Author Topic: sigh...  (Read 2121 times)

Offline SlapShot

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« Reply #15 on: June 24, 2004, 08:51:25 AM »
Why are we using the antique maps anyway?

Probably because they were the easiest to convert to the new terrain.
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Offline ghostdancer

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« Reply #16 on: June 24, 2004, 08:53:26 AM »
HTC is in the process of converting MAPs. So hopefully some of the larger MAPs or MAPs with better GV areas will be released very soon.

I like the Baltic but I think we have outgrown some of the others currently in play in AH2.
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Offline Xargos

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« Reply #17 on: June 24, 2004, 08:58:25 AM »
Zazen, I kind of like your idea.
« Last Edit: June 24, 2004, 09:22:02 AM by Xargos »
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Offline Edbert

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« Reply #18 on: June 24, 2004, 09:28:06 AM »
I was beat to the use of Mathman's post as sig file material. But I think I have found a qualified alternate...

Offline mojo55

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« Reply #19 on: June 24, 2004, 09:30:24 AM »
The "capture" thing needs to go......

Offline HUN

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« Reply #20 on: June 24, 2004, 09:50:04 AM »
There is a huge negative to the AW zone system and limiting defense options.  Imagine that you are in an area where you have 1 air-base that is defending a concerted attack from 2 nearby enemy bases.  Let’s say your airbase is a small one allowing 10 guys up--while the enemy bases are a small and large one.  They in turn can up a combined force of 30 planes without zone issues vs. your 10 zone limit.

Thus, what you have is, that even if you want to defend, the vast majority of your forces are stuck in the tower because they can not up to defend due to zone restrictions of the small airbase.

As you have less and less bases to come up from the zones become a huge constraint for a country that is trying to fight its way out of the gutter or counter attack.  

The best game play that I have seen is where you have neutral-capturable front line bases supported by hardened-uncappturable 2nd line bases.  The land-grab folk can work on trying to take the neutrals while the furballers are guaranteed some good fights near the neutrals that are supported from the hardened rear bases.

Offline Zanth

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« Reply #21 on: June 24, 2004, 09:58:56 AM »
I would like an uncapturable area too, then the milkrunning "gotta wins" can do their thing and the fly till you die "furballers" can both be doing their theirs.

Offline Overlag

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« Reply #22 on: June 24, 2004, 10:03:19 AM »
Quote
Originally posted by Engine
Try shooting them down. If you want a base, it's better to be a good pilot than a good suicide porker.  Kill em and then keep them from upping.

I keep reading the initial post over and over again because I can't believe it.  "The enemy is still flying, even after I destroyed all their buildings!  What should I do?!"


shoot them down, and they are back up in 5seconds, since your within a mile of there base....hence my point on UNLIMITED supply of planes, Fuel, ammo now..........


Quote
Originally posted by Zazen13
Allowing unlimited planes to up instantly is very unrealsitic.

If you limited small fields to 20 planes every 5 minutes (or whatever), medium fields to 30 planes, and large fields to 50 planes, it would pretty accurately simulate a one, two, or three squadron strength force. Or,  perhaps, limiting the number of fighters able to up to 5 or 10 for every fighter hanger that is not destroyed in the same 5 minute sortie cycle woud be viable. If more than the allocated number wanted to participate in that base's defense or stage an attack from that base within that finite time frame, they would have to do so, at least in part, from a nearby field. The same system could be used with regard to bombers and Bomber Hangers.This would have the effect of limiting vulching, keep hordes to a reasonable level, spread the fighting out over more of the map and make base suppression and capture more a function of gaining local air superiority than trying to cripple the field's infrastructure which is largely impractical with anything other than overwhelming numerical superiority as noted in the previous posts.

As it is now, there is no difference between a field with only 1 FH up and one with all its FH's up.Unless you are able to keep all FH's down simultaneously there is zero net effect, this is not very realistic. Hangers were the numero uno target when attacking airfields (they housed the aircraft for maintainence/re-arming/re-fueling/refitting), actual ready aircraft on the ground were also high priority but AH does not model parked aircraft. In a way, doing what I mentioned above will give the building battlers a purpose that won't require a massive numerical advantage for a prolonged time period as each hanger destroyed will restrict the enemies ability to amass a perma-horde incrementally, at the same time there will be a premium put on the prudent application of defensive fighter forces, making death more meaningfull and costly to ones' team in the local strategic sense.

Just thinking out loud here...

Zazen


Quote
Originally posted by Zazen13
Exactly, instead of a base to base, perma-horde fight, the fight will be more of a 'front-line affair, where the fight extends not only to the hotly contested base but also to other adjacent 'support' fields around the perimeter of the principle battle.

Zazen



Zazen I really like your idea...but it seems AH has turned into non land grab, and "moved the arguement to the other side of the fence" again :mad:


Quote
Originally posted by mojo55
The "capture" thing needs to go......


WHAT? if it goes what would be the idea of the game?!?!? :confused:
« Last Edit: June 24, 2004, 10:09:45 AM by Overlag »
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Offline Engine

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« Reply #23 on: June 24, 2004, 10:08:22 AM »
Shoot them down, and then keep them down.  They'll stop upping once they realize it's futile.  

Even ff you get 5 kills and have to turn for home, you've done your job.  You've made it that much easier for your countrymates to hold the area and push towards the field.

Get my point now?  Try winning the base through superior combat skills, not through porking.

Offline Overlag

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« Reply #24 on: June 24, 2004, 10:13:57 AM »
Quote
Originally posted by Engine
Shoot them down, and then keep them down.  They'll stop upping once they realize it's futile.  

Even ff you get 5 kills and have to turn for home, you've done your job.  You've made it that much easier for your countrymates to hold the area and push towards the field.

Get my point now?  Try winning the base through superior combat skills, not through porking.



hmmm

20 vs 50 at this base, i think we was doing rather well last night....but how are you suppose to stop them from upping? seems most people have learned Taki's and co's tactics of upping constantly untill the vulcher has run out of ammo..............since they get no penaulty for dying which is part of my point.

The only way seems to be having 10-20 more players, not skill, its stilless to vulch anyone can do it.....
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Offline jetb123

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« Reply #25 on: June 24, 2004, 10:15:04 AM »
The thing is the Bish if a field is capped we wont up. But the rooks our knights. If the field is capped they will keep upping i guess there trying to get us to wast our ammo. I just come with a 110 and put 1 30mm bullet in them. Its really fun;)

Offline HUN

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« Reply #26 on: June 24, 2004, 10:23:38 AM »
Quote
Originally posted by mojo55
The "capture" thing needs to go......


Quote
Originally posted by Overlag
WHAT? if it goes what would be the idea of the game?!?!? :confused:


Overlag, are you seriously asking that question?

Offline CPR

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« Reply #27 on: June 24, 2004, 10:24:42 AM »
:lol :lol Rook - Knit allience :lol :lol  now thats funny.

I do like your Idea Zazen. Maybe if a FH goes down planes launch with a delay of some sort. Maybe a 15 sec countdown until you hit the tarmac or something. More of a delay until all FH are down. You could wait for the delay or you could up from another field.
As for whoever said you couldnt defend the field is such a limited amount of planes were allowed up... you can defend the field... just not from THAT field.
lol maybe we could fly in spare parts on C47s to allow more planes up. I think I would like the idea to build front line fields that really dont show up on the map. You want to see where the enemy is fly around a little bit. Lot of good ideas guys keep it up.

Offline mars01

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« Reply #28 on: June 24, 2004, 10:26:46 AM »
Boy what a shame,

If you don't have a cap you can't capture the base. That is horrible.

Basically HTC has removed the ability to take three guys and capture a base.

The harder strat has made it fun to try and capture a field again. The strat was way too easy in AHI and got boring very fast. Now it is a challenge again and fun. Fights actually have a chance to flourish rather than crap out.

I like the harder strat makes it a better game. The fun is in the challenge and the process of taking the base, not in the end result of, "Goody I just stole the base", rather "Wow what a fight to take that base."

Base Capture should be very difficult and take a consorted effort, not a 3 guys and a goon.

I think this is a step in the right direction, now all they need to do is move the bases closer together so you don't need to fly a sector plus to get there.

Offline SlapShot

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« Reply #29 on: June 24, 2004, 10:29:58 AM »
Quote
Originally posted by Overlag
hmmm

20 vs 50 at this base, i think we was doing rather well last night....but how are you suppose to stop them from upping? seems most people have learned Taki's and co's tactics of upping constantly untill the vulcher has run out of ammo..............since they get no penaulty for dying which is part of my point.

The only way seems to be having 10-20 more players, not skill, its stilless to vulch anyone can do it.....


When the fight gets that close (capping/vulching a base) the amount of fuel is not a factor and never was as far as I am concerned, and still isn't

In AH I, if the field was capped and fuel was down to %25, I would still up if the situation presented itself ... fuel was not a concern at that point.

All your targets were well within the range of %25 usage and at the same time, your plane was that much lighter for better manuvering.

The new "non-porking fuel" notion prevents the initial 2 to 3 suicide/porkin wave of the horde from knocking down all fuel so that a defensive front could not fly out and intercept the incoming hordelets. That is not the case anymore.
SlapShot - Blue Knights

Guppy: "The only risk we take is the fight, and since no one really dies, the reward is the fight."