Author Topic: Zone system.  (Read 19395 times)

Offline 5PointOh

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Re: Zone system.
« Reply #180 on: September 24, 2009, 12:25:55 PM »
Just curious hitech, any rough developments or thoughts from you and the gang at HTC??
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Offline Jayhawk

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Re: Zone system.
« Reply #181 on: September 24, 2009, 04:31:38 PM »
When could we expect the change???   :pray

Just curious hitech, any rough developments or thoughts from you and the gang at HTC??

This is why they don't tell us what they're developing. lol
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Offline Scherf

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Re: Zone system.
« Reply #182 on: September 24, 2009, 08:00:45 PM »
I'm all for making strats more meaningful than they are now, but I don't recall the old system being fabulously satisfying as it was.

If I had my druthers, the strats would have a meaningful effect if damaged, but would be a pretty tough nut to crack. Two noobs at low level in 17s shouldn't be able to do significant harm to another countries' operations.

I'd also love to see meaningful effect from cutting roads and bridges. That way the heavy bomber boys would have something useful to do, and the jabo boys would to. The GVers could still GV and the furballers could still do they thang.

And of course, we'd have a different selection of whines to go with our cheese.

Would any of this require new maps? Especially if the cities etc needed to be larger, would we need a whole new map rotation?
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Offline Patches1

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Re: Zone system.
« Reply #183 on: September 25, 2009, 10:26:08 AM »
An idea:

Place HQ in the middle of each Country.

Spiral all Strat targets and airfields and GV Bases, and CVs around it.

Make all Strat targets flow through HQ.

Make HQ the only target to capture for a reset.

HQ cannot be resupplied.

Keep City Strat as choke point for all other Strats, but make City Strat re-suppliable via player based resupply only.

Make GV Bases as susceptible to strat losses as Airfields.

Give GV Bases re-arm capabilities like Airfields.

Add a Country Morale Factor into the game (as has been suggested previously) that may slide up, or down, by bombing HQ, which affects the factory worker's output.

Just my thoughts....<S>
"We're surrounded. That simplifies the problem."- Lewis B. "Chesty" Puller, General, USMC

Offline Patches1

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Re: Zone system.
« Reply #184 on: September 25, 2009, 10:43:01 AM »
Just caught the flaw in my thinking...capture HQ for the reset!

With 3 Countries it's still not a big problem, just a greater challenge. You must capture BOTH opposing HQs!

Sooooo....when the first Country's HQ is captured by an opposing force, the remainder of the captured Country now fight against the conquering Country and are allied with the remaining Country, but at a very reduced effectiveness. An individual will still be awarded his, or her perks, points, kills, etc., but their effectiveness against the opposing force is reduced and their effectiveness for the remaining Country force is also reduced. However, the INDIVDUAL player's score will reflect his, or her actions as normal.

Man! This stuff is complicated!  :-(


<S>

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Offline Patches1

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Re: Zone system.
« Reply #185 on: September 25, 2009, 10:55:24 AM »
Dang! Another thought!

When your HQ is captured...you cannot change sides. If you wish to play further, you play as previously mentioned, allied with the other Country now defending, but with limited plane and gv sets much like the ENY restrictions of today, but with all of the individual perks and score stuff.

 
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Offline ToeTag

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Re: Zone system.
« Reply #186 on: September 26, 2009, 10:29:25 AM »
Patches it sounds like a completly different game.
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Offline chewie86

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Re: Zone system.
« Reply #187 on: October 06, 2009, 12:49:24 PM »
Hitech,

If the new strat system will enhance the usage and organization of buff raids with escorts, hence the defensive missions of the attacked country, go for it :x! I forecast a high altitude wind too to prevent an easy drop from 40.000 feet alt B17 or reintroduce the manual calibration in MA (notice I'm even porking our 100's mission for it :eek:).

The fights in smooth air are the best and too many still dont know that!

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Offline bravoa8

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Re: Zone system.
« Reply #188 on: October 06, 2009, 03:03:12 PM »
I think it would be an awesome idea to change the zone system  thats how the war was won is destroying factories :rock

Offline shotgunneeley

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Re: Zone system.
« Reply #189 on: October 07, 2009, 02:29:11 PM »
Yes, don't want to let this one die.

How exactly is it currently set up in the small maps where you only have one zone per country? Does it have the same affect as it would if it were set up as a country system? The set of strats that are placed in the small maps are all located around the HQ and supply the whole country, so it would appear we already have a working model of what we want to see changed.

 :rock HTC
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Offline Plawranc

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Re: Zone system.
« Reply #190 on: October 08, 2009, 01:31:27 AM »
I like the idea of WW2 missions run by squads attacking strat targets, B17s with 51 escorts kinda thing.

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Offline EskimoJoe

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Re: Zone system.
« Reply #191 on: October 08, 2009, 01:58:07 AM »
If it were my call, I would do two things:

1) Post in the General forum to get more opinions, and

2) Give it a 3 month trial period, create another thread, and get feedback on the system. Decide from there.

Personally, it sounds like it would be a fun change.
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Offline saantana

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Re: Zone system.
« Reply #192 on: October 09, 2009, 01:56:26 PM »
Huh?

So there's actually a point to factories? I thought they were there just for target practice with bombers.

Honest.
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Offline 100hooch

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Re: Zone system.
« Reply #193 on: October 09, 2009, 07:12:32 PM »
Absolutely FANTASTIC idea!  But keep it simple.

Move the strats to the rear, but not all clustered around the protected bases (or else all we'll see is Me163s which afterall were only used minimally in RL). Besides we now have the uber-Jug which will do 40k.

Make the strats bigger -- maybe 2x or 3x -- requiring more than one or two flights to shut them down.  Perhaps several of a given type of strat (say refineries) in a given geographic region, such as the ball-bearing factories in or around Schweinfurt in RL.

Give the strats' destruction a bigger impact on base replenishment, i.e. scarcity of the product across the country.  Perhaps limiting the resupply between bases to to a fraction now capable as a factor of the strat percentage. Possibly by requiring more C47 or M3 trips to accomplish the task than when the strat is at full production, or by reducing inventories at the base providing the resupply. For instance, reconstituting troops at A1 from V2 would mean that for every barracks the pops back up at A1, one is lost at V2. And a country's training facility could resupply all troops (i.e. pop up all barracks) in one hour at 100%, two hours at 50%, etc.  Likewise with refineries, ammo factories, radar, and so on.

Make it harder or require more effort to resupply or rebuild a strat to a point that makes it more viable to defend the strat in the first place than just resupply it afterwards, instead of the current instance where, rather than defend the HQ from a bomb raid, pilots up C47s and M3s to re-establish the HQ within five minutes after a successful bomber strike rather than fly up to attack the bombers, thereby nullifying the the attacking country's stategic effort.

Anyway, I love the idea of enhancing the strategic side of the game and was just spitballing some ideas.
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Offline hitech

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Re: Zone system.
« Reply #194 on: October 09, 2009, 10:38:10 PM »
Yes, don't want to let this one die.

How exactly is it currently set up in the small maps where you only have one zone per country? Does it have the same affect as it would if it were set up as a country system? The set of strats that are placed in the small maps are all located around the HQ and supply the whole country, so it would appear we already have a working model of what we want to see changed.

 :rock HTC

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