We know as has been mentioned a few times now that there will be some sort of implementation of "aircraft units" to replace ground support fighters. Figured that I'd offer a suggestion as to how they should work in a way that meshes well with existing systems.
Goal of this suggestion is a few things:
- Aircraft should be "more cumbersome" than vehicles of equivalent size
- Aircraft should rely on their unique characteristics to avoid damage
- Aircraft should fulfill a unique niche based on their characteristics
- No weapon should be "useless" on an aircraft
So with that in mind, I came up with this suggestion for an implementation for aircraft as a type of ground unit. Note that I'm not going to specify hard numbers simply because I'm not great at balance.
There are five types of aircraft: Light Aircraft (LAC), Aircraft (AIC), Heavy Aircraft (HAC), Super-Heavy Aircraft (SHA), and Ultra-Heavy Aircraft (UHA). The base tonnage of each should be higher than the corresponding vehicle base tonnage for a given size (since tonnage represents "transport tonnage" rather than necessarily size, and aircraft are going to be inherently larger and more complex, though lighter, than their landed counterparts). The base health and base armor should be lower than the corresponding vehicle for a given size (the need to remain airborne makes aircraft inherently more fragile than a land vehicle, and the need to be lighter means less armor for a given "weight class"). The to-hit modifier for an aircraft should be lower than the corresponding vehicle for a given size (aircraft are going to have inherently more maneuverability).
Aircraft, in terms of what weapons can be mounted on them, are similar to vehicles. However, they are "offset by one"; light aircraft can mount light anti-vehicle weapons but not medium, for instance. This is to match up with the reduced weight of aircraft so that they can maintain flight.
Aircraft cannot fortify (how would something airborne fortify?). To compensate for this, all ground units that aren't aircraft have a significantly reduced chance to hit aircraft with any weapon that isn't anti-air. The equation for whether or not a given attack will hit an aircraft is To Hit Chance / Environment Modifier * Ground-Versus-Air Modifier. The Ground-Versus-Air modifier is 1 when the attacking weapon is an anti-air weapon or the attacking unit is an aircraft. The value it has otherwise is, again, left for those better at balancing this sort of thing than me. Attacking aircraft are not immune to environment modifiers (as compared to ground support fighters, which were).
All aircraft can support other units regardless of armament from the support position.
If an aircraft is mounting a bombardment weapon, the rules of bombardment weapons apply for target selection, not for from what position they can support. Otherwise, any weapon that does not otherwise interact with support bombardment (so, not medium bombardment, long-range bombardment, heavy bombardment, or super-heavy bombardment) will be engaged if the selected formation to attack during the support attack is the hostile front-line formation. This is to represent close air support. Heavy aircraft and super-heavy aircraft can support other units from the rear echelon position as well as the support position.Aircraft with bombardment armaments work exactly the same as any other vehicle with bombardment armaments. An aircraft supporting another unit will engage the hostile formation with all of its weapons if not performing counter-battery fire. If performing counter-battery fire (i.e. the target selection chooses a supporting formation rather than the hostile front-line formation), the unit is treated like it is not an aircraft and no special benefits are conferred (i.e. the logic is the same as if you had a heavy vehicle with an autocannon and heavy bombardment supporting; the autocannon would do nothing). If in the rear echelon, supporting aircraft can only engage with heavy bombardment regardless of target selection, just like any other vehicle.
Aircraft, when not supporting other units, have unique combat mechanics.
Light aircraft in the support position work like light bombardment units do presently; they will attack alongside formations in the frontline position in the same fashion, being assigned a hostile frontline formation to attack. A light bombardment weapon mounted on an aircraft in the support position will ignore the 25% support position weight modifier when targeting a hostile formation. Medium aircraft in the support position work by the same mechanics above, except they disregard the 25% support position weight modifier for hostile formation target selection. Heavy aircraft in the support position or rear echelon position, like medium aircraft in the support position, ignore the 25% support position weight modifier when targeting a hostile formation, but they also ignore the 5% rear echelon position weight modifier. That is to say, a heavy aircraft can freely target any hostile formation regardless of position. Super-heavy and ultra-heavy aircraft work the same as heavy aircraft. Aircraft in this regard work almost the same as bombardment weapons, except they do this without having to support another unit to do so, and can do so regardless of their equipped weapon. This is to capture the idea of search-and-destroy missions, which allow aircraft to fulfill a unique niche of being able to arbitrarily target formations in support or rear echelon positions outside of counter-battery fire scenarios.The modifier for targeting support position formations weight is 0.25/(1 - 0.75(tonnage of medium or heavier aircraft / total formation tonnage)). The equation for rear echelon position weight is 0.05/(1-0.95(tonnage of heavy or heavier aircraft / total formation tonnage)). Aircraft, like all other units, can only engage the enemy when in a frontline position if not supporting (unless armed with light bombardment, in which case they can engage the enemy from the support position).
Much as anti-vehicle weapons do not confer a unit to try to attack vehicles,
aircraft targeting does not prioritize any particular units: they will not try to engage aircraft or anti-air any more or less than any other unit. Why should aircraft have unique targeting mechanics that aren't conferred onto other units? Any attacking aircraft's chance to hit an enemy unit is To Hit Chance / Environment Modifier * Fortification Modifier. Since aircraft can't fortify, any aircraft targeting another aircraft will have a chance to hit of simply To Hit Chance / Environment Modifier (that is, their fortification modifier is 1).
Anti-air weapons work the same as they currently do (just replace "aircraft" with "aircraft unit"), except the chance to hit is simply To Hit Chance / Environment Modifier. You can mount anti-air weapons on aircraft (though I struggle to see how it'd be a good idea; perhaps someone else has more creativity than I do).
For non-weaponry, aircraft can mount FFD components. This, coupled with the targeting scheme above, means it's possible to have "recon" aircraft that act as spotters for orbital bombardment that can engage the rear echelon. They can also mount HQ components, though again this seems like an especially terrible idea.
The net result of all these mechanics? Aircraft let you turn any weapon into a bombardment weapon with similar mechanics, except their ability to hit behind the enemy front line isn't limited to counter-battery fire (though they are capable of doing that as well). They are also very hard to hit by fire from the ground. However, they are vulnerable to anti-air fire and other aircraft, and are generally more expensive and weaker than their vehicle counterparts.