Author Topic: strats  (Read 1113 times)

Offline The Fugitive

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Re: strats
« Reply #15 on: May 16, 2009, 08:55:08 AM »
The problem is this is a "Combat" game, NOT a "war" game. If it were a war game the impact of the strat damage would be important so increasing the effects would be ok. However this is a combat game, and anything that takes away the ability of doing combat isn't going to happen. You used to be able to take the fuel down to 25% at all airfields (you can only go down to 75% now). The reason it was changed was porkers would take the fuel down along a front and shutdown the ability to defend, killing the fight.

If you make the strats THAT important, and someone does take them out your hurting the ability to have combat. Again, a lot of people couldn't care less about "the war", they are here to have fun fighting in which ever venue that like, be it fighters, gv's, or sea battles. The objective these people is to beat the other guy, NOT win the war.

Offline texastc316

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Re: strats
« Reply #16 on: May 16, 2009, 10:43:10 AM »
good point. I was thinking it would promote more combat, definitely not hinder it.
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Offline Traveler

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Re: Impact? What impact?
« Reply #17 on: May 16, 2009, 04:56:03 PM »
Sorry Gav,

Maybe I fly for the wrong country but I have yet to see where an attack on anything other that HQ has impacted Main Arena play.  I frequently see on channel, "Pork troops..." or "Kill ord" but never ever heard anyone suggest attacking strats to gain an advantage.  Oh maybe once when the war was about to be over and one country was down to one airfield.

That's because at one time attacking strats did have an effect and it limited the ability of furballers to up with enough fuel to reach a fight , so the wine started.  The end result is that it is impossible to do enough damage to any strat to effect game outcome.  The only thing that effects game outcome now is the hoard.  If the hoard is well orgainized they can roll even the large maps in short order.
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Offline AWwrgwy

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Re: Impact? What impact?
« Reply #18 on: May 16, 2009, 08:59:40 PM »
That's because at one time attacking strats did have an effect and it limited the ability of furballers to up with enough fuel to reach a fight , so the wine started.  The end result is that it is impossible to do enough damage to any strat to effect game outcome.  The only thing that effects game outcome now is the hoard.  If the hoard is well orgainized they can roll even the large maps in short order.

Is this true of all strats or just fuel?  As I understand it, still, take the city below 50% then take AAA, Grunts, Radar, or Ammo strats below 50% then pork fields in that particular zone and it takes hours for auto ack, troops, dar, or ords to come back up without player resupply of fields.

I swear one night not too long ago we had some bases without any zone bases that were porked and it seemed like ords never came back up that night.

Maybe I'm imagining things.


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Offline texastc316

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Re: Impact? What impact?
« Reply #19 on: May 18, 2009, 03:12:10 AM »
Is this true of all strats or just fuel?  As I understand it, still, take the city below 50% then take AAA, Grunts, Radar, or Ammo strats below 50% then pork fields in that particular zone and it takes hours for auto ack, troops, dar, or ords to come back up without player resupply of fields.

I swear one night not too long ago we had some bases without any zone bases that were porked and it seemed like ords never came back up that night.

Maybe I'm imagining things.


wrongway
So maybe its set up like this enough afterall. Game doesnt need changed, its the gameplay that could change.... where have we heard that before?
TexsTC-CO/Court Jester-Mighty 316th FS "CREEPING DEATH"  in MA/FSO

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Offline Oleg

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Re: strats
« Reply #20 on: May 18, 2009, 06:13:11 AM »
Again, a lot of people couldn't care less about "the war", they are here to have fun fighting in which ever venue that like, be it fighters, gv's, or sea battles. The objective these people is to beat the other guy, NOT win the war.

Waste of resources  :furious We must win teh WAR!!!  :furious :furious

lol

As long as strat porking affect "win war crowd" mostly, i havnt problem with it. If you want to force "furballers" to protect you precious strats, it wouldnt end well.
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Offline texastc316

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Re: strats
« Reply #21 on: May 18, 2009, 12:36:11 PM »
I'm mostly a furballer. just an idea to promote fights.
TexsTC-CO/Court Jester-Mighty 316th FS "CREEPING DEATH"  in MA/FSO

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Offline Oleg

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Re: strats
« Reply #22 on: May 18, 2009, 02:27:20 PM »
I'm mostly a furballer. just an idea to promote fights.

It will promote not fights but milkrunning, believe me.
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Offline texastc316

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Re: strats
« Reply #23 on: May 18, 2009, 03:18:38 PM »
they are only milk runs if no one wants to defend them. perhaps gives bombers something to hit besides the FH at the local furball.
TexsTC-CO/Court Jester-Mighty 316th FS "CREEPING DEATH"  in MA/FSO

The eager pilots are not experienced. And the experienced not eager.

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Offline Castle51

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Re: strats
« Reply #24 on: May 23, 2009, 11:38:11 PM »
Not that I ever expect to see this but I wish the strats to be completely redone as to directly impact the ability of a country to operate in that zone.  Along with some of the strats we have now I'd like to see rail yards, truck yards, powerplants, factories for aircraft and GVs, and key bridges that the resupply convoys would need to use to keep the bases up.  I would also like to see REAL resources in the game.  What I mean by that is depending on the size of the base it would only be able to have a certain amount of fuel, ordinance, troops, etc.  and those resources would be used and spent and eventually have to be replenished or else you would have a base with no fuel, bombs or hell, why not pilots!

Offline stroker71

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Re: strats
« Reply #25 on: May 24, 2009, 12:53:49 AM »
How about as first order of biz they make the AA ground guns actually fire on the enemy.  As they are now you can kill strats very easily if you come in low...with exception of the city that has 2 AA guns that fire.  I gave up, for the most part, strat runs because it poses no challenge.
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Offline texastc316

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Re: strats
« Reply #26 on: May 24, 2009, 02:48:17 AM »
How about as first order of biz they make the AA ground guns actually fire on the enemy.  As they are now you can kill strats very easily if you come in low...with exception of the city that has 2 AA guns that fire.  I gave up, for the most part, strat runs because it poses no challenge.

unless your in a fighter minding your own business. sigh
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The eager pilots are not experienced. And the experienced not eager.

S.A.P.P.- Secret Association Of P-38 Pilots (Lightning In A Bottle)

Offline The Fugitive

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Re: Impact? What impact?
« Reply #27 on: May 24, 2009, 07:52:50 AM »
That's because at one time attacking strats did have an effect and it limited the ability of furballers to up with enough fuel to reach a fight , so the wine started.  The end result is that it is impossible to do enough damage to any strat to effect game outcome.  The only thing that effects game outcome now is the hoard.  If the hoard is well orgainized they can roll even the large maps in short order.


That is because it is a game. Anything hindering game PLAY goes against the idea of the game. I pay a subscription to fly fighters against other fighters. If you take away my ability to do that why should I subscribe? Thats why HTC has it the way it is.

Now if HTC made it so that if you DID NOT destroy the supply factory for the zone you are trying to capture base in, the town buildings re-spawned after 5 minutes in stead of being down the 30 we have now. It would make the strat "important" to those playing the "win the war" game and add one more thing for them to defend or take down....depending on which side they were on, but wouldn't have any effect on those that don't care about the win the war aspect.

The strat have to be tied to "win the war" parts of the game with out touching the "combat" side of the game.

Offline Ghosth

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Re: strats
« Reply #28 on: May 24, 2009, 08:00:13 AM »
Have to agree with Fugitive totally.

You can't limit ability to fly, or even what they can fly, or for how long.

You can limit how long acks would stay down at a town, buildings, etc.
Whats more doing so would improve gameplay.

Maybe we need something new. "Front line" targets, that would be tied to field and town down times.
Would be close  to the field in question, would not have a lot of acks. But could be defended or  attacked.

Pillboxes, bunkers, Artillery emplacements, etc.

Offline stroker71

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Re: strats
« Reply #29 on: May 24, 2009, 08:40:48 AM »
unless your in a fighter minding your own business. sigh

Ummm no...if your under 3k they will not fire anything at you.  Ground guns are just targets at the strats
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