Author Topic: A Bridge Too Far?  (Read 190 times)

Offline Weave

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A Bridge Too Far?
« on: May 17, 2001, 05:07:00 AM »
Knights were working 44 from 45 last night. We had 44 flat several times but gv's from 13 would show up to take out the drunks and generally reek havoc.

Yes I know we could/should have taken out the vh at 13, but the point I'm trying to make is that it took far less time to get an osty to 44 from 13 than to fly to 44 from 45, or to fly from 13 to 44. Somehow there's something not quite right with that.

I know HTC is trying to hammer out 107. but sometime in the future I would like to see roads with a bridge we can knock out to prevent gv's from instant warping to fields. Have the destroyed bridges not rebuild for 30 minutes like barracks.

MrSiD

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A Bridge Too Far?
« Reply #1 on: May 17, 2001, 05:46:00 AM »
There should be a 'war room' for the mission planners where they could see the advancing war effort (ie: approx status of enemy fields and cities based on pilots field reports, done automatically of course in ah.)

That would enable high-level strategic planning (to see when cutting down a bridge would be enough significance to launch a full array attack.)

Nexus

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A Bridge Too Far?
« Reply #2 on: May 17, 2001, 12:38:00 PM »
Roads, Bridges, and Railroads would be cool.

Oil refineries/fields, munitions plants, airplane factories, and supply convoys would all be cool too.

Something to interdict!

Can we get these into the game by... let's say version 3.0?

Nexus

Greg 'wmutt' Cook

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A Bridge Too Far?
« Reply #3 on: May 17, 2001, 07:26:00 PM »
Just had an AH dream:
.
Roads:  Just like it was stated in a message above.  Have roads between bases that go over bridges, tunnels, and the like.  If the road is taken out, vehicles can not spawn in that direction.
.
Rail/supply fleets:  Each base is linked by rail/road and or ship.  If this link is broken, then the base has a certain number of resources to launch planes and vehicles.  When those run out the airfield can no longer launch.  Gives a new depth of strategy

Muttz

Offline CJ

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A Bridge Too Far?
« Reply #4 on: May 18, 2001, 01:15:00 AM »
Funny you all mention the roads/rails concept.  I'm watching a TV show on the History Channel about fighting trains.. basically how trains were used in the supply of armies at the front.  I guess during the 20th century, and even as far back as the US Civil war, control of rail lines was a critical factor in the outcome of many battles.  It seems to me like it would be pretty easy to set up a kind of rebuild, aircraft launch rate modifier that was linked to destroyed rail lines and trains.  I'm sure people have mentioned rail guns and rail ack cars also..   Supply would add another element to the game.  (again, I'm sure that I am not the first to mention this.)

Offline Dowding

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A Bridge Too Far?
« Reply #5 on: May 21, 2001, 10:07:00 AM »
Many moons ago (last september to be exact), I asked HT if there would ever be railways linked to a supply system.

He said no.

Nice idea though.
War! Never been so much fun. War! Never been so much fun! Go to your brother, Kill him with your gun, Leave him lying in his uniform, Dying in the sun.

Offline Weave

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A Bridge Too Far?
« Reply #6 on: May 21, 2001, 10:27:00 AM »
Shut down the railways, and shut down the country. I can see where that might affect gameplay.

My original post was a vent/whine about how rapidly GVs can move around the map.

GVs can get to an ajoining field much faster than flying the fastest plane. Lacking a bridge to knock out to slow them up, moving the spawn point back about five or so miles would suffice.


Offline Pepe

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A Bridge Too Far?
« Reply #7 on: May 21, 2001, 10:57:00 AM »
Bearing in mind that, according to HT's answer, we wont' be seeing them anytime soon, I think the thing would be right if you could spawn x meters out of the end of the road. Wether that end be a town, a depot, an airfield OR the point where a well aimed bomb just fell. Road lines always between strategic points (i.e., non-linked roads not able to spawn any vehicle)

For instance, let's think of an airfield linked by 4 roads. It is not enough to bomb all roads to isolate the airfield. You will have to bomb them far enough to make the vehicle/supply convoys unable to spawn in the airfield's vincinity.

Roads would work as inst-o-matic transport system, given they are not cut in any point. You could spawn anywhere along an uncut road.

Railroads are different issue. You could think of it as automated supply lines. Rail yards would be the central depots, and trains would go regularly between strategic points, given railways are not cut.

You could supply strategic points either by train (automatic) or truck (manned) ....ehem <cough>...sorry, I think I am waaaay off track  

As a resumče:  I would LOVE this feature. <sigh>

Pepe