09:05   #3
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Here is the link to the definitive Combat thread:

Info: Combat (GL)

Healing information is here, too. In case you don't want to read it, your air units will heal 20% of their hit points per turn in a city with no airport.
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Old July 16, 2001, 12:44   #4
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gracias
Wow, so citites it is huh... I suppose that makes the reasons for using airbases more along the lines of the side benefits of increased range and interceptor mission capabilities.

Basically I want the human player of a scenario I am designing to use historically placed airbases rather than just putting his planes in cities. With this info you gave, I can be sure that players are gonna put 'em in cities...

Thanks de Sodaq.

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Old July 16, 2001, 12:53   #5
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An idea for a workaround is to make a zero-move land unit that you place on top of each of your historical bases. Give it a strong defense so that the fighters there are as safe as in a city. The unit will never be able to move. If someone kills it and lands his own planes at the base, this defense is not present, unless you create it with events.

Some ideas:
radar tower
AA battery
base guard
invisible unit (with popup message of some sort so players know why they can't see who they just attacked)

Good luck!
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Old July 16, 2001, 13:32   #6
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Yes, yes...
The airbase is just outside a city...historically placed, controlled by the AI. The human player has first to capture the city, and when this is done I think i will give the human player some immobile AA defense unit on the airbase via events. Only problem with this is that if the AI civ still occupies the airbase when the city is captured, the event of giving the player the free AA unit will not work. But, I suppose there is then some incentive to assault the airbases as much as assaulting the city? Thanks for those ideas!

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BTW, can you dig my new avatar?
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Old July 17, 2001, 04:53   #7
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New scenario?
Klesh: what's the scenario your designing? does it have anything to do with your awesome avatar of a soviet infantry man?
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Old July 17, 2001, 13:23   #8
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Yeah, I am in the process of building a Stalingrad scenario.

You can read all about my progress in the SLeague forum in the thread entitled 'Map Request' started by me. It is 3 pages long, and has alot my questions as to how to build a scen. This one will be unique in certain ways, so it was an odd one to design.

Or you can click here and go right to page 3 of the thread and check a screenshot of the build.

She's getting along too. I am still writing monotonous event files, and more ideas are comming along. I still can't give a prospective release date yet though...

It is my first scenario ever, and I want to get it done right.
Time is on my side... yes it is.

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Old July 17, 2001, 14:17   #9
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Quote:
Originally posted by Field Marshal Klesh
I still can't give a prospective release date yet though...
sounds like firaxis with their civ 3 release date
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Old July 17, 2001, 14:30   #10
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Quote:
Originally posted by Rasputin
sounds like firaxis with their civ 3 release date

Awww, c'mon man. Give a first time designer a break will ya?



[Firaxis] tentative release date will be in fiscal quarter 3. [/Firaxis]

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