Author Topic: Testing Capture system REV 2 in LW Orange.  (Read 2639 times)

Offline hitech

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Testing Capture system REV 2 in LW Orange.
« on: December 05, 2006, 04:47:09 PM »
Please post your thought on how the new revision is working.

HiTech

Offline Husky01

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Testing Capture system REV 2 in LW Orange.
« Reply #1 on: December 05, 2006, 04:48:42 PM »
I like it gives more options then the first one and gives other places to fight on each front beside on big hoard :)

P.S yay first to replie!
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Offline JimJones

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Testing Capture system REV 2 in LW Orange.
« Reply #2 on: December 05, 2006, 04:58:39 PM »
I like it.

Offline UdieNow

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Testing Capture system REV 2 in LW Orange.
« Reply #3 on: December 05, 2006, 05:02:27 PM »
Looking good:aok
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Offline Simaril

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Testing Capture system REV 2 in LW Orange.
« Reply #4 on: December 05, 2006, 05:17:21 PM »
Have to say that with the combination of increased ack, and only a few bases under attack -- I've been seeing real defenses continue for long periods.

Used to be that when the normal ebb and flow of advantage swung against the defenders briefly, the attackers could maintain the advantage indefinitely (with the vulch, etc.) Now that the vulch is less likely, players that would have moved on keep upping to enter the fray....this is a good thing,

Still problems when things are significantly imbalanced -- and multiple arenas let those who prefer the swarm to shift till they find the arena their team is "winning". If all other players randomly distribute themselves among arenas, the net effect will be guaranteed imbalance in each game zone -- by mathematics alone. This is not a good thing.
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Offline airspro

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Testing Capture system REV 2 in LW Orange.
« Reply #5 on: December 05, 2006, 05:26:25 PM »
Nice fight was going on when dinner called , seems like my frame rate is gonna love this update :aok
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Offline KTM520guy

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Testing Capture system REV 2 in LW Orange.
« Reply #6 on: December 05, 2006, 05:51:51 PM »
Not very fun. IMHO.

:)
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Offline bustr

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Testing Capture system REV 2 in LW Orange.
« Reply #7 on: December 05, 2006, 06:04:29 PM »
1. Don't make the area around HQ be in the base taking path until it is in the area of the very last bases to be taken. Rooks took the bases nearest to the HQ early on and deprived the Knights of radar most of the time. Without radar it's hard to get an idea of where the enemies are. Tends to dampen the willingness to counter attack being blind.

We aren't flying in the squad ops arena where scouts are activley looking for the enemy and everyone is blind. Two hours of that once a week is enough. The rest of the time I would like to have a littel bit of FUN with my mayhem.

2. With imbalanced sides and "0" radar, counter ofensives are not in the equation for your average player. In the least don't allow radar to go completely away under any condition for any country.

3. Include some specific way or ways for the blind out numbered side to tacticly disable the steam roller effect against them with a foolish but heroic(stoopid) raid or raids to buy real breathing room. This game is not "AH the Thermopoly Version".

4. Add a feature to radar that will give alt on incoming cons. Limit it to a sector and a half....distance would be worked out.....  I think the Brits had that in 1940. It could help players to make decisions about how they up in terms of real defence against bomber raids.

5. Make the 163 perk price equal to the 262. In AH2 it is the uber wet blanket from heck. It works like only Willy could have dreamed it would here in AH because it has none of the real dangers related to the fuel. Try an experiment. Give it unlimited fuel and 1000 rounds ammo with no weight issues and no perk on it for a week in Orange arena. In the AH environment it's the air superiority fighter and turn fighter from HECK.

Other than my comments your new direction is great. Just wish Nomde had taken the 56th Rooks this time. Be nice to be on a non-blinded super hoard side for a change. :)
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Offline Bode

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Testing Capture system REV 2 in LW Orange.
« Reply #8 on: December 05, 2006, 08:15:24 PM »
8:15 PM
 Peak time and you can not get into Blue arena, That should tell you how the masses feel about your new Test arena.
That is All.
« Last Edit: December 05, 2006, 08:19:10 PM by Bode »

Offline USRanger

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Testing Capture system REV 2 in LW Orange.
« Reply #9 on: December 05, 2006, 08:26:57 PM »
I think a minimum of 6 capturable bases per country at a time (3 on each front) is needed.  A little over a week ago,a couple of my squaddies flew NOE 5 grid squares to capture a base right next to nit HQ, simply because that was the only option they had, besides attacking the same base all the other Bish/nits were stuck fighting over.  I think the system works, we just need a few more options i.e. more bases to work with.  Right now 90% of the map is not getting used with the current setup.  Seems like a huge waste to me.  Also, the capturable bases should be no more than 2 grid squares from the nearest enemy field.  This will prevent having to do moe 5 grid NOE missions just because we HAVE to.
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Offline BansheCH

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Testing Capture system REV 2 in LW Orange.
« Reply #10 on: December 05, 2006, 09:34:41 PM »
Always fixing things. Improveing stuff. Updates and patchs. What nonsense. Giveing players a choice in testing his ideas. Listening to his players. Who does this Hitech think he is? I tell ya the nerve of some people. Its unreal.
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Offline Edbert

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Testing Capture system REV 2 in LW Orange.
« Reply #11 on: December 05, 2006, 09:58:10 PM »
Quote
Originally posted by BansheCH
Always fixing things. Improveing stuff. Updates and patchs. What nonsense. Giveing players a choice in testing his ideas. Listening to his players. Who does this Hitech think he is? I tell ya the nerve of some people. Its unreal.

That pretty much sums things up for me too...pure imitigated gall to keep screwing with things...we could have been stagnating by now...sheeesh!

Offline E25280

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Testing Capture system REV 2 in LW Orange.
« Reply #12 on: December 05, 2006, 10:13:58 PM »
Quote
Originally posted by Edbert
That pretty much sums things up for me too...pure imitigated gall to keep screwing with things...we could have been stagnating by now...sheeesh!
Oh, jeesh, I sure hope you guys aren't going to start threatening to not quit again!  Darn Guppy/Dan/Corky had gotten into all of your heads now!

Now stop not complaining and don't quit already!

I haven't been able to play with the new system yet, so I may or may not not quit with you.
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Offline Gryffin

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Testing Capture system REV 2 in LW Orange.
« Reply #13 on: December 05, 2006, 10:53:04 PM »
I just played for an hour or so, having multiple fronts is a big improvement.

Offline BaldEagl

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Testing Capture system REV 2 in LW Orange.
« Reply #14 on: December 05, 2006, 10:56:15 PM »
This is a VAST improvement over the first test.  I tried attack missions against currently capturable VB's, lone VB defense at a currently capturable VB and furballing at a currently capturable airfield on different parts of the map and had a great time every time up.  While it's still not totally to my liking it is a huge improvement and I'll go give it another try this time.

The one thing I noticed was that, when I was furballing it was at a friendly base that was on a spur off the main line on the Knights side of the map.  The Knights had moved beyond the spur along the main line and, while our base at the end of the spur was capturable for them, their base at the spur was not capturable for us.  I think these have to go both ways.  In reality we should have given up the base at the end of the spur and worked to take back the three bases we needed to get back to the spur.  I think those bases at the spurs on the main line should remain capturable until the enemy takes the base(s) along the spur, otherwise there's no real way to fight out of them.  Once back at the spur we should then have the option to go either way.

That was the only glaring thing I noticed though so mostly good job.  I'm sure other things will come up as test part 2 continues.

Nice work Flayed1
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