Originally posted by hitech
Gruppy: Just want you to realize there is nothing in the AH arcathecture to support your concept of the war win.
At the risk of correcting a cod I think there is although we would have to change the means a little.............
1) take the extreme islands and actually make them part of the land mass however they must be accessable from water. (OK thats cosmetic)
2) dont put fields on the these 4 area but put towns and map rooms for air fields that are alternately placed on the main land masses
3) lets call these concentrations of towns Battle zones. We have one big battle zone (3 way war) in the middle and 3 smaller battle zones (2 way wars) we can mix in some capturable vehicle fields and may be the odd port per start country in each battle zone.
4) the alternate air fields which do not have towns and maprooms in the battle zones have them located in the rear with the HQ strat. The HQ strat area would have an additional layer of air fields that would ring the HQ area as guppy's map.
5) each country will have 4 strat zones 1 x HQ, 1 x central, 2 x outer .
6) cities and some other strats would be mixed in with the other stuff in the central and outer battle zones.
7) So when a side captures a town in a battle zone it aquires a field inside enemy territory
HOWEVER8)
That field only has rides enabled for the original owners By capturing it you get local radar and some AA. You deny the opposing side use of it. To get it back thay have to recapture the town in the battle zone that they just lost.
9) some air fields in the first layer have towns and map rooms in the HQ zone. Providing a constant access to the battle zones.
10) some vehicle fields and ports could be placed along the coastal regions with spawns between them and to the first layer of inland air fields. These ports and vehicle fields would be with their own map rooms and capturable to provide land based porkage of those inland fields.
11) equally the first layer of inland fields would have gv spawns to the coastal ports and vehicle fields.
12) except for these coastal skirmish areas
Air conflict therefore never moves far away from the battle zones.13) When a side loses the equivilent of 2 battle zones worth of air fields plus some ports/vehicle fields then the threshold for end of war kicks in and the side with the greatest number of fields wins. ( as now)
All this can be done with existing architecture...............
It forces the main conflict for each country over 3 areas (one of which is a 3 way fight) of focus.
It allows skirmish conflict on the coastal regions plus a sea based war out of the ports.
It provides for sustained Gv conflict.
It provides for deep and short range bombing agin strat and towns and fields.
It removes the main conflicts away from the air fields.
It removes the need to vulch in order to capture.
It allows some airfields to always remain close to the battle zones.
Any country losing two of the three battle zones forces a reset