Author Topic: Map for Round 3: ITALY  (Read 831 times)

Offline Mister Fork

  • AvA Staff Member
  • Platinum Member
  • ******
  • Posts: 7257
Map for Round 3: ITALY
« on: January 22, 2008, 11:40:20 PM »


There will be some lofty objectives... :)
"Games are meant to be fun and fair but fighting a war is neither." - HiTech

Offline Phil

  • Copper Member
  • **
  • Posts: 273
Holy crap ! WTG !!!!
« Reply #1 on: January 23, 2008, 05:14:40 AM »
Mister Fork !

When is the 3rd round starting ???

Phil / OPP7755
C.O
Canadian Eagles Fighter Squadron

VWE

  • Guest
Map for Round 3: ITALY
« Reply #2 on: January 23, 2008, 06:46:12 AM »
As soon as round 2 ends...

Offline MjTalon

  • Gold Member
  • *****
  • Posts: 2587
      • 82nd FG Home
Map for Round 3: ITALY
« Reply #3 on: January 23, 2008, 06:49:19 AM »
yesh... finally we can use the long range bombers effectively now.

Can't wait for this, some good missions are going to be made on italy :) .

S.A.P.P.
Cavalier - 82nd F.G
Group Commanding Officer

Offline bongaroo

  • Silver Member
  • ****
  • Posts: 1822
Map for Round 3: ITALY
« Reply #4 on: January 23, 2008, 09:00:04 AM »
Or, you'll log on at 5 or 6 in the afternoon to find 7/8's of the map in the hands of one side who landgrabbed undefended bases all night and day while you slept and worked.  :(
Callsign: Bongaroo
Formerly: 420ace


Offline whiteman

  • Platinum Member
  • ******
  • Posts: 4206
Map for Round 3: ITALY
« Reply #5 on: January 23, 2008, 10:59:02 AM »
works both ways

Offline indy007

  • Gold Member
  • *****
  • Posts: 3294
Map for Round 3: ITALY
« Reply #6 on: January 23, 2008, 11:29:17 AM »
Quote
Originally posted by whiteman
works both ways


It shouldn't work at all.

Offline indy007

  • Gold Member
  • *****
  • Posts: 3294
Map for Round 3: ITALY
« Reply #7 on: January 23, 2008, 11:41:53 AM »
I'll go a step better, this entire unbalanced side problem could easily be fixed with probably 2 lines of code.

If a side has 25% more people than the other side, disable C-47/Jeeps.

10 vs 7 - game goes on.
10 vs 6 - capturing is temporarily halted until sides are re-balanced.

Not perfect, doesn't take into account spies, idlers, etc, but it's better than just letting people wail on the pinata.

Offline whiteman

  • Platinum Member
  • ******
  • Posts: 4206
Map for Round 3: ITALY
« Reply #8 on: January 23, 2008, 11:44:31 AM »
Quote
Originally posted by indy007
It shouldn't work at all.


agree, not a whole lot you can do about it. can say i was surprised to get on and see allies had a lot of land last night. we promptly lost it as the shift change occurred.

Offline republic

  • Silver Member
  • ****
  • Posts: 1416
Re: Map for Round 3: ITALY
« Reply #9 on: January 23, 2008, 11:49:37 AM »
Quote
Originally posted by Mister Fork


There will be some lofty objectives... :)



Italy!!!!  Oh this is going to be so awesome.  A real map with a real war....  I can scarcely contain my glee.  I'm going to be walking around all day like Bob from the Enzyte commercial.

If only we could stop the off hours base takers....it might be near perfect.
P-47 pilot

Offline indy007

  • Gold Member
  • *****
  • Posts: 3294
Map for Round 3: ITALY
« Reply #10 on: January 23, 2008, 11:50:28 AM »
Quote
Originally posted by whiteman
agree, not a whole lot you can do about it. can say i was surprised to get on and see allies had a lot of land last night. we promptly lost it as the shift change occurred.


CheckAxis()
{
CurrentImbalance = (AxisPlayers-AllyPlayers) / (AxisPlayers+AllyPlayers)
If (CurrentImbalance > .25) then DisableAxisCaptureStuff
else AllGoodForAxis;
}

CheckAlly()
{
CurrentImbalance = (AllyPlayers-AxisPlayers) / (AllyPlayers+AxisPlayers)
If (CurrentImbalance > .25) then DisableAllyCaptureStuff
else AllGoodForAllies;
}

A bit more complex than that, but not by much. I'd be willing to wager HiTech could knock out a solution as simple as this one in under an hour. No idea how base handling is done by the code, but if its stored by a record, a simple for loop can cycle everything on & off quickly, especially in these relatively small AVA maps.

Offline Phil

  • Copper Member
  • **
  • Posts: 273
Not a bad idea !!!
« Reply #11 on: January 23, 2008, 12:34:16 PM »
Quote
Originally posted by indy007
I'll go a step better, this entire unbalanced side problem could easily be fixed with probably 2 lines of code.

If a side has 25% more people than the other side, disable C-47/Jeeps.

10 vs 7 - game goes on.
10 vs 6 - capturing is temporarily halted until sides are re-balanced.

Not perfect, doesn't take into account spies, idlers, etc, but it's better than just letting people wail on the pinata.


That's a good thought 007 !

Maybe not temporarily halted, but NEED LOT MORE TROOPS depending on the numbers...

I think if HTC sees this, they will talk about it !

You got my vote !

Phil / OPP7755:aok

Offline Stampf

  • Plutonium Member
  • *******
  • Posts: 11491
Map for Round 3: ITALY
« Reply #12 on: January 23, 2008, 12:39:26 PM »
Something along these lines would be excellant.  Let's face it, following rounds planesets are determined by "who wins", so it's gonna happen wholesale until someway to curb it is implemented.

Now that this thread has gone from one-liner everyday jibberish, to problemsolving, maybe HTC will look at it for us.

Salute.
- Der Wander Zirkus -
- La Fabrica de Exitos -

Offline indy007

  • Gold Member
  • *****
  • Posts: 3294
Re: Not a bad idea !!!
« Reply #13 on: January 23, 2008, 12:44:20 PM »
Quote
Originally posted by Phil
That's a good thought 007 !

Maybe not temporarily halted, but NEED LOT MORE TROOPS depending on the numbers...

I think if HTC sees this, they will talk about it !

You got my vote !

Phil / OPP7755:aok


I like that. That would actually be even easier depending how the capture amount is stored. If it's a global variable, then you wouldn't need to cycle through the field lists or anything. Simply set it to 9999 or whatever when the imbalance function says so, then back to 20 as it evens out.

Offline Mister Fork

  • AvA Staff Member
  • Platinum Member
  • ******
  • Posts: 7257
Map for Round 3: ITALY
« Reply #14 on: January 23, 2008, 01:42:51 PM »
There is little we can do with milk runners other than announce that people /squadrons run the risk of being banned and then excluded from awards.   (fixing symptoms - not the problem)

We're all adults, and we'll treat you as such - but that also means giving you lots of flexability and rope - sometimes so much rope people will hang themselves with it.  That's the risk they run in milk running bases.  Get caught - get punted from the awards and recognition.

The real solution is to find out who plays and when, then schedule players to be there which will safeguard against milk-running.  We COULD turn on side balancing, but I'm not sure thats the way to go either (treating a symptom).

Besides, Italy is a big map.  If people choose to capture bases in a milk run, congrats on childish gameplay.  Get caught milk-running, face the consequences.
« Last Edit: January 23, 2008, 01:46:41 PM by Mister Fork »
"Games are meant to be fun and fair but fighting a war is neither." - HiTech