Author Topic: Flayed1 Can you do me a favor?  (Read 6577 times)

Offline SlapShot

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Flayed1 Can you do me a favor?
« Reply #90 on: December 02, 2006, 02:27:21 PM »
Quote
Originally posted by hitech
Flayed1: Will get into the details of layouts next week. It can take a while, I'm sure you know, to look at possible out comes from different links.

SlapShot: Isn't really any one system i'm looking for. But what ever systems is used it needs to keep the fields available for capture on 1 front at anyone time down to 2 or 3. More than that, the forces just start by passing each other.


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Offline Flayed1

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« Reply #91 on: December 02, 2006, 02:27:45 PM »
Ok here's my idea to get some 3 sided combat for bases going and still keep with HT's plan...

I dub this the Hub Of Combat :)

In this idea the 3 countries coud attack each other and have all 3 in the same area at once trying to gain a beachhead... If one makes it on to the other it is entirely possible to be back doored by the 3rd country. :D   after the inital bases are taken then it can go back to a little more standard line though I can see spots like this iland as well for two country battles.  The line then can continue on around and come back as it does in my current example.

 What ya think?


 Oh and slap if you have the time why not work up an Idea and post it??  That way if there is something there that HT likes he could just add it to the next version when he is ready to continue. :)

 I think the more brains we have working on this the faster it can be smoothed out.




EDIT:  I think I just figured out a way to make some kind of long range NOE missions still possible and have them also have a purpose instead of sneak this base and go nowhere.    I'' work on that and post another pic for examination....

 Man HiTech I havn't put so much thought into one thing in so long... My head is hurting again today.
« Last Edit: December 02, 2006, 02:49:13 PM by Flayed1 »
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Offline BaldEagl

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« Reply #92 on: December 02, 2006, 03:43:12 PM »
Not to get off topic here but in the other thread I was wondering why there was always a furball in the "Valley of the Dweebs" in the original Air Warrior.  I remembered why.  Of all the bases on the map the two closest were on either side of the VOD.  People who wanted to fight, not fly were naturally attracted to the VOD.  This concept might also be applied here by creating clusters of bases.  A cluster might contain say 3-5 bases in close proximity with a 2, 3 or even 4 sector expanse to the next cluster.  This would keep the "fighters" in close and the "stratagists" would have a very difficult time maintaining the numbers to successfully jump to the next cluster although I'm sure it would be done.  Once a cluster was taken it would take all available players working together to make the jump. This could be accomplished with the current maps by eliminating say 50-60% of the existing fields or whatever number accomplished this.

Just another idea.
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Offline Flayed1

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« Reply #93 on: December 02, 2006, 04:31:34 PM »
Actually the more I think about it there is no reason that we cant have long range NOE missions to take some bases a long distance from the main fight...

 The way the system works is any base left out of the chain is capturable by all right.   So NOE could happen but the base/ bases left off the line and capturable at any time need to have a perpose..   With the old system you did NOE runs usually to sneek a base in order to start a new front and roll in from behind, with the new system that won't work so well. so what I'm thinking is that in order to give an NOE mission some function we put a capturable at any time (CAAT) for short base/bases next to strat targets...   This would give usefullness to sneaking a long distance base.  You sneak that base so you have easier access to the factory/city it sits by at least as long as you can hold it :)  

 I think actually if creative enough use is made with the 1 way lines we could even set up some bases that could be nice NOE mission targets and open up small fronts in an NME country and if done right would allow for the defending country to slam the door behind the attackers if they started moving inland.
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Offline hubsonfire

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« Reply #94 on: December 02, 2006, 05:06:50 PM »
Interesting.
mook
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Offline Flayed1

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« Reply #95 on: December 03, 2006, 01:56:03 AM »
OK after I got done flying tonight I started thinking about this some more.. :)

And I was wondering if this was something that could be programed into the system.

 Basicly you have your normal spawns but a certain bases you have those red ones that could only be seen by the attacking country. Say knights would have 1 or 2 of these in Rookland and a couple in Bishland on the knight advance line that they could see and the same with the other countries.

 So the idea is that if you work your way to the base where the line starts you then get the option to jump ahead on the line to what ever base it leads to, be it NOE mission or a conventional one.  This would give you some advantage over your oponant if the capture was successfull.

 It would also be nice if say the base was retaken by the original country the secret line would change starting and ending points so that it would be a surprise all the time and people would never know what base would be the secret target.

  This might be a pain to program, I don't know because I'm not a programmer but I was just trying to think of a way to keep some of the sneaky missions in game.  Otherwise the NME will always have some idea where you might attack.

 Anyway just throwing ideas out here. :)

  Oh BTW HT I fixed the missing arrow heads in the pic above.
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Offline BaldEagl

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« Reply #96 on: December 03, 2006, 02:32:58 AM »
Quote
Originally posted by Flayed1
Actually the more I think about it there is no reason that we cant have long range NOE missions to take some bases a long distance from the main fight...

 The way the system works is any base left out of the chain is capturable by all right.   So NOE could happen but the base/ bases left off the line and capturable at any time need to have a perpose..   With the old system you did NOE runs usually to sneek a base in order to start a new front and roll in from behind, with the new system that won't work so well. so what I'm thinking is that in order to give an NOE mission some function we put a capturable at any time (CAAT) for short base/bases next to strat targets...   This would give usefullness to sneaking a long distance base.  You sneak that base so you have easier access to the factory/city it sits by at least as long as you can hold it :)  

 I think actually if creative enough use is made with the 1 way lines we could even set up some bases that could be nice NOE mission targets and open up small fronts in an NME country and if done right would allow for the defending country to slam the door behind the attackers if they started moving inland.


I finally relented tonight and tried the orange arena.  One thing I noticed was that zone bases are no longer capturable to cut off enemy supply lines until you get to them in the chain.  Maybe zone bases shold be off the chain(s) and always left capturable.  Another thought.
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Offline eagl

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« Reply #97 on: December 03, 2006, 06:14:13 AM »
To help out the NOE types, how about making the "end" fields from every active chain always attackable?  That way you get the 2 or 3 "front line" fields HT requires, plus a handful of rear area fields that the sneek attack types can take to open up a new front by taking the end field of a chain.

If it's too hard to do this at the end of chains, make a few offshoot fields in at various interesting parts of the chain.  For example, if you have a rear area field in a valley, that might make for a cool place to allow attacks at any time, and from there the attacker can jump off into one of the normal chains.

If this would still allow too many attackable fields, how about implementing this but only for the country that has the fewest numbers online?  That would give the outnumbered country the special advantage of being able to attack a non-front-line field.  Might help level the playing field a bit when the numbers get out of whack.
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Offline Flayed1

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« Reply #98 on: December 03, 2006, 07:51:23 AM »
Quote
Originally posted by BaldEagl
I finally relented tonight and tried the orange arena.  One thing I noticed was that zone bases are no longer capturable to cut off enemy supply lines until you get to them in the chain.  Maybe zone bases shold be off the chain(s) and always left capturable.  Another thought.


 I see good and gbad to this idea..

 Good- Would be a good thing to do for spetial bases like the zone bases and maybe even the 163 base.  

 Bad-  Would this make the country strat targets ignored even more than they are now?  Why worry about porking the strat factories and city when you can just go for the zone base??  

 Also the CAAT bases can only capture other CAAT bases so we would have to hope that the spetial nature of these bases is enough to make people want to grab them.


   When HT releases the line editor we can work up these ideas and try them. :)




 P.S. HiTech now that I think about it more, don't worry about my last idea with the red lines...  I think I am geting ahead of things.  I might be able to acomplish similar goals with the standard lines/CAAT bases... :)
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Offline Flayed1

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« Reply #99 on: December 03, 2006, 07:57:39 AM »
Quote
Originally posted by eagl
To help out the NOE types, how about making the "end" fields from every active chain always attackable?  That way you get the 2 or 3 "front line" fields HT requires, plus a handful of rear area fields that the sneek attack types can take to open up a new front by taking the end field of a chain.

If it's too hard to do this at the end of chains, make a few offshoot fields in at various interesting parts of the chain.  For example, if you have a rear area field in a valley, that might make for a cool place to allow attacks at any time, and from there the attacker can jump off into one of the normal chains.

If this would still allow too many attackable fields, how about implementing this but only for the country that has the fewest numbers online?  That would give the outnumbered country the special advantage of being able to attack a non-front-line field.  Might help level the playing field a bit when the numbers get out of whack.



 Well first like in my above post the CAAT bases can't capture any fields on the line.    Yor idea might work out somehow if it is possible to do as Laurie thought of and have line starter bases instead of just the loop we have currently.

  I think we will have to wait and see what HT's final work up of the line system and editor are like.
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Offline rabbidrabbit

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« Reply #100 on: December 03, 2006, 08:39:26 AM »
Great to see the interaction HT!

How about this for a suggestion...

Enable base captures outside the defined paths with lvts only.  This would give CV's their power back but would restrict expansion of the new fronts given lvts are slow.

Its nice to get beyond the predefined route given how restrictive it is.  There is merit to allowing more strategy not less in the the game although there is merit to concentrating the fight with lower numbers.
« Last Edit: December 03, 2006, 10:31:58 AM by rabbidrabbit »

Offline thndregg

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« Reply #101 on: December 03, 2006, 10:17:06 AM »
:eek:  HiTech, I was just noticing my brother's BBS post times this morning.
It's all your fault!:p You altered his sleep pattern.:confused: . It's very uncharacteristic of Flayd to function on less sleep. What kind of coffee did you mail him?:huh

I WANT SOME!!!!:cry :furious

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Offline NoBaddy

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« Reply #102 on: December 03, 2006, 10:33:40 AM »
Quote
Originally posted by whels
HT,

is it possible under current setup to have it where the enemy can not see what bases are available to be captured by you side. example:

Knits see bases 1 4 8 and 10 captureable on thier map but  on bish or rook
side all they See is regular base icon. this would allow diversion attacks, to setup  the real strike. as it is right now. they have no reason to check/defend the non captureable bases, just pigpile defend the 1 or 2 captureable.  this would force you to defend the whole map, cause u wont know which bases are takeable on your side.

whels


I like it. It would make feints a more viable tactic.

One thing I would like to suggest, there should be more than ONE attack list. Part of the problem with strategy in this game is that once you learn how a system works, you control it and little or no thought is required.
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Offline Tilt

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« Reply #103 on: December 03, 2006, 11:12:36 AM »
This form of logic offers up some superb possibilities

terrains could be constructed that guided the two way land grab along routes populated with GV fields and ports..............

Off these routes are air fields actually positioned closer to the front line with their link running to a more rear ward field.



...........--------->A6........................................................A8<--------........./............................................................................................\
........
/..............................................................................................\
----->V1<-------------->V2<----------->P3<------------->P5<------------>V7<------
.....................................\
.......................................\
........................................\
......................................... ------->A4

These links would mirror the gv spawn routes (and pt spawn routes across the sea between ports) you may or may not allow GV's to leap oceans bringing airborne and CV's more into play at ports. Spawns routes become "roads" down which the armies travel.

The terrain geography (mountains, rivers etc) would reflect the routes along which stuff travels.

Near the "cross links" (between one invasion route and another)would be Zone centres. With clusters of cities and strat objects usually set to support the area between them and the original front line.

By not putting the main route thru airfields you move the battle away from the airfield itsself without removing the airfield from the area of the battle.
« Last Edit: December 03, 2006, 11:32:18 AM by Tilt »
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Offline hitech

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« Reply #104 on: December 03, 2006, 11:19:25 AM »
Frayed1: Please check my work.