Author Topic: Fuel at Bases  (Read 1350 times)

Offline SpitLead

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Fuel at Bases
« on: February 23, 2001, 05:38:00 PM »
If you take out all the fuel bunkers at either a Vehicle or Air Base does that limit the fuel to only 25% or will it kill ALL fuel from that base (i.e. no one can launch because there is zero (0) fuel.

TheWobble

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Fuel at Bases
« Reply #1 on: February 23, 2001, 06:14:00 PM »
Ive never seen it bewlo 25% i think thats as low as you can get it.  kinda dumb IMO, i think ya should be able to get it to 0.

Offline SpitLead

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Fuel at Bases
« Reply #2 on: February 23, 2001, 06:54:00 PM »
I agree.  And, it would definitely change the strategy to take a base.

TheWobble

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Fuel at Bases
« Reply #3 on: February 23, 2001, 07:25:00 PM »
Exactly, whats the point in even attacking the fuel if the fighters can still take off and defend it?  having it only go donw to 25% is makes attacking it utterly pointless.

Offline Lephturn

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Fuel at Bases
« Reply #4 on: February 24, 2001, 06:21:00 AM »
No, by limiting the fuel you restrict the fuel loads, limiting plane choice and restricting range and altitude of the enemy fighters.  That is a usefull thing to be able to do.

If you want to shut down fighters, take out the fighter hangars.  Simple.

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Offline snafu

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Fuel at Bases
« Reply #5 on: February 24, 2001, 07:08:00 AM »
This has been discussed before many times in the past. I think you should be able to reduce fuel to zero. I understand your point Leph but if you are defending a base (And don't mind being vulched)   25% is more than adequate. Hangers are always a stumbling block on Jabo missions I think the fuel should be allowed to hit zero but only for about 2 minutes. It should then go back to 25% and continue with it's normal rebuild time. Also we should be able to suppress object rebuilds. (Rather than the current situation of having to wait until they are totally rebuilt and start over again). This would IMO promote more better organised jabo missions. The same thing with the immediate re generation of the Ack on capture. I know this was brought in in beta to stop people spawning Goons and following the attacking troops into the map room but Kill the Barracks and the problem goes away. At the moment I don't think the Fuel or the Barracks are really strategic at all during an attack. Killing them just makes the field useless to you after you have captured it until they rebuild.

JMO

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snafu

TheWobble

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Fuel at Bases
« Reply #6 on: February 24, 2001, 10:06:00 AM »
Ok Ok ive got it,

when all fuel bunks are destroyed, allow either 5 more fighters to up with no more than 25%, or 2 bombers@ 25%  
that would simulate the realistic "running out" of gas insted of just instantly it bing gone, after all, who wouldent be smart enough to have a few barrels stashed away?  


But as-is, attackaing fuel bunks (and ammo but we'll burn that bridge later) is useless bucaues when a base is under attack the fighters are going to have 1 mission, defend it. and %25 fuel is WAAAYY plenty to accomplish that, plus IMO the fuel bunks make better and more interesting targets than the hangers.

AS for ammo, why not when all ammo is gone
A: disable ord (done)
B: restrick fighters ammount of ammo load to:
   if 1 bunk is left  half usual load.
   if none are left   1/4 usual load.

again for the same reasons as fuel. all taking out the ammo does is disable ord, which is useless to do since the fighters that are going to be taking off to get ya will not be wanting to carry any.  

Offline Wardog

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Fuel at Bases
« Reply #7 on: February 26, 2001, 01:20:00 PM »
Killing fuel has more to do with Start than stopping field defenders from coming up.

I usually take a Lanc up and hit fuel at 3 fields that are close to our bases. The idea is to put off the JABO attacks happening to your own bases. Ever take a f4u up with 25% fuel? Its a glider by the time you get to the field you intend to JABO.

Ive also started doing Barrack runs for the same reason. Hitting barracks at 3 or 4 enemy fields that are close to our field that is getting hit prevents troops from coming in. They will have to come from a much farther field.

A good Cap and JABO can take hangers out at any field within minutes. I can take out 1 FH all ack and barracks at any small to medium field. Imagine what a large scale JABO attack can do.

Dog out.......

TheWobble

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Fuel at Bases
« Reply #8 on: February 26, 2001, 01:53:00 PM »
Good point wardog...but it doesent really do much to disagree or agree with the given point...whats your opinion on the discussuin at hand?

Offline Wardog

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Fuel at Bases
« Reply #9 on: February 26, 2001, 02:01:00 PM »
Guess ya coundlt figure out my point.

Just leave fuel as is. Thats my point  

This forces guys to work together to close a field. And teamwork is lacking at this point and time. Once you get a few guys together to close a field and cap it, they actually find they enjoy it, So much so that i now have a lot of newbies log on and if they see me its.. : Wardog, what we hitting what the mission,make a plan. Lets keep it fun for all. Ya start kill all fuel at any given base this makes for milk running. Prefer to work to take a base. New guy learn more about it and then it becomes fun.

Dog out...

TheWobble

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Fuel at Bases
« Reply #10 on: February 26, 2001, 02:33:00 PM »
Killing all those fuel tanks is alot harder than strafing a few acks and then vulching fighters if thats what you call "fun"  yer right, losts of newbies.

Offline Soda

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Fuel at Bases
« Reply #11 on: February 26, 2001, 06:26:00 PM »
Sounds to me like someone wants to be able to jabo a field to submission by hitting 4 fuel tanks at 250lb's a piece rather than hitting X hangers at 3K apiece.  Sounds too easy to me, it would make capturing a field almost a joke... anyone with a C-Hog could take the whole thing with some luck.

25% fuel is a huge disadvantage, especially if you want to isolate a field you are trying to attack.  Like Wardog said, hitting fuel at nearby fields is a great tactic to stop high alt fighters from racing in and spoiling an attack.

-Soda

TheWobble

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Fuel at Bases
« Reply #12 on: February 26, 2001, 07:23:00 PM »
 
Quote
anyone with a C-Hog could take the whole thing with some luck.

I would love to see someone try to kill all the fuel bunks with all the acks up...yea right...that would take some luck..the kind that doesent exist.

Lepton

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Fuel at Bases
« Reply #13 on: February 27, 2001, 10:52:00 AM »
I think the point is that with the fuel set up in the current fashion, it provides more interesting options for tactics. If you are trying to capture the field, then clearly the hangers are the primary target. If you allow the fuel to go to zero, then the fuel tanks become the primary target to supress the defenders. Why bother going after the hangers, which are much harder targets? Meanwhile, the fuel is a much more valuable target at the fields close to your target to prevent reinforcements from reaching the target. The 25% fuel, while fine for point defense is not enough to go anywhere meaningful.

As a defensive mission, the fuel strike Wardog mentioned is very effective against fighters and jabos. As an offensive mission, you could do it with two separate missions. Mission #1 launches early with the goal of dropping all fuel at the reinforcement field. Mission #2 launches to hit the fighter hangers and ack at the target. The timing should be such that both missions reach their targets at the same time. Just an idea. Most of the time it's just as effective (and easier) to send one massive attack against the target and capture it before the reinforcements can show up.

Offline Soda

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Fuel at Bases
« Reply #14 on: February 27, 2001, 12:32:00 PM »
Lepton, only 21 posts and you've figured it out....    TheWobble is working on 1900, but whatever...

If you want to supress and capture a field, kill the hangers, if you want to harrass a field, or support another attack, hit the fuel.  Just allowing 4 fuel tanks to be killed to totally disable a field would be too easy, 1 person with a Ju88 could get the fuel and ack and set up the capture for himself to return in a C-47.

-Soda