Here is a comprehensive compilation of all of the ideas I've suggested about the strat over the years. In a sense, it is simular to the current strat system, and yet, radically different in some areas.
I don't expect anything like this might be implemented anytime soon(perhaps never), but this will give a good example of how the overall map, and the strat system can be placed in a more logical and "realistic" manner.
The key points of this suggestion, is the "pathways" one may follow to advance or retreat, and how a battle might occur somewhere outside the individual field, revolving around the capture and occupation of strategically important key points of the map, rather than bases themselves.
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1. The Default System
The above, is the current strat system in work. An individual "zone" is very large. Penetration into the strat objects such as refineries and etc, are almost impossible.
A central "Zone Field" commands the strat resources, and the capture of the field will enable the controlling side the command of the strat objects - which means the deprived side, will be unable to replenish strat objects on individual fields for a much long time. However, there is no true
logistic concept as well as a
logical road system.
The V-Base spawn points are quite arbitrary and illogical in many aspects.
Then, how would one introduce a
logistic system as well as a
logical road system without hurting the overall gameplay of AH MA?
2. The Building of the Road
We start out with the building of the road system. A logical, but quite simplifed and not very complex network of roads is placed over the whole area.
In AH2, there is already a "road" in work. However, this is a very limited implementation placed in only small areas near fields. However, in a more or less realistic warring environment, the most important aspect of territorial combat revolves around the control of the roads.
Essentially, the laying of the road network is expanding what is already present in AH2 - and with perhaps a few more extra goodies, to encourage people that the roads mean something. For instance, only at these roads, will GVs travel at its full speed. A Panzer will travel its full 25mph when over a road. Over a flat stretch of bare land, its speed will be limited by 3~5mph off the top speed.
3. Laying out Vbases and Towns
This is in essence, the heart of the new system. While my intentions clearly remain with AH2 as an air-combat sim, that does not mean the basic system cannot be modified to resemble much m ore of the real warring environment.
Basically, the whole field lay-out begins with a ground-war as the most important aspect of them all, when it comes to territorial capture and occupation. As you can see in the picture, VBases are first laid out in key positions of the road. Major junctions, mountain passes, bridge heads, and etc.. Vbases, are always near the road.
Between the Vbases, exists a chain of towns along the roads. These towns are the most important terrain objects so far.
These towns, are the limits of where a Vbase can spawn vehicles to. In other words, only upto the point where the town is under a country's direct control, may a Vehicle spawn to.
For instance, imagine the attacking side launches vehicles from the green Vbase at 10.12 sector to the Vbase at 9.12 sector and captures it.
Where would the attackers go next? At this point, the attackers that have captured the Vbase at 9.12.8, will only be able to spawn upto the town at 9.12.2.
Only when they attack this town, and capture it to gain control of it, will they able to gain more options in their advance. Once the control of the town at 9.12.2 is gained, they may spawn to the next "link" - the town at 9.12.1, the town at 9.13.2, or drive further into the Vbase at 8.12.6.
The town, has detached itself from the airfields, and has been transformed into a link between the road system, which the players must gain control over to allow further advance.
4. Placing Airfields and Cities
Once the basic road network, and spawn links via towns have been finished, the airfields and cities are laind out. You will notice that a total of four cities exist in this area, where in the default scheme, only one city existed.
The airfields are laid out roughly 25 miles apart. Some are near roads and towns, which means those airfields may be attacked from enemy GVs if the enemy advance gains control of nearby towns. Others are relative far(7~8miles+) distances from the town, which in MA gameplay is considered too far a distance to travel with GVs.
The Cities, are laid out in important junctions where multiple roads join, or in the midst of an area where a lot of vbases or airfields are places. Total four Cities have been placed in this area.
(contd.)