Author Topic: Logic of City Captures?  (Read 946 times)

Offline Halo

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Logic of City Captures?
« on: January 27, 2004, 05:02:24 PM »
What is the logic again of cities being so easy to capture?  No manned acks in them.  Fights ignored at area bases to cherry pick the cities.  Soft targets vulnerable to all the ordnance.  Capture the city and get the nearby base intact.  

Sure, until the soft vh is taken out, can drive over in M16 or Ostie.  But in WWII weren't most cities in combat areas ringed with flak and whatever else needed to defend them?

Seems time to add manned ack to the cities and manned 88mm or 90mm ack at least at major targets.  Just too easy now to capture cities AND consequently the nearby bases.
Luck is what happens when preparation meets opportunity. (Seneca, 1st century AD, et al)
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Offline mars01

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Logic of City Captures?
« Reply #1 on: January 27, 2004, 05:05:56 PM »
Yep,

Strat game is porked and too easy.

Offline empty

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Logic of City Captures?
« Reply #2 on: January 28, 2004, 11:23:33 PM »
I believe this is a "playability" issue, though it seems to be addressed somewhat in AHII by the (apparently) larger cities.

It would fit into the same issue as a capture only requring 10-troops.  Realistically of course the city would be miles square, occupying the entire grid square for large cities.  It would require enough C47s to drop a division.

My personal belief is the city/troop issue is simply a method of the capturing forces demonstrating temporary air-superiority over the base/town.

Adding more AAA batteries around the town would help slow the capture (maybe).  Manned AAA wouldn't improve much if nobody was looking when it was first attacked.

Changing the number of troops required to capture a base, maybe based on how large the field, would change the game play some.  Maybe small bases and Vehicle hangers only need 10, mediums would need 20, and large fields would require 30.  This would atleast scale the difficulty of capture and increase the odds of somebody seeing it happen.  It would just about eliminate single player captures of medium and large bases so long as the rebuild times remained unchanged.

Offline mars01

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Logic of City Captures?
« Reply #3 on: January 29, 2004, 09:04:16 AM »
Another thing is the proximity of bases.

Last night on big isles there were a lot of concerted efforts to take a base.  You see the dar bar then you see the 10 or 20 dots, and if you didn't up at the right time you missed the boat.

By the time you up from another field and fly the sector or sometime a sector and a half to defend, either they all augered into the ground or the guys in front cleared them out.  I flew for 4 hours last night and did nothing but chase around enemy groups unfortunately getting there too late in every case.  There were no furballs and 9 out of 10 times they couldn't close the deal and capture the base either.

Last night was nothing more than strat guys dropping bombs.  There was little fighting or AtoA combat at all.  For the few hours I get to fly these days it really sucks when there are no fights to be had.

HTC should change the name to Strat Ground Attack.

Offline Halo

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Logic of City Captures?
« Reply #4 on: January 29, 2004, 12:38:41 PM »
Yeah, Empty, I like your idea of scaling up the forces required to capture medium and large bases.   10 troops for small bases, 20 for medium and 30 for large certainly make sense.

Then again, the idea that 10 highly trained troops are able to capture any size command post also has strong advocates.  

Maybe could also change terminology to better represent scale of the modeling too, e.g., small bases have hamlets nearby, medium bases have villages, large bases have towns.  Only city might be near headquarters.

Main thing is it doesn't seem right to sit in ack or other defensive vehicle at fully functioning base and be basically helpless to stop  a couple planes from taking out the nearby town and capture the base without a fight.  

Yes can drive over and fight, yes can up interceptors to fight, but capturing a town should not also capture the nearby base.  I guess I'm recommending the command posts be restored to bases instead of towns.

Then the question becomes why have towns?  The answer is for milk runners and carpet bombers prefering soft targets.  

Hmmm, some brilliant strategist come in here and resolve this problem.
Luck is what happens when preparation meets opportunity. (Seneca, 1st century AD, et al)
Practice random acts of kindness and senseless beauty. (Anne Herbert, 1982, Sausalito, CA)
Paramedic to Perkaholics Anonymous

Offline Red Tail 444

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Logic of City Captures?
« Reply #5 on: January 29, 2004, 04:03:40 PM »
Well if you're gonna do that, then perk the frigging La-7 (among others) who can kill all three or more goons in one sortie.

30 perks flat rate should do it...

Offline Halo

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Logic of City Captures?
« Reply #6 on: January 29, 2004, 04:23:26 PM »
Unescorted goons?  As the cartoon of the mouse and owl said, Now That Is Confidence.
Luck is what happens when preparation meets opportunity. (Seneca, 1st century AD, et al)
Practice random acts of kindness and senseless beauty. (Anne Herbert, 1982, Sausalito, CA)
Paramedic to Perkaholics Anonymous

Offline mars01

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Logic of City Captures?
« Reply #7 on: January 29, 2004, 04:31:19 PM »
Why do people get mad about the vunerable goons and La7s that want to kill them.  Run some La7s with the goon and you might have a better chance.

Offline Red Tail 444

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Logic of City Captures?
« Reply #8 on: January 29, 2004, 04:34:13 PM »
looks like some La-7 pilots are pinning their ears back...:rofl

Offline mitchk

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Towns
« Reply #9 on: January 29, 2004, 04:34:38 PM »
I like the ideas about manned ack and more troops to capure larger bases. Let me add some things that the CT has used to address this issue.

1.larger town

2.two towns/base

3.VH next to or in the town

4.And increased building hardness.

What do you think?

 :aok

Offline simshell

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Re: Towns
« Reply #10 on: January 29, 2004, 05:39:37 PM »
Quote
Originally posted by mitchk
I like the ideas about manned ack and more troops to capure larger bases. Let me add some things that the CT has used to address this issue.

1.larger town

2.two towns/base

3.VH next to or in the town

4.And increased building hardness.

What do you think?

 :aok


1 the larger town is already done in AH2 and its much bigger then are's

2 no

3 no

4 no

5 i dont like
known as Arctic in the main

Offline frank3

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Logic of City Captures?
« Reply #11 on: February 01, 2004, 09:29:20 AM »
All is going to change in Ah2, I've seen the vehicle bases have 2 map rooms :eek:

Offline Tilt

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Logic of City Captures?
« Reply #12 on: February 02, 2004, 03:41:11 AM »
Quote
Originally posted by frank3
All is going to change in Ah2, I've seen the vehicle bases have 2 map rooms :eek:


Big vehicle bases make good sense IMO the idea that a centre of ground armour is easier to capture than an airfield is incorrect IMO.

Also I would drop the idea of killing town objects...........better the facility is prepared for capture by killing barracks. There would be many of these situated both in the neighbouring town and at the facility its self .............many may be visually just like town buildings.

I agree the town should be much bigger such that a tank war can take place in the town.

Given that the model may then have many many barrack objects to destroy prior to capture then the model could be changed such that the map room hardness was then proportional to the % barracks remaining.

Ie

0% barracks = 10 troops required to capture.
10% barracks = 20 troops
20% barracks = 40 troops


and remove icons from troops................
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Offline Red Tail 444

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Logic of City Captures?
« Reply #13 on: February 02, 2004, 10:36:20 AM »
Quote
Originally posted by Tilt
Big vehicle bases make good sense IMO the idea that a centre of ground armour is easier to capture than an airfield is incorrect IMO....and remove icons from troops................


If that's the case, we can forget about ever obtaining a reset.