Author Topic: New toys!!! But......  (Read 11757 times)

Offline ridley1

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« Reply #180 on: February 26, 2008, 05:55:43 AM »
Quote
Originally posted by hitech


2nd , notice all items damaged in strat , only lower a countries offensive ability. We do not lower fuel octain, because this gives an advantage in a fight. That is complete different than giving and advantage in the war.

The same would go for eliminating some plane types it would give one side an advantage in the actual fight , not the war game.

Any strat design must not have a steam roller effect that once a threshold is crossed , the defending side becomes hopeless.



Like hitech said, ya can't reduce somebody's ability to fight

Offline skyctpn

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« Reply #181 on: February 26, 2008, 08:29:21 AM »
If it affects in any way shape or form my ability to up from a field fly a fighter and kill someone else in a fighter its wrong as two boys doing it in church.

HTC has done a fine job making a game that playable and lets face it ladies.. its the only one in town that does 10 shows a night.
Log off the forums and play the game every so often it might help some.

Offline LYNX

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« Reply #182 on: February 26, 2008, 12:17:09 PM »
Quote
Originally posted by skyctpn
.........snip.........
Log off the forums and play the game every so often it might help some.


Hope with do respect this isn't referring to me.

Offline Bruv119

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« Reply #183 on: February 26, 2008, 12:25:12 PM »
Lynx I don't think anyone can question your hours logged in game  :t


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Offline BaldEagl

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« Reply #184 on: February 26, 2008, 12:59:54 PM »
Quote
Originally posted by skyctpn
Log off the forums and play the game every so often it might help some.


:rofl  Coming from a guy with a grand total of 80 hours in the game vs years for most of us (est. 4000 hours myself... ouch!... and I don't play as much as a lot of others.).
I edit a lot of my posts.  Get used to it.

Offline MachNix

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« Reply #185 on: February 26, 2008, 01:45:12 PM »
Hitting the HQ is attractive because you get instant feedback when it is down.  You also get instant feedback when you bring it back up so it is attractive to resupply.  If you want to do the HQ right, think about porking troops around the HQ first so the resupply has farther to fly.  Think about what it would take to increase the HQ's downtime and increase the number of crates needed to bring the HQ back up.  (Can you reduce the value of each crate by hitting the radar factory or some other facility?)  I’m sure there will still be room for complaint.  It could take 2 or 3 hours to prep the battlefield before going after the HQ and they could still have it back up in less then an hour.  Which gives you time to land and bring back another load of bombs. :)

Offline ridley1

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« Reply #186 on: February 26, 2008, 02:02:18 PM »
But hitting HQ really detracts from the game when you are the team that's back on it's heels.

Trying to maintain a decent defence when you're really pushed...and then you lose your radar?  That's not enjoyable.

Offline Airscrew

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« Reply #187 on: February 26, 2008, 02:30:35 PM »
I've been meaning to say something since yesterday but you guys are on such a roll I hated throw this thread under the bus... but ....

What is the problem?  when ever you are doing problem solving the first thing you do is identify the problem.   Whats broke, what needs to be fixed?

And then is it related to gameplay? Maps?

Offline Simaril

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« Reply #188 on: February 26, 2008, 06:29:03 PM »
Quote
Originally posted by Airscrew
I've been meaning to say something since yesterday but you guys are on such a roll I hated throw this thread under the bus... but ....

What is the problem?  when ever you are doing problem solving the first thing you do is identify the problem.   Whats broke, what needs to be fixed?

And then is it related to gameplay? Maps?


As I understand it, Airscrew, the problem people are talking about has to do with the relative pointlessness of the strategic component of the game. (Note: not talking about tactics, like taking down hangars -- real strategy, where distant actions have indirect but meaningful effects on local conditions.)

In short, the effort it takes to hammer the strat system is far greater than the effects that effort produces. One example described in this thread: long flights to kill HQ, with high probability of devastating interceptions -- and even if the HQ goes down, resuppliers can get it up again within a few minutes.

Ideally, it would be great to have a system that didn't stop the air to air guys from furballing; let the GVers play their game; allowed straight line capture people to still have fun; but also gave strategically minded capture guys something that changed fight conditions enough that they would want to attack or defend it.
« Last Edit: February 26, 2008, 06:48:26 PM by Simaril »
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Offline thndregg

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« Reply #189 on: February 26, 2008, 06:38:45 PM »
Quote
Originally posted by Simaril
...but also gave strategically minded capture guys something that changed foght conditions enough that they would want to attack or defend it.


This is what I hope to see, and emphasis on the attack/defend part.
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Offline MachNix

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« Reply #190 on: February 26, 2008, 07:59:57 PM »
Quote
Originally posted by ridley1
But hitting HQ really detracts from the game when you are the team that's back on it's heels.

Trying to maintain a decent defence when you're really pushed...and then you lose your radar?  That's not enjoyable.


I was only illustrating that hitting HQ gives immediate results and there was a way to keep it down for more than 5 minuets.  It is also a strategic target that impacts all players that has the potential of generating a defense.  The idea is to come up with a strategic system where a target is worth attacking with mass bomber formations and worth defending.  BUT does not force furballers or anyone else to drop what they are doing to defend it if they don't want to.  It is hoped that the furballer will want to go against some bombers for a change of pace.  So it looks like we have the extremes.  HQ impacts everyone.  Fuel impacts no one.  So what is in the middle that only impacts the strat guys?

As far a enjoy-ability goes, it is not much fun getting vulched at your last remaining bases on both fronts even if the radar is up.  I think the new capture system of needing a percentage of both countries address this.

Offline Airscrew

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« Reply #191 on: February 26, 2008, 09:25:15 PM »
Quote
Originally posted by Simaril
As I understand it, Airscrew, the problem people are talking about has to do with the relative pointlessness of the strategic component of the game. (Note: not talking about tactics, like taking down hangars -- real strategy, where distant actions have indirect but meaningful effects on local conditions.)

In short, the effort it takes to hammer the strat system is far greater than the effects that effort produces. One example described in this thread: long flights to kill HQ, with high probability of devastating interceptions -- and even if the HQ goes down, resuppliers can get it up again within a few minutes.

Ideally, it would be great to have a system that didn't stop the air to air guys from furballing; let the GVers play their game; allowed straight line capture people to still have fun; but also gave strategically minded capture guys something that changed fight conditions enough that they would want to attack or defend it.


Ok, so currently strategic bombing seems to have no appreciable effect in the overall prosecution of the "war".   As it stands now, most only hit strat targets so they can get "points" for their score.  A few of you like the bomber missions with escorts but no one really takes the time to engage because strats dont seem to be important enough to protect.   Because its not just about bombing a target, you also want to fight your way in and fight your way out.
(I havent played for a year so my memory maybe be inaccurate.)
 I load up a Lancaster with 9,000lbs of bombs and go in search of a target.   Depending on distance and altitude I could spend anywhere from 30 minutes to an hour or more to hit a strat target.  Depending on my skill I could cause about 30 - 50% damage on the strat.  How this damage affects the resources at the enemy bases depends on long that strat stays damaged.  If I hit the City strat then that increases the downtime for all the other strats; if I dont hit the City then that strat could be back to 100% in about 15 minutes; hardly worth the effort.  

Now the more people I have in the missions the more damage we can cause and this relates to more impact on the resources at the enemy bases.  But there's a problem with this.  There is a limited pool of manpower I can draw from for the strat side of the game.   Lets say you have 100 players in your country, a percentage of those players are:
A.  fighters/furballers (they go where ever the fight is and dont care about the strat/capture)
B.  Base Capture player go for the "capture the base" game but dont particular like bombers, or its just not fun for them.  They grab a fighter with some bombs and fly off in mini hordes and attack/swarm a base until they capture it or get run off and try somewhere else.  
C.  And finally there are the Strat/Capture guys.  They see a challenge in wearing the enemy down, its not about brut strength and overwhelming numbers, they play the game like its chess, moving pieces and using tactics to defeat the enemy and win the map.  

Now if the countries were perfectly balanced with the same number of people and percentage of player types this probably wouldnt be an issue but the reality is the countries are inbalanced and with in those countries there might be more or less Type A, B, and C players.  If a country has a higher percentage of Type A players then the Type C players will get discouraged because they cant play their game.  If one of the opposing countries have a higher percentage of Type C players then the other Type C players could feel overwhelmed because they will spend more time defending/guarding their bases rather than attacking.  Type C players may also get aggravated with the Type B players because they sometimes do not appear to use any logic when selecting a base to attack/capture.  



Now I'm not saying this is absolute.  Some people move back and forth between these types of play daily and some never change.  Some people thrive on strive and being the underdog and some people dont.

The Type A player is happy as long as there are fights
The Type B player is happy as long as he has the means to attack/capture and defend bases
The Type C player is happy as long as he can have meaningful missions and accomplishments with a team.

Currently it would appear that Type A and B players are finding their style of play, but the Type C player has to work harder at it and sometimes cant find their style of play.

So the trick would be, how to get "more" game for the Type C guy without hurting A and B's fun.  

We already know that fuel is directly linked to A's fun and B's fun.  So maybe we dont touch fuel.

We know that Bombs are not important to A players, somewhat important to B players and very important to C players.  Ammo Strat.

We know that Troops are not important to A players, but very important to B and C players.  Training Strat.

Now I'm hungry and forgot where I was going with all this....

What if eny was tied to strat.   The more people in a country the lower the threshold is for damage, the longer the downtime for certain strats;  the fewer people in a country the higher the damage threshold and shorter the downtime for certain strats.

gotta eat...

Offline Flayed1

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« Reply #192 on: February 27, 2008, 09:11:34 AM »
Well if fuel can't be modified to make it actually mean something then it should just be removed from the game.. All it is now is a place for people to inflate score (factories) and more fires to drop frame rates while fighting over fields.. There that issue is done. :)

  As far as the other factories and HQ go the biggest issue I find with them and reason not to bother bombing them much is the instant resup issue.. Every time I've ever seen Bish HQ actually go down there is an immidiate responce and you get what looks like 1/4 to 1/2 the bish resuping the thing and its back up in no time.. Though I can't remeber the last time anyone bothered to take it down.

  I understand the thoughts of some here about porking bases around it but usually this is really not a viable option and even if you could manage it, it would still take far less time to up a few goons farther back, climb to what 6K has the best speed for goons? and have your HQ back up in not even half the time or effort that it took to get there to bomb it.

 Factories have the same issue just to a lesser degree because they are not usually viewed as very important by many so they arn't repaired as redilly as the HQ that has an obviouse affect.. The worst is on maps that have GV spawns right to them and people just run 4 or 5 M3's in and poof near instant fix.

 I guess the biggest problem I have with the current system is that if I spend hours in game climbing to the far reaches of Rook or Knight land to bomb the factories it would be nice if the the time I put into doing said raid wasn't a waste  due to having the damage I took the time to do being fixed in 5 or 10 min.   To me this is the strat virsion of how the furballers complain when the hangers get busted and ruin their fun, just reversed.  But in a way even more annoying because Hangers pop in 15 min and there is usually another base not far off they can up from to get back in the fight...  

  Strat on the other hand is usually located far back and harder to get to so uping to get it back down after it's been resuped in such a short time is't a great option due to the time it takes to do so. I mean I like to do those raids but don't want to have to spend all my time while loged in trying to keep things down when they are insta fixed. I too like fighters and GV's :)
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Offline hyster

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« Reply #193 on: February 27, 2008, 10:22:35 AM »
as there's 2 late war arena's 1 could be biased for the furballers and the other towards the strat guys.

i remember AW3 had 1 arena for full realism and another for limited realism so u could take ur pick of flying style.

Offline skyctpn

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« Reply #194 on: February 27, 2008, 11:40:32 AM »
Quote
Originally posted by BaldEagl
:rofl  Coming from a guy with a grand total of 80 hours in the game vs years for most of us (est. 4000 hours myself... ouch!... and I don't play as much as a lot of others.).


Actually ive been here 3 years on and off with military deployments and new names almost everytime.  So dont assume baldy
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« Last Edit: February 27, 2008, 11:42:36 AM by skyctpn »