Author Topic: Town damage "switch"  (Read 1363 times)

Offline Anyone

  • Copper Member
  • **
  • Posts: 307
Town damage "switch"
« Reply #15 on: February 08, 2007, 02:32:53 PM »
oops i stand corrected! :o

Offline FiLtH

  • Platinum Member
  • ******
  • Posts: 6448
Town damage "switch"
« Reply #16 on: February 08, 2007, 03:33:03 PM »
Thank you Hornet you understand fully. It has nothing to do with trying to make capture easier, and everything to do with encouraging coodinated missions, and steering away from the spastic gameplay.

   I understand that some of you may misunderstand what Im trying to say. The game would continue to play as it is now, but, on those odd occasions when a group wanted to try for a mission, and feel it had a goal to achieve, they could try it.

   The worst thing that could happen, is more people would want to join in these types of missions. That means less 3 man land grabs, fighting for bases where the enemy isnt, and more ww2, higher altitude bomber intercept/escort being done.

   I guess, its sort of hoping to add a sense of urgency for the interceptors, knowing if the buffs get through, the base (hangers are down too) would be shut down a full 20 minutes.

   Slapshot I know what you are saying, but its that frantic style of get em in conga line stuff I dont like. Perhaps if a timer was tripped you could get

SYSTEM:  ALERT A35 TOWN DESTROYED

  so folks could head there to defend.

  We all have our peeves, the pace the way its played is mine. Maybe Im just gettin old. :)
« Last Edit: February 08, 2007, 03:37:44 PM by FiLtH »

~AoM~

Offline Mustaine

  • Parolee
  • Platinum Member
  • ******
  • Posts: 4139
Town damage "switch"
« Reply #17 on: February 08, 2007, 03:38:14 PM »
first off players i AH seem to barely understand the whole new system for resets, let alone tons of other tings and how they really work in AH. heck I was explaining the way the strat system actually works to someone who has played for years, they never knew exactly how it worked.




now you want to add another possibly confusing element into how a base is captured? and in the same time make sure that the "fight" is delayed even longer for people who just want to dogfight by making hangars stay down longer?





no thanks.
Genetically engineered in a lab, and raised by wolverines -- ]V[ E G A D E T ]-[
AoM DFC ZLA BMF and a bunch of other acronyms.

Offline FiLtH

  • Platinum Member
  • ******
  • Posts: 6448
Town damage "switch"
« Reply #18 on: February 08, 2007, 03:44:53 PM »
Mustaine its not all that complicated. AND I have no clue how the strat stuff works either, so you aint alone.

  As for the guys who just want to dogfight...Im one of em. But I do like missions with meaning that provide combat more resembling a ww2 bomber run. How do you do it? Give them a goal to achieve. The rest falls into place. I know I'd rather intercept a formation, than constantly picking at lone 3 plane sorties at low alt.

   Plus, to do this would require alot of people. Its not like 20 bases are being leveled all at the same time. Just once in awhile it could be done if they wanted to put the effort into it. Kind of melding the MA with the way an event is played.

~AoM~

Offline Mustaine

  • Parolee
  • Platinum Member
  • ******
  • Posts: 4139
Town damage "switch"
« Reply #19 on: February 08, 2007, 04:09:11 PM »
now don't get me wrong I understand the premise behind your idea, but it sounds to me like what "Combat Tour" is attempting to provide. mission-based and team goals.

I just don't think something like that belongs in the general MA with the emphasis on a basic "free-for-all" for lack of a better definition.
Genetically engineered in a lab, and raised by wolverines -- ]V[ E G A D E T ]-[
AoM DFC ZLA BMF and a bunch of other acronyms.

Offline hubsonfire

  • Plutonium Member
  • *******
  • Posts: 8658
Town damage "switch"
« Reply #20 on: February 08, 2007, 04:24:53 PM »
Reward the horde, and punish the underdog. Horrible idea.
No thank you.
mook
++Blue Knights++

Proper punctuation and capitalization go a long way towards people paying attention to your posts.  -Stoney
I was wondering why I get ignored so often.  -Hitech

Offline FiLtH

  • Platinum Member
  • ******
  • Posts: 6448
Town damage "switch"
« Reply #21 on: February 08, 2007, 05:14:43 PM »
Well some of you are too dead set against anything different to give it a thought. Thats ok. If all you want to do is swirl around on the deck, and you are happy with that part of the game, fine. There are other players that like something different.

  We all are underdogs at some point during the day. Im willing to bet the nay sayers would be perfectly content to have 3 bases on a map and just fight/die/up/fight/rtb/up till the cows came home. Those players shouldnt be overly concerned with a minor, but meaningful change for those that enjoy more than just that. They have another arena they can goto to do just that.

   The reason they dont just go to the dueling arena is because they want to be part of the main game. Remember, other players also want to be part of that main game too. To expect them to bomb useless targets, or to be ridiculed for wanting to play their game is inconsiderate. Most people want to be in the MA because thats where the action is. Although the AvA is a blast, there are rarely enough in there.

Lets face it, we want to be in the MA in fighters because there are more people to kill, and we enjoy doing it, being seen by other people, feeling like a hero when we land a bunch of kills. We like to blow stuff up in the MA because we know it affects
the enemy, and we like them to be mad enough to come try to shoot us down. Thats a good competitive spirit. Now if we could just do something that might get it a little more organized once in awhile...once in awhile, and enjoy the moments when it plays out like an FSO or event, but its still in the MA, where the folks still see your name in lights, and the bomb missions could have a purpose.

~AoM~

Offline SlapShot

  • Plutonium Member
  • *******
  • Posts: 9121
Town damage "switch"
« Reply #22 on: February 08, 2007, 05:34:55 PM »
I don't know Flith ...

It seems as tho this idea would promote and reward spastic gameplay.

With this, they can knock the town down, lolly-gag over the airfield and putting on a solid vulch for the length of time you specified without fear of the town starting to re-pop buildings, while someone leisurely sips their favorite alcoholic beverage and flys a C-47 for the capture without any sense of urgency.

At least now, when the town goes down, the vulchers eventually have to pull off their station and try to destroy any buildings that have popped while the pilot of the C-47, with a sense of urgency, prays that the buildings won't pop while the troops are floating down to terra firma.

If someone gets a mission together or a bunch of guys decide collectively to try for a capture and the attack is coordinated with the right hardware and executed correctly ... then there is no need to worry about how long the town will be down ... they should take it in a matter of minutes.

I have flown a few mission with DREDger lately, and when flying in his missions, I am reminded of when I flew with the MAW. The correct hardware is availabke in the mission, all hardware is assigned specific targets, and the timing of the attack with the arrival of the goon(s) is almost simultaneous. This is a recipe for a successful attack ... if it doesn't work, then it's just wasn't supposed to be ... better try next time.
SlapShot - Blue Knights

Guppy: "The only risk we take is the fight, and since no one really dies, the reward is the fight."

Offline Mustaine

  • Parolee
  • Platinum Member
  • ******
  • Posts: 4139
Town damage "switch"
« Reply #23 on: February 08, 2007, 06:13:01 PM »
Filth, you are taking it too personally...

what I said about this sounding like something for CT is correct IMHO, it's not against you personally.
Genetically engineered in a lab, and raised by wolverines -- ]V[ E G A D E T ]-[
AoM DFC ZLA BMF and a bunch of other acronyms.

Offline Donzo

  • Gold Member
  • *****
  • Posts: 2355
      • http://www.bops.us
Town damage "switch"
« Reply #24 on: February 08, 2007, 06:16:49 PM »
Quote
Originally posted by SlapShot
I don't know Flith ...

With this, they can knock the town down, lolly-gag over the airfield and putting on a solid vulch for the length of time you specified without fear of the town starting to re-pop buildings, while someone leisurely sips their favorite alcoholic beverage and flys a C-47 for the capture without any sense of urgency.


He didn't say anything about extending the time town buildings are down, just structures on the base.

Offline wooley

  • Copper Member
  • **
  • Posts: 293
Town damage "switch"
« Reply #25 on: February 08, 2007, 06:32:05 PM »
Slapshot's got it right,

A well co-ordinated attack involving Buffs, fighters and a couple of goons will 8 times out of ten capture the base if people have the discipline to stick to their tasks.

Problem is the attacks are rarely well co-ordinated and fighter jocks are usually more interested in fighting other planes that taking down any building missed by the buffs, giving the defenders enough time to hunt down the goons.

Offline FiLtH

  • Platinum Member
  • ******
  • Posts: 6448
Town damage "switch"
« Reply #26 on: February 08, 2007, 06:41:05 PM »
Nah Mustaine its cool.  I just get a lil bent outta shape when people jump at shooting something down and assuming stuff without fully getting what Im saying.

   Slap I understand. The way the game is now appeals to alot of players. Its just a tad 2 dimentional for me sometimes. Most times Im happy with it, but wish it had a lil more depth.

   The main problem seems to make a game where bombers are involved. They are meant to destroy stuff. To ruin someones day. But theres the problem. Nobody wants their day ruined :)

   It was just a suggestion.

~AoM~

Offline TexInVa

  • Nickel Member
  • ***
  • Posts: 433
Town damage "switch"
« Reply #27 on: February 08, 2007, 07:29:06 PM »
I'm not sure I understand what you're original concept is, Filth. Correct me if I'm wrong, but you're asking that the base stays down longer so a very small group (1 to 3) of pilots can bomb and capture?

I'm against it if that's what you meant.

I'm all for planning and coordination. I've been on blitzkreig raids that took all of a minute and 30 seconds from the first shot to the troops entering the map room with a grand total of 15 pilots and nothing on the base was destroyed. I've been on raids that took 5 to 10 minutes using a cv. And I've been on poorly planned and poorly executed raids that started and was still going on hours later, using every pilot anyone could dredge up and the loss of two or three cv's.

The key is planning all of the tools and equiptment are there. All you need is an effective leader, disciplined pilots and timing. There are a few "generals" that have the ability to whip the pilots into action, like DREDger and ghi (to just name a few).

I personally think of base capture as a "big thing". If three pilots can pull it off with the standards set today, then the base deserved capture, otherwise, I don't think it should be possible.

But that is only my humble opinion. Take it or leave it as you wish.

Offline Capt.Joe

  • Copper Member
  • **
  • Posts: 308
      • Birds of Prey
Re: Town damage "switch"
« Reply #28 on: February 08, 2007, 07:33:49 PM »
Quote
Originally posted by FiLtH
This would mean a tight, plannned, accurate bomb mission would have to do this.
 Ok good idea but...what if we do a JABO\ 110 Sweep and swarm the town with guns? A doubt a town can be taken in 20 seconds with guns. Plus what if a Buff misses a building, they have 20 sec. to go around, re-cal, and drop again?

Just my $.2 :D
~*~Birds of Prey "MERLINS"~*~
________
[_|_,o[__]o,
[--|_|- OlllllO-

( )_) ( )_)-)_)
J

Offline yayyyy

  • Nickel Member
  • ***
  • Posts: 378
Town damage "switch"
« Reply #29 on: February 08, 2007, 08:09:16 PM »
Happy New Year everyone