It would be far better if the scenario designer could adjust interdiction much the same way as they can many other things like how lethal AA is.
Here I think is the answer.
In the paper you linked, just from a cursory glance, I got the sense that the author of that paper was stumping for air/ground COORDINATION w/re/to effective interdiction. And that is all well and good, BUT:
that does not happen in TOAW. In TOAW (as far as I can tell) interdiction has NOTHING to do w/ ground force coordination. In TOAW (as far as I can tell) interdiction happens AT THE WHIM OF THE COMPUTER and COMPLETELY IGNORES ground force coordination.
TOAW interdiction appears to operate whimsically, w/o any regard to battlefield status (again, as far as I can tell ... I could be wrong) and worst of all, .... no battle reports from interdiction. You just have to click through that BS window, and that is a very very bad mechanic. Esp. when you have to LITERALLY click through THOUSANDS (yes, I have counted) of such BS in some scenarios, if your opponent is so sadistic as to initiate such interdiction.
At any rate, at the least, I think we can agree that the interdiction mechanic, as it currently stands in TOAW, must be addressed at SOME level, whether it be from design level, game play level (as with agreements or House rules b/w players), or at the (ideal) game logic level. Which we will have to wait for TOAW level V for that.
One can hope. :) Cheers!
Okay, well, thanks for reading!
< Message edited by Hellen_slith -- 1/30/2020 2:25:04 AM >