Author Topic: Who broke the three Country model ? Why doesn't it work?  (Read 2122 times)

Offline Chortle

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Who broke the three Country model ? Why doesn't it work?
« Reply #15 on: August 14, 2004, 12:39:20 PM »
Now that would be something, sides hurling themselves at eachother, lord of the rings style.

Its a complex problem no doubt, and no doubt will take time to sort out. IIRC HTC did use survey pop up boxes once when you logged in, some guys went nuts over it being an infringement of civil liberties and invading their  privacy so that was the end of that.

buttering amazing really, seems to be more hot flushes here than ladies night at the local over 55s club.

Offline Guppy35

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Who broke the three Country model ? Why doesn't it work?
« Reply #16 on: August 14, 2004, 12:48:51 PM »
So why not take the 'reset' out of the equation?  Why not have a certain amount of uncapturable fields in each country?

Once the high number bunch pushes one country back into the corner they get bored and move to the other country.  The first one then nickles and dimes the edges to retake their capturable fields etc.

There is an ongoing eb and flow of the battle then, instead of this overpowering drive for the 'reset'.

"winning" the war just restarts the war anyway, and in the process makes it fairly unenjoyable for the crowd that is being constantly ganged.

I always thought one of the bigger mistakes AW made was making all the fields capturable.  It seemed to be the time when the mindset changed to 'winning it all' in that game, when previously it never entered the equation.  

prior to this change, you knew that there were always safer fields to regroup and ounterattack from as there was a layer of uncapturable fields that even if damaged still posed a threat so the odds of all fields being totally wrecked was minimal.

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Offline culero

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Who broke the three Country model ? Why doesn't it work?
« Reply #17 on: August 14, 2004, 01:33:14 PM »
Quote
Originally posted by Guppy35
snip

I always thought one of the bigger mistakes AW made was making all the fields capturable.  It seemed to be the time when the mindset changed to 'winning it all' in that game, when previously it never entered the equation.  

prior to this change, you knew that there were always safer fields to regroup and ounterattack from as there was a layer of uncapturable fields that even if damaged still posed a threat so the odds of all fields being totally wrecked was minimal.

Dan/Slack



Yeah, that's exactly why we ended up not only having some uncapturable fields for each country, but also making "front line" fields (as in the border fields when the terrain was in default load mode) easier to damage than "middle" and "deep" fields that got progressively harder to damage (more ordnance per object required).

That last year or so of AW, the setup we arrived at that IMO worked the best was the one we used in the RR Large ETO arena - each country had 3 fields that were not only uncaptureable but were actually undamageable no matter how many eggs they got dropped on 'em. Even if one country got gangbanged really bad, they still were able to get good planes in the air without being totally vulched.  (Keep in mind this was in an arena that would only allow 200 or 250 people max - in the current "one for all" AH model you''d need more than just 3 fields because there WOULD be enough numbers available to gangvulch that many fields....I'd guess 6 per side would be more like it in a large terrain here.)

That helped a lot. There was a constant ebb and flow of ownership in the "front line" areas, with one country occasionally making concerted attacks farther into one or both of the other countries. But when a country got ganged on and beat back to their last 3 fields, there was really not much more torment that could be dealt out to them, so the other 2 countries would always turn on each other like feeding sharks will when the food runs out :)

We also did stuff like make it harder to capture the more you penetrated by making it take more troops, etc.

The idea I had that I was proudest of was in the Allies vs Axis arena. There we had the 2 country conundrum - when one side would conspire to really load the numbers up they could quickly wipe the other off the map. So, I created zones based on logical logistics.

This was a "historic map" terrain, featuring England France and Germany. I considered France to be the middle ground, and wanted to allow either side to attack the other's homeland, but make it hard enough that the fighting stayed hot and heavy in France most of the time.

So......each side could get some planes only in their homeland.

For the Allies, this was the B17 and A26 bombers, unlimited from England, but not available on the continent. Players that wanted to carpet bomb had to be willing to fly a while.

For the Axis, it was the Me262. They were available in Germany, but only so many per 24 hour period. You could take one from Germany, and keep it all day long so long as you stayed alive and RTBed for fuel successfully - but, once killed, crashed, or landed in France, you "lost" that plane for the Axis that day. I played with the total number available per day based on what kind of numbers of players were using the arena at any given time. What I was shooting for was to allow them to have a few jets in order to counter any huge buff raids the Allies might mount, but not enough to dominate the F2F action.

Then, each team lost additional planes the farther they advanced the front. They could get B25s and Ju88s in France, but not in the other team's homeland. They each also lost some premium fighters in the other team's homeland (this varied due to whether we were in "early war" "middle war" or "late war" mode since the overall plane sets varied according to date of availability).

The result worked pretty damned well. When we started this 2 country concept it was common we'd get our chains yanked to come reset the arena because one side or the other had rolled it up. Once I got this setup fine tuned that never happened not even once - even when one side would really outnumber the hell out of the other, the dwindling resources that I attributed to "logistics" worked to slow the large side down enough that the other side could cope. The fights stayed mostly in France, and no matter what everybody had a fighting chance.

Oh well, just some old crusty centavos thrown in for consideration.

culero
« Last Edit: August 14, 2004, 01:36:02 PM by culero »
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Offline detch01

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Who broke the three Country model ? Why doesn't it work?
« Reply #18 on: August 14, 2004, 01:56:11 PM »
Culero .
  The best times I've had in online WW2 air war sims, bar none, was in the AW AvA. We had some great squad v squad action in there (1CAC v JG26 Bose) and although the apparent advantage seemed to change back and forth between the sides with the plane set changes, neither side really had a big enough advantage to walk the map regularly. Some great times :).

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Offline culero

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Who broke the three Country model ? Why doesn't it work?
« Reply #19 on: August 14, 2004, 02:21:40 PM »
Quote
Originally posted by detch01
Culero .
  The best times I've had in online WW2 air war sims, bar none, was in the AW AvA. We had some great squad v squad action in there (1CAC v JG26 Bose) and although the apparent advantage seemed to change back and forth between the sides with the plane set changes, neither side really had a big enough advantage to walk the map regularly. Some great times :).

Cheers,


Yeah, that was really the only trouble I had there - getting people to realize there was no way to always make everything exactly even.

The wisdom moggy passed on to me was what I kept uppermost in my mind - when EVERYbody is biyatching, you have it set up perfectly :)

culero
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Offline Hyrax81st

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Who broke the three Country model ? Why doesn't it work?
« Reply #20 on: August 14, 2004, 03:08:01 PM »
Quote
Originally posted by Guppy35
So why not take the 'reset' out of the equation?  Why not have a certain amount of uncapturable fields in each country?


BINGO !!!

I like it. It's like the tax code - stop fiddling with it to make it fair and just abolish it because it's FUBAR anyway. LOL !

Seriously, remove the reset goal of the game and make a group of homeland bases uncapturable. No more side-swapping for reset perks. No more complaints of bases porked and unusable. No more 2 vs 1 country gang-bangs. Leave all of that "strategic" stuff for the ToD arena.

hmmmmm...

Offline Mugzeee

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Who broke the three Country model ? Why doesn't it work?
« Reply #21 on: August 14, 2004, 04:22:56 PM »
Who broke the three Country model ? Why doesn't it work?

The answer is quite simple really.
The AH Subscriber/player base broke it.
It seems that a large enough portion of the players decided that it was more fun to Bottom Feed (Get an occasional Cherry Pick or Massive Vulching session) than it was to learn to enjoy the challenge of a 1v1, 2v1 or 2v2 Out and Out Dogfight.
It is an evolution that is on ever increasing with time and generation. (Fact)
The most recent event of the Rook numbers growing to an average of 30-to 50-even to a 100+ player advantage on Sunday nights is no fault of Loyal Rooks.
It could have been Bishop or Knights just as easily, but the migration went across the Rook border and it grew and grew till finally the Rooks had 80 to 90 to even a 100+ player advantage over the other two countries nearly every Sunday night. For the last 6 months the Rooks have had significant numbers (30 to 50+ players over the other two countries for probably 15 to 18 hours of a day.
For the past 6 months when i got home from work (4:00PM est.) the numbers are fairly even. At around 6:00pm est. every day of the week the Rook numbers would begin to climb. Around 10:00pm to 11:00pm est. the Rook were well ahead in numbers usually by 30 to 50+ players every weeknight. This remained till about 5:00 am EST the next morn. Then the Nits or Bishop would usually have like 20 to maybe 30 players advantage over the Rooks for the rest of the day till around about 5:00pm to 6:00pm the next evening. This has been the trend for nearly a year now.

I personally know of 5 players that canceled their account in the last 2 months that told me they were leaving because of the constant Balance problem. If they filled out the questionnaire that HTC pops when you cancel your account and explained the Balance issue. Then we can only imagine the red flags that started popping up for HTC.
If I know 5 personally we can only guess that there had to be plenty more. The New AH2 may have just been an excuse to act on something they had contemplated for some time prior.
Either way the 3 country system is still a good system. But it isnt going to balance the MA. This has proven out.
HTC may have to change the current system that has and is being designed to try and keep balance in the MA.
If this one doesnt work then im sure they can use other options to try and attain the desired effect.

Offline MOIL

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All good points IMO
« Reply #22 on: August 14, 2004, 04:56:56 PM »
But the truth is, if the game is based on numbers It will be played that way.

I said this a yr ago, 6 months ago & 3 months ago. I also stated that it would lead to more and more problems in the community. But what do I know huh.

Kind of a shame IMO
« Last Edit: August 14, 2004, 05:00:10 PM by MOIL »

Offline 4510

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Who broke the three Country model ? Why doesn't it work?
« Reply #23 on: August 15, 2004, 02:26:49 AM »
Quote
Originally posted by Mugzeee

The most recent event of the Rook numbers growing to an average of 30-to 50-even to a 100+ player advantage on Sunday nights is no fault of Loyal Rooks.
It could have been Bishop or Knights just as easily, but the migration went across the Rook border and it grew and grew till finally the Rooks had 80 to 90 to even a 100+ player advantage over the other two countries nearly every Sunday night. For the last 6 months the Rooks have had significant numbers (30 to 50+ players over the other two countries for probably 15 to 18 hours of a day.
For the past 6 months when i got home from work (4:00PM est.) the numbers are fairly even. At around 6:00pm est. every day of the week the Rook numbers would begin to climb. Around 10:00pm to 11:00pm est. the Rook were well ahead in numbers usually by 30 to 50+ players every weeknight. This remained till about 5:00 am EST the next morn. Then the Nits or Bishop would usually have like 20 to maybe 30 players advantage over the Rooks for the rest of the day till around about 5:00pm to 6:00pm the next evening. This has been the trend for nearly a year now.
 


Mugzee,

  I don't fly as often as you... or apparently as long.  I just don't recall seeing 15-18 hours a day Rooks outnumbering both countries combined.  Not to say it wasn't so.. but I don't remember it.  

Sunday nights... that is an abberation.... and one night a week....  (shrug)

Offline 4510

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Who broke the three Country model ? Why doesn't it work?
« Reply #24 on: August 15, 2004, 02:27:55 AM »
Quote
Originally posted by Hyrax81st
BINGO !!!

I like it. It's like the tax code - stop fiddling with it to make it fair and just abolish it because it's FUBAR anyway. LOL !

Seriously, remove the reset goal of the game and make a group of homeland bases uncapturable. No more side-swapping for reset perks. No more complaints of bases porked and unusable. No more 2 vs 1 country gang-bangs. Leave all of that "strategic" stuff for the ToD arena.

hmmmmm...


I doubt that will happen.  Too many folks like the mudmoving and land grabbing.  I am with you on doing away with it.... but don't see it happening.

Offline Nilsen

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Who broke the three Country model ? Why doesn't it work?
« Reply #25 on: August 15, 2004, 03:14:48 AM »
every player should have their own country

Offline _Schadenfreude_

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Who broke the three Country model ? Why doesn't it work?
« Reply #26 on: August 15, 2004, 03:22:15 AM »
Quote
Originally posted by Simaril
At the risk of being repetitive, why should only we rooks have fun? Why should other countries be forced to deal with being significantly outnumbered 50% of the time? Why should HT do nothing if the 3 country system didn't autocorrect the way it has for several years?

And if you don't like flying higher ENY planes, why can't you just log on as a knight for a couple hours?

Sheesh.


This weekend so far Rooks are outnumbered - it was Bish who couldn't lift spits or Yaks yesterday.....this is not about one specific "team" it's about all of us who play.

Offline Simaril

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Who broke the three Country model ? Why doesn't it work?
« Reply #27 on: August 15, 2004, 07:05:56 AM »
Agree, but prior to the patch it was unusual to find rooks outnumbered for any length of time. Are we seeing some effect?

HAve some squads that joined rooks in last few weeks, out of numbers desperation, switched back to their orgiinal country? I dont know, but I wonder.
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Offline Balsy

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Culero has it right
« Reply #28 on: August 15, 2004, 07:25:22 AM »
Culero has it right,  I logged on and Played AW for years and always had great fites etc... with uncapturable homeland fields.

Imagine NDisles map with the 3 mainlands having ALL uncaptureable fields.  Suddenly the objective is no longer gangbanging for reset, but prominence is shown by who owns the center island.

The island maps in AW the objective was always to own the "Hawaii" island in the middle of the map. This was the "contested" portion of the map and where the land grabbing battles took place.  Everything else was centered around grabbing a supporting base, CV for the attack on the Hawaii island.  It was a blast.

You want good quality fights, they'll be in this scenario, you want to land grab, you can do it on the "center island".  You want to show your country is the "best" you can grab the most "inner" bases.  But bottom line is there will always be your homeland to launch from, and good fights to be had.

Rotate the maps every 3 days no matter what, have 6 or so uncapturable fields.  You've effectively taken away the "objective" of resetting someones homeland and replaced it with the capturing of a generic piece of land in the middle of the map. This will quell  the hate and discontent of all the subscribers.
« Last Edit: August 15, 2004, 07:34:52 AM by Balsy »

Offline DES

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Re: Culero has it right
« Reply #29 on: August 15, 2004, 09:09:23 AM »
Quote
Originally posted by Balsy
Culero has it right,  I logged on and Played AW for years and always had great fites etc... with uncapturable homeland fields.

Imagine NDisles map with the 3 mainlands having ALL uncaptureable fields.  Suddenly the objective is no longer gangbanging for reset, but prominence is shown by who owns the center island.

The island maps in AW the objective was always to own the "Hawaii" island in the middle of the map. This was the "contested" portion of the map and where the land grabbing battles took place.  Everything else was centered around grabbing a supporting base, CV for the attack on the Hawaii island.  It was a blast.

You want good quality fights, they'll be in this scenario, you want to land grab, you can do it on the "center island".  You want to show your country is the "best" you can grab the most "inner" bases.  But bottom line is there will always be your homeland to launch from, and good fights to be had.

Rotate the maps every 3 days no matter what, have 6 or so uncapturable fields.  You've effectively taken away the "objective" of resetting someones homeland and replaced it with the capturing of a generic piece of land in the middle of the map. This will quell  the hate and discontent of all the subscribers.


This setup would bring me back as a paying subscriber. I have absolutely no interest in land grabbing and got disgusted with the constant horde in AH.

des