Originally posted by Batz
Then add in the US attack planes are faster and way better armed. Would you rather chase down a TBM is an A6M2 or a Kate in an F4F? There would very few on the Japanese side who would even bother flying the Kate or Val
"Chasing the American attack planes" isn't a very good tactic no matter what terrain (or even planeset) is used, Batz. It'll all be decided, more or less, by numbers at any given instance anyhow. There's always players who just say "f it" and don't fly setups (don't even stick their head in one for a week because they made up their mind that it wouldn't be fun based on their own limitations on how to have fun just from reading the forum).
Originally posted by Batz
My point about ack is that the CVs are easy to suicide. There's 2 ways to deal with this.
1. Increase CV hardness - This hurts the Japanese side because they will have fewer players and their attack planes are slow and for the most part unarmed. Increasing CV hardness will almost make the US CVs unkillable.
2. Increase the ack - Suiciders wont care about ack, after all they are suiciders. But ack will be used as shield and folks hiding in it rather fighting it out.
No need for either, Batz.
Hell ... suiciders will be suiciders. Fleets will sink. I believe they can still be turned and their guns can still be fired. I single handedly saved a fleet from sinking for almost an hour one night (a paper one at that).
Set respawn at 5 minutes. Or two. This wouldn't be a territory grab map. Sinking the fleets is the goal. And Kates and Vals do a great job at it. I've seen it.
Ack hugging? Name one single map where it doesn't happen in the CT?
Originally posted by Batz
Are you kidding me? Do I need to quote your very own complaints about the Okinawa fleet spawns being in BFE? Folks complained then what would be different this time?
Quote away. I knew you'd be dying to the moment you read this. But you know as well as I do that this is an entirely different case with both sides on a completely even footing terrain and hardness wise (unlike the previous setup you're referencing). One side COULDN'T be hardened and the other weakened. Right? Both sides are forced to seek and sink. Right? Of course, you'll focus on the attack plane disparity, if nothing else.
Besides, my comments were focused at one of the goals of that setup being -
keeping the F4U out of play as much as possible via paper fleets and distant respawns. How in the world is that a factor in THIS setup?
But to quote a good AH buddy of mine ....
"Screw balance .. let's fly!"
Originally posted by Batz
You could make it work as long as a CM is on hand to monitor game play. He would need to jump the fleets, reduce CV rebuild time etc... But how much fun would it be compared to just running Okinawa? Or the Slot? Or even the Midway event map?
You can make it work without. What's wrong with a modified Coral Sea map that has fortified spawnpoints? And you mention comparisons to other maps while ignoring the obvious. A Coral Sea setup focuses on nothing but a carrier battle. Mobility, fleet strikes. NO LAND GRAB.
Originally posted by Batz
Well first its not much of a "new Idea", more like "re-hashing an old one". Like killshooter.
No ... not like killshooter. Kill shooter has 2 options: off or on. All the ideas I mentioned I've yet to see from anyone (though that may be just because I haven't read every idea posted here from day one). They are all in direct response to your reasons why this can't work. Have they been tried? Even considered before I posted them? Gimme a break.
Originally posted by Batz
This map has been around for years. The one thing that completely unbalances a set up like this is how do deal with those who would suicide rather then fight? I haven't heard any "new ideas" on how to adjust to that fact. You could try it and hope it doesn’t turn out like my "glass half empty" prediction.
That's the whole point about looking at things differently Batz and not dismissing other's suggestions out of hand because "you've been there, done that and it doesn't work."