Author Topic: REV 3 of MA map plan (as per HiTech's suggestions)  (Read 695 times)

Offline Mustaine

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REV 3 of MA map plan (as per HiTech's suggestions)
« Reply #15 on: April 19, 2006, 01:49:11 PM »
just to clear a few things, some people don't know the whole concept.


as far as the HQ's go, those real light areas in the corners are going to be full of mountians. not easy to navigate and almost impossible to go NOE to an HQ. the HQ's are on the low area so if an enemy does get that close, and has that CV they can actually shell the HQ instead of just bombing it... but by that point the country probably lost the map anyway. basically the only way to get to the HQ is right up through the center gut of the country.



as for the center, in 11 sectors basically (taking away the center GV island) there are 15 air bases. 6 of them CV's so they are movable. thats alot of bang for your buck i think. there should always be fights in that area, or at least that is my hope.

oh well, it is going to be a few months before i have anything resembeling a real map, so who knows what might have to change. this is just the spawn point.
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Offline mars01

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REV 3 of MA map plan (as per HiTech's suggestions)
« Reply #16 on: April 19, 2006, 03:35:54 PM »
Quote
Whats wrong with it? Except for the HQ's it looks fine to me. Center makes a perfect furball area and since there's no airfields in the middle no one can get vulched taking off. Sounds like furball paradise to me.


We'll star you obviously don't know what a perfect furball area would be.

If you look at the fields from all 3 countries they are at least a sector and a half away from each other, which means you will have two countries fighting over the closest fields, and very little fight over TT.  So you will rarely get all 3 coutries involved in one furball.  Let alone the fact that he has mountains all around TT so no fighter battles will likely happen there at all.

The closer fields will likely fall quickly so the so called Furball Area isn't going to last too long either.

When you look at the rest of the map, the few close fields will fall first, so if you only have a few close bases then this map will be fun for the first few hours and then blow the rest of the time.

If you leave the spacing as is Must, please add a FT otherwise don't expect this map to be accepted as OZ, Fester and Donut.
« Last Edit: April 19, 2006, 03:45:52 PM by mars01 »

Offline mars01

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REV 3 of MA map plan (as per HiTech's suggestions)
« Reply #17 on: April 19, 2006, 03:42:55 PM »
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as for the center, in 11 sectors basically (taking away the center GV island) there are 15 air bases. 6 of them CV's so they are movable. thats alot of bang for your buck i think. there should always be fights in that area, or at least that is my hope.


You should put at least two close air fields to each port a max of 3/4 of a sector so that defense is easier.  As it stands the ports are not very well protected by other than the 2 VHrs - which makes 3 VHrs.  I would change one of the VHs to a field.  It will allow better defense and keep the middle in the fight longer.

The only thing the middle has going for it from a fighter aspect are the carriers.  As soon as the ports fall and the close bases change hands all you will have is a TT.

Offline StarOfAfrica2

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REV 3 of MA map plan (as per HiTech's suggestions)
« Reply #18 on: April 19, 2006, 04:57:12 PM »
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Originally posted by mars01
Well star you obviously don't know what a perfect furball area would be.


Obviously (although I guess its not obvious to you) "perfect" is going to be an opinion, and will vary.  To me, a big open space with fields that far apart makes for a perfect furball area.  Put the fields too close ala the current FT / TT type areas, you get dweebs who cant cut it in the middle who spend their time vulching and porking the only viable field to get you into the fight.  Thats your idea of fun?  

I do understand what you are saying about people fighting over the bases instead of coming out into the center to fight.  However, do you really think putting airfields on the center island to make a FT is going to solve that?  It will work great for the first few hours until whichever side has the numbers takes most of the surrounding islands and then they'll pork and capture the center island bases as well.  The only solution I could see there is to totally remove all the other island airfield bases and add airfields to the center island.  Then if an imbalance ocurred you could bring in carriers to launch from with less danger to the CV.

Offline Toad

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REV 3 of MA map plan (as per HiTech's suggestions)
« Reply #19 on: April 19, 2006, 09:44:14 PM »
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Originally posted by mars01
The only thing the middle has going for it from a fighter aspect are the carriers.  As soon as the ports fall and the close bases change hands all you will have is a TT.


As fragile as the carriers are and as narrow as the rivers are, they won't be hard to find and sink in short order.

CV fights won't last very long.

With the field spacing and typing that this one has, it'll be a major boost to the AvA arena if they have the brains to run a good setup.
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