Author Topic: Changes for Round 2  (Read 852 times)

Offline Mister Fork

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Changes for Round 2
« on: June 23, 2008, 10:23:23 PM »
Now that we have one round under our belt, we'll be making the following changes for each side.

1. City downtime was only 60 minutes. It will now be the same as all strategic objects (my fault - sorry guys).
2. Radar - for full sized maps, radar will be 100 miles sector, and 25 miles tower. For scaled/smaller maps, we'll adjust accordingly (have a table). RHINESUM I think will be 12.5 tower, and 50 sector. This will have to be purchased by the commander to enable.
3. Change country time - we'll be setting this to 24 hours.  If you wish to switch side and a Admin is on (Duke/Fork/Oldman/Soda/Slash), we can do it for you then. In the future, we may be setting this for the entire duration of the war.  People were known to be spying and reporting cons to their opposing squad mates.
4. Downtimes may be changed.
   - Factory/Cites: one week
   - Airfields: one day
   - Resupply time: 12 hours
5. Strategic resupply will be turned on. Supply trains and cities are now important to hit.

BOA Course 101 - How Strategic Targets Impact Gameplay
(from the HTC help on Strategic Objects)
Resupplies
Damaged field and city objects can be rebuilt with the successful delivery of supplies.  Conceptually, the objects are being resupplied but visually they are being rebuilt.  This is done by reducing the downtime depending on how much of the supplies reach the destination, and the amount of time each resupply fixes the destroyed objects.

Trains, convoys, and barges   
Trains, convoys, and barges are built into the terrain.  Each train, convoy, or barge has a source point and a destination point, and each can be damaged or destroyed while traveling from point to point.  When a train, convoy, or barge is destroyed, they will automatically respawn every ten minutes.

Each time a train, convoy or barge spawns, it first checks to see if there has been damage to the supplier (cities supply factories and factories supply fields).  The amount of supplies carried to the destination depends on the amount of damage to the supplier.  If the supplier has been damaged by 50%, only one out of every six train cars or convoy trucks will carry supplies.

The destination point is where the train, convoy, or barge attempts to resupply.  The destination can be either a single field, or a number of objects within a defined radius.  If a destination field is captured while a train, convoy, or barge is enroute, the train, convoy, or barge continues to the destination, and resupplies from the factories of the capturing country.  Once a train, convoy, or barge has successfully reached it's destination, a new supply convoy spawns. 

Supply drops     
The C-47, LVT-2, and M-3 have the capability to drop supplies on a field to repair the field or shorten the downtime.  These object supplies will repair all resupplyable objects in a one mile radius from the point where the supplies land.  The supplies are selected as a loadout option in the hangar, and .25 perk points are awarded to the player who dropped the supplies for every object that's affected by the resupply. 

Strategic system   
The basic categories of strategy targets in Aces High include field targets, zone targets, city targets, and supply targets.  The field targets affect availability of field items such as planes, fuel, ammo, etc.  Every tower has a chalkboard displaying the field number and the current status of the field targets.
The zone targets are the factories that affect the resupply of field targets. The city targets are the buildings within a city and they affect the resupply of the zone targets. The supply targets are the trains, convoys, and barges that resupply damaged fields and factories.
"Games are meant to be fun and fair but fighting a war is neither." - HiTech

Offline TheBug

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Re: Changes for Round 2
« Reply #1 on: June 23, 2008, 10:58:00 PM »
Sounds good thanks Fork and the Staffers.

Looking forward to round two, good luck Allies <S>
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Offline 33Vortex

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Re: Changes for Round 2
« Reply #2 on: June 23, 2008, 11:19:03 PM »
Why not change country change time to 7 days then?

I know there is one squad switching sides who have announced it. However I believe it would benefit the arena and all involved if you would have to choose side and stick to it. If someone have a problem switching country to where they should be at, contact admin.

Also, there should be a death sentence to spying.  :devil

Good/bad???

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Offline flatiron1

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Re: Changes for Round 2
« Reply #3 on: June 23, 2008, 11:42:01 PM »
"4. Downtimes may be changed."


Is this may be changed or is changed?






Offline Strip

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Re: Changes for Round 2
« Reply #4 on: June 24, 2008, 01:09:30 AM »
Fork,
   I dislike the side change time for a few reasons. Right now there are a few people who switch sides to help balance the arena. What happens when you log in and its 8 vs 3? You make it worse and are unable to do anything about it. When you have the sides unbalanced I think that is far worse than the limited spying going on. Right now I cant switch because I am on the Allied forum. If I could switch sides to help numbers I would (and often did). Even thought about releasing myself and being a merc!   ;)

Strip

Offline 33Vortex

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Re: Changes for Round 2
« Reply #5 on: June 24, 2008, 04:23:17 AM »
Switching sides effectively means letting the other side know about your assets and where you have them. Basically a very bad idea imo. The thought is good, but sometimes you get bad results even with the best intentions.

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Offline flatiron1

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Re: Changes for Round 2
« Reply #6 on: June 24, 2008, 05:15:38 AM »
Switching sides effectively means letting the other side know about your assets and where you have them. Basically a very bad idea imo. The thought is good, but sometimes you get bad results even with the best intentions.
\\\\(


I agree shut off side switching

Offline oakranger

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Re: Changes for Round 2
« Reply #7 on: June 24, 2008, 07:23:41 AM »
Switching sides effectively means letting the other side know about your assets and where you have them. Basically a very bad idea imo. The thought is good, but sometimes you get bad results even with the best intentions.

I agree too.
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Offline Strip

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Re: Changes for Round 2
« Reply #8 on: June 24, 2008, 08:22:47 AM »
It only means something if that person blabs.......if they blab chances are the limit wont help anyway.

Strip

Offline Chilli

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Re: Changes for Round 2
« Reply #9 on: June 24, 2008, 08:46:58 AM »
4. Downtimes may be changed.
   - Factory/Cites: one week Clarify:  4a. Will 14 supplies bring them back in theory?
   - Airfields: one day  Wishlist:  4b. It would be nicer if hangars and radar popped first and field strats (ammo, barracks, fuel) stayed down longer.
   - Resupply time: 12 hours  Clarify:  4c. Only 2 supplies will fix an airfield 100%?
5. Strategic resupply will be turned on. Supply trains and cities are now important to hit.

Trains, convoys, and barges   
Trains, convoys, and barges are built into the terrain.  Each train, convoy, or barge has a source point and a destination point, and each can be damaged or destroyed while traveling from point to point.  When a train, convoy, or barge is destroyed, they will automatically respawn every ten minutes.

Each time a train, convoy or barge spawns, it first checks to see if there has been damage to the supplier (cities supply factories and factories supply fields).  The amount of supplies carried to the destination depends on the amount of damage to the supplier.  If the supplier has been damaged by 50%, only one out of every six train cars or convoy trucks will carry supplies.

Very Cool  :cool:  As soon as you can, tell us definite down/ resupply times.  :aok  I for one am going to start looking for those buggers.  :D  < me grinning because I know Vilkas is doing the same on the other side  :salute You sly wolf.

Offline Halo46

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Re: Changes for Round 2
« Reply #10 on: June 24, 2008, 08:59:15 AM »
If? I have seen people from the allied command group, or squaddies of them anyway, on the axis side... so I don't believe in the "if" theory. As well when members of the same squad are on both side does not make me warm and fuzzy with the spirit of fair and neutral play. How many more advantages does the allied side really need? There is no partiality when players switch, and the side balancing excuse does not hold water at all. 95% of the people who claim this is how they roll are also the ones complaining they are disadvantaged and are usually an allied themed squad. I vote lock it up for the duration. Pick a side and have some fun, win, lose, or draw, that is what it is about, not being underhanded by choice or chance.
Used to fly as Halo46, GRHalo, Hobo and Punk at the end.

Offline a4944

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Re: Changes for Round 2
« Reply #11 on: June 24, 2008, 09:00:42 AM »
Why not change country change time to 7 days then?

I know there is one squad switching sides who have announced it. However I believe it would benefit the arena and all involved if you would have to choose side and stick to it. If someone have a problem switching country to where they should be at, contact admin.

Also, there should be a death sentence to spying.  :devil

Good/bad???

I think it should either be 12 hours or 7 days.  12 hours if numbers are an issue and we need to be able to balance each night.  7 days if spying is a real issue and we only want to potentially balance once a week if there is an on-going side imbalance.  Although the war is a fun backdrop, we want to consider new players.  They may need to switch around a bit to find a side they like and are comfortable with.

Venom

Offline Strip

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Re: Changes for Round 2
« Reply #12 on: June 24, 2008, 09:16:19 AM »
AvA,
   After the first day spys arent telling anyone anything we dont already have some knowledge about.....or already know. If your giving your attack plans to a shade or someone you know is Allies you deserve what you get. People need to stop whining and start playing. If p[eople really want to cheat its as simple as a shade account or switching sides before you log off. Your not going to stop the people doing 90% of the damage.

Strip

Offline Shifty

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Re: Changes for Round 2
« Reply #13 on: June 24, 2008, 09:28:52 AM »
I think it should either be 12 hours or 7 days.  12 hours if numbers are an issue and we need to be able to balance each night.  7 days if spying is a real issue and we only want to potentially balance once a week if there is an on-going side imbalance.  Although the war is a fun backdrop, we want to consider new players.  They may need to switch around a bit to find a side they like and are comfortable with.

Venom


I tend to agree, we don't want to make the AVA so structured there's no room for new people to get a comfortable start. I think the whole idea of spying in moot. After a few hours both sides are pretty much going to have a good idea of each others assettes. My gut feeling on side switching is why not allow it for people who are not in squads that are actively fighting the strat war. The real serious war guys are not going to be switching sides., and as for myself I'd rather fly against live resistance. If I log on and there are no Axis I end up logging off after only one sortie. One reason the arena is starting to pick up is because new things are being tried and old myths of that won't work are being expelled. Let's not go so overboard in one direction we start alienating other players and their ideas again. I still say there's room in this arena for
War fighters, tactics nuts, buff drivers , and furballers.

You can't have a war without a fight.
<S>

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Offline OldBull

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Re: Changes for Round 2
« Reply #14 on: June 24, 2008, 10:11:27 AM »
Gentlemen: I see good points on both sides of this debate, we are all here breaking new ground and with that we hope to draw a bigger player base, which is happening, in effect we are setting a standard here and above all we need to look down the road at the bigger picture, where we are today is only the beginning of where we want to be, Strip you make some valid points and I can't totally oppose side switching, perhaps later on when we have a larger player base we might want to look at fixed sides for the duration, however I have also see those who are too impatient to wait a half an hour for things to change, they want the fight RIGHT NOW!! and they leave one side to oppose a mission that is underway and that is certainly not right, perhaps a compromise can be reached and limit side switching to once every twelve hours, this will let the new guy have the opportunity to gauge both sides. As to the issue of spying we could do a lot for ourselves to discourage that behavior by making it known that as a group we don't approve of that behavior, will that stop certain individuals? No, we know it will not, but once again we are trying to establish a set of standards that will make this a better arena and it won't happen overnight. Overall I have to say I am very pleased at the progress we have made up to this point and the degree of civility with which we are doing it and I offer a large Salute to the players and staff for the effort all have put forth to make it happen. All anyone has to do is look back to where this arena was just 3 months ago.
Maj OldBUll
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