Originally posted by CAV
One way to do that would be to limit the number of A/C and GV's once your base supply line is cut (the depot is captured).
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Something similar................AW's zone limit was linked to hangers or fuel(I cant remember which) such that as it was depleted at a field so the max zone limit number got lesser.
I like zone limits for other reasons but this COAD does not have too be implemented to make the above functional........
But I like the direction of your suggestion (see below) ***
I would like it even more if logistics were finite and consumable but I fear that also requires considerable COAD not to mention heavy server usage...........
I propose that the base has no rebuild from strat at all whilst its depot town is in enemy hands.............unless players provide it via supply drops.
When a base loses its depot town nothing is repaired, all damage is cumulative nothing rebuilds. Under these conditions even the biggest, best defended base will gradually decline under air attack to a point where it is undefendable. (see below)***
Equally if a side captures a base without taking the depot then that side inherits a decimated field with no hope of rebuild. Hence the motivation is firmly in favour of capturing the depot town.
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There is an option to both the above.
When a depot town is lost a timer is started (say 30 mins) after which spawning is disabled at the base supplied by the depot town.
eg
1) Bishop base loses its depot to Rooks.
2) Bishops may continue to use the base for 30 mins.
3) after 30 mins they can no longer spawn from the base but can use its tower and maybe even its ground guns
4) Rooks must still capture the base to use it.
5) If Bishops re capture the depot the base is instantly available and any timer is switched off.
6) If Rooks capture the base whilst still holding the depot then the base is instantly available to them and any timer is switched off.
also consider if the base was captured prior to the depot. I would suggest...
1)If Rooks capture a base prior to capturing its depot then the base is still unusable (as if the 30 min timer has run its time out already)
2)If Rooks wish to use the base then they must also capture the depot town.
3)If Bishops re capture the base (and still have the depot town) then they have instant use.
Under the above the logistic function of the depot is replaced by a simple timer. Indeed the level of COAD to re introduce the depot (to AH2) is now significantly less.
Strat and rebuild times etc can be left exactly as they are now........
There would be no requirement to increase AAA etc as the target capture motivation is firmly linked to the depot town. (hold a depot town for 30 mins and the base is ready for capture by virtue that nothing is spawning to defend it)
Effectively we have caused fields and their towns to have their own map rooms (adding towns to vehicle fields and ports) linking base spawning capability to town ownership and a delay timer.
Further existing terrains would be much more amienable to this. Airfield towns would be moved further from the fields and additional vehicle spawn/s would be added between the air field and its town.
Ports and vehicle fields would get their own towns.We could dumb down the above even further............ without any change to COAD
We could add the existing town (with its map room) very close to all ports and vehicle felds (which lose their maprooms). We could move airfield towns to a point over half a sector away from the airfields and add defensive vehicle spawns from airfields into their towns.
Other attacking vehicle spawns are from local vehicle fields and ports towards towns. (not toward air bases).
I think that I would still like to stop rolling up the map by adding a time delay after each capture before the base was usable by the enemy. However even this last proposal would move combat away from the airfields................exce
pting the motivation to kill the airbase VH early on in any attack.