Author Topic: Furballs vs Shedders: Developmental Perspective  (Read 3504 times)

Offline Toad

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Furballs vs Shedders: Developmental Perspective
« Reply #45 on: April 11, 2006, 12:33:36 PM »
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Originally posted by DoKGonZo
But some small things ...like removing ord and troops from FT ... cranking hardness on ground targets ... those are just arena settings. That could be done.


I actually think this might be enough. (Include TT with FT in the ord/troops thing tho)

And indeed...it's just arena settings.

So why is it not done already?

I think the reason may be that HT does not see it the same way you or I do, perhaps.
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Offline DoKGonZo

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« Reply #46 on: April 11, 2006, 12:46:10 PM »
Cav ... because what'd happen then is you make base capture "easy" enough to be griefable. You'd have furballs going on and they'd sneak in M3's and Osties and take the entire base right under the furball. You'd only need 2 people.

Toad ... I dunno why ... some of these changes seem pretty obvious improvements ... FT seems like a no-brainer ... but we don't see the stats HT does on player influx.

Offline Zazen13

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« Reply #47 on: April 11, 2006, 12:47:56 PM »
Quote
Originally posted by Donzo
What exactly is your method for determining that hangers are being dropped for a caputre or not?  

[


No CAP, no troops, town is completely up, VH and ack are still up. Yet they come and drop FHs. Then instead of attempting capture after they've killed the fight there they then just take their eggs to wherever another fight is and ruin that too, rinse n' repeat ad infinitum...

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« Last Edit: April 11, 2006, 12:52:37 PM by Zazen13 »
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Offline CAV

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« Reply #48 on: April 11, 2006, 01:07:56 PM »
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because what'd happen then is you make base capture "easy" enough to be griefable. You'd have furballs going on and they'd sneak in M3's and Osties and take the entire base right under the furball. You'd only need 2 people


I do not think a 100 troops into the target is all that EZ.

FT is off limits to attack... I am OK with that. But in the main battle area of the MA.... Why is a attack going in under a Furball and taking base "in the main battle area" a bad thing? I am talking bases outside of any FT on the maps.

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Offline DoKGonZo

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« Reply #49 on: April 11, 2006, 01:16:02 PM »
Quote
Originally posted by CAV
I do not think a 100 troops into the target is all that EZ.

FT is off limits to attack... I am OK with that. But in the main battle area of the MA.... Why is a attack going in under a Furball and taking base "in the main battle area" a bad thing? I am talking bases outside of any FT on the maps.


Ooops ... my bad ... just saw the part about reducing the number of buildings to kill.

What you propose would work in theory, but look how much trouble it is getting just one guy to fly a goon sometimes.

Offline SlapShot

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« Reply #50 on: April 11, 2006, 01:16:13 PM »
So the question becomes -
Is it economically sound for HT to spend the time changing code to accomodate around 20% (maximum) of the players?
Or spend his time on other parts of the game affecting 80% of the players?


No coad needs to be changed to satisfy at least 99% of the problem currently in FT ... as I see it

1) Disable all ordinance and troops at all FT fields.

This elimnates JABOs from griefing and it also will prevent the resupply of C-47s with troops if the base was taken from an attack outside of FT.

2)Disable all bombers at all FT fields.

This might be overkill, cause if there is no ordinance, you can't lift a bomber, but disable them anyway.

3) Disable all GVs at all FT fields ... with the exception of M-16s, Jeeps, and Ostwinds.

This effectively allows each field to put up and anti-vulch crew if needed.


These changes, I don't believe require any coading changes, and in effect neuters all FT fields from causing grief on themselfs.

These changes still allows the fields to be taken from attacks that start from the outside of FT, if needed to win the war, but it will have to be a real concerted effort to accomplish the capture.

If a FT field does get captured, then an organized effort (like the one the Karaya pulled off) will be needed to get things back in order.
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Offline DoKGonZo

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« Reply #51 on: April 11, 2006, 01:22:55 PM »
You forgot:

Make FT FH's unkillable

Prevents bombers from outside FT from killing FH.

Offline SlapShot

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« Reply #52 on: April 11, 2006, 01:26:53 PM »
Quote
Originally posted by DoKGonZo
You forgot:

Make FT FH's unkillable

Prevents bombers from outside FT from killing FH.


Is that setting available on a per field basis ?

or ... make all FT fields large fields. That would require some serious effort from the outside to take out all FHs at a large field.

Is AAA lethality a per field setting ? If so, crank it up to max at each FT field.
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Offline SlapShot

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« Reply #53 on: April 11, 2006, 01:36:45 PM »
Quote
Originally posted by Donzo
What exactly is your method for determining that hangers are being dropped for a caputre or not?  
Is it a pre-determined period of time?

"Damn!  Hangers down.  I'll wait 2 minutes to see if the base is captured, if not I'm gonna be pissed because they are just dropping the hangers to spoil my fun!"

With so much going on, how in the he11 can you determine why some hangers were dropped?  Maybe some inside knowledge as to if there are any goons otw?


Easy ... you can tell what by what they brought to the party.

If its just bombers bombing FHs, with no escort, cap fighters, and town killers in tow ... you can almost bet the farm that this is not a capture attempt.

If its just JABOs (and auger after releasing ord), with no cap fighters and town killers in tow ... you can almost bet the farm that this is not a capture attempt.
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Offline mars01

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« Reply #54 on: April 11, 2006, 02:01:43 PM »
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FT is off limits to attack... I am OK with that. But in the main battle area of the MA.... Why is a attack going in under a Furball and taking base "in the main battle area" a bad thing? I am talking bases outside of any FT on the maps.
It's not, it's just frustrating when the map has not FT.

As many have stated 99.999% of the furballers have no problem when the fur stops flying because a group took the field.  Yes it sucks, but we understand that others are playing their game and we'll accept that.  

It's not the base taking that is the problem it is the maroons that just come in and drop the hangers without any intention or knowledge of a pending capture.

Offline DoKGonZo

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« Reply #55 on: April 11, 2006, 02:03:56 PM »
Quote
Originally posted by SlapShot
Is that setting available on a per field basis ?

or ... make all FT fields large fields. That would require some serious effort from the outside to take out all FHs at a large field.

Is AAA lethality a per field setting ? If so, crank it up to max at each FT field.


I think FT are all large fields already?

Making hangars unkillable may not be an arena setting, but it should be a terrain setting that's pretty easy to change (i.e. make the required bomb tonnage for those building ID's way high). Probably take longer to recompile the terrain file than make the actual changes.

Cranking AAA lethality would just lead to more defensive play - it'd become easier to hide in the ack than shoot people down. Better to crank down the rebuild time. If that's possible on a per-field basis. Then shooting out the acks only has a very limited return for the risk.

Offline Kev367th

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« Reply #56 on: April 11, 2006, 02:12:41 PM »
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Originally posted by DoKGonZo
Yeah ... and until CT is out (and patched a couple times) this is all moot because HTC doesn't likely have resources to work on the MA now.

But some small things ...like removing ord and troops from FT ... cranking hardness on ground targets ... those are just arena settings. That could be done.


So the hardness etc should be cranked up for three bases, side effect being that it affects EVERY base on the map? ( Arena setting )

So 80% should have to put up with changes to satisfy 20%?

I would assume removing ord etc from fields would require a 'custom' tile, as I don't believe it is removeable on a base by base case.

Map designers would have a better grip on this part of it.
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Offline Zazen13

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« Reply #57 on: April 11, 2006, 02:16:22 PM »
Quote
Originally posted by Kev367th
So the hardness etc should be cranked up for three bases, side effect being that it affects EVERY base on the map? ( Arena setting )

So 80% should have to put up with changes to satisfy 20%?



Increasing base hardness overall would improve the whole game for everyone. Especially on small maps, it would make fights and the small maps last longer. It would also make heavy bombers more necessary and in doing so less stigmatized. Dropping the key functionality of a base with a single heavy fighter would become impractical (as it should be).

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Offline Kev367th

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« Reply #58 on: April 11, 2006, 02:20:35 PM »
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Originally posted by Zazen13
Increasing base hardness overall would improve the whole game for everyone. Especially on small maps, it would make fights and the small maps last longer. It would also make heavy bombers more necessary and in doing so less stigmatized. Dropping the key functionality of a base with a single heavy fighter would become impractical (as it should be).

Zazen


Of course this is the response I was expecting.
A good excuse for getting your own way, and imposing your minority groups wants on the majority.

IF the changes can be done on a base by base basis, I'd say go for it. But NOTHING should affect the rest of MA fields.
« Last Edit: April 11, 2006, 02:22:46 PM by Kev367th »
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Offline SlapShot

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« Reply #59 on: April 11, 2006, 02:21:55 PM »
Cranking AAA lethality would just lead to more defensive play - it'd become easier to hide in the ack than shoot people down.

From all the times that I have partaken in the FT fun ... the action has always been over the lake and never really close to a field.

If the fight is pushed back to a field, then I have no problem with people lingering in the laser super-duper ack due to the fact that if they are starting to pick people off at bases ... then the vulch light has been lit, and thats not what FT is about either. It would cause them to back off back to the middle of the lake ... where the fight belongs.

The super-duper ack would be more for the tardz that lift an La-7 ... scream across the lake and thru the furball ... hoping that they can pick off somebody just lifting for that one or two SPECIAL killz ... leet.
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