Author Topic: Zone system.  (Read 18006 times)

Offline moot

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Re: Zone system.
« Reply #30 on: September 10, 2009, 02:23:17 PM »
I wonder why you can't resupply the City? IMO it should be just like the factories.

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Offline Lusche

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Re: Zone system.
« Reply #31 on: September 10, 2009, 02:24:42 PM »
I wonder why you can't resupply the City? IMO it should be just like the factories.

Hitech?

Maybe because the City is resupplying the factories... you supplies would had a much greater impact then.
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Offline 68falcon

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Re: Zone system.
« Reply #32 on: September 10, 2009, 02:34:14 PM »
Gets my vote  :aok  
Consider BlauK recommendation of allowing each strat to be captured (map room), removes the ability of "milk runs" as friendly line moves forward.

Vehicle field or Air fields could be placed close or spawn points set to help protect strat.
« Last Edit: September 10, 2009, 02:36:33 PM by 68falcon »
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Offline Chalenge

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Re: Zone system.
« Reply #33 on: September 10, 2009, 02:34:46 PM »
Geeze HT that means I have to rewrite chapters 4 5 and 7...  :cry

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Offline Ack-Ack

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Re: Zone system.
« Reply #34 on: September 10, 2009, 02:42:21 PM »
Gets my vote  :aok  
Consider BlauK recommendation of allowing each strat to be captured (map room), removes the ability of "milk runs" as friendly line moves forward.

Vehicle field or Air fields could be placed close or spawn points set to help protect strat.

Later versions of AW (AW2/3/MV) had capturable strat targets that really did change the dynamics of the map.  You could capture a base but if you didn't capture the nearby depots/factories that supplies those bases, the base would never repair.  This again provided additional incentives to protect the strat targets and also fostered more fights.


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Offline 68falcon

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Re: Zone system.
« Reply #35 on: September 10, 2009, 02:45:54 PM »
Hitech, as you know,when CM's set an arena for an event we are able to change country ownership for all fields and ships. Would it be possible if the strat had the same properties as the bases do?
« Last Edit: September 10, 2009, 02:52:54 PM by 68falcon »
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Offline wsveum

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Re: Zone system.
« Reply #36 on: September 10, 2009, 02:52:48 PM »
+1  :aok
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Offline ghostdancer

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Re: Zone system.
« Reply #37 on: September 10, 2009, 03:36:44 PM »
HiTech for special events I don't see repositioning the now uncapturable strats as a problem. Simply because most special events actually have a player flying for 45 minutes to an hour to a target (250 miles or more one way). That is part of the event.

For the MA I would hazard that this might be an issue and would discourage bombing of strats. When we had the zone less system previously I believe it was on the smaller 256x256 maps, so designers could not place strats to far away from the initial battle fronts (before people started capturing bases).

On a 512x512 map you could easily end up with a situation with strats placed:

1) Strats being placed by the terrain designer to far away from the battle front resulting in an hour or more flight to the target and then another X amount time back to a friendly field. How many players in the MA do we know willing to fly an hour to get to a target and bomb it?

2) Strats being place to close to the front and being over runned and then being deep behind enemy lines. Resulting in the enemy country being able to hit them at will unopposed and degrade your countries supply while your country might have to fly say X amount minutes or more to fly to the strat target and defend it. Even if players do this they only have a certain amount of time over target defending it. Which again might produce the affect of the supply for one country simply being continually depressed with them not able to do anything about it. Say if strats were 100 miles to 125 miles (4 - 5 sectors behind enemy lines).

As stated I don't see this being an issue with special events (scenarios, FSO, snapshots, etc.) where people are used to and required to fly long distances. I do think this could be an issue in the various MAs.

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Offline USRanger

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Re: Zone system.
« Reply #38 on: September 10, 2009, 03:50:50 PM »
I liked the old system before the switch to the current zone system.  With the old country resource system, the factories/depots actually had some strategic value which was lost in the switch to the zone system.

With the country resource system, it also helped create fights that the zone system didn't 'encourage'.  What I mean by that, players were more likely to up fighters to defend the factories/depots against the bombers and in turn the bombers were also more likely to bring escorts for defense.  In addition, it also encouraged players to attack the supply trucks/trains/barges and others to defend their supply lines.

In short, the old country resource system helped encourage fights on all levels and that was a very good thing.

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+1  Not another word needs said IMO.  I think that would be a fantastic idea HT.
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Offline Stampf

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Re: Zone system.
« Reply #39 on: September 10, 2009, 03:51:27 PM »
Yes please.  :aok
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Offline Fender16

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Re: Zone system.
« Reply #40 on: September 10, 2009, 03:52:09 PM »
I assume that this would also make convoys, trains, and barges very strategic targets?

I'd assume so.
I am all for this idea.

Offline hammer

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Re: Zone system.
« Reply #41 on: September 10, 2009, 03:55:40 PM »
Want to make long flights worth it? While a country retains X% of their original fields, destroying 100% of strategic targets around a HQ immediately disables Y number of front-line bases for Z minutes. The attack and defense of deep targets would become important and worthwhile.

Edit: This would obviously have to end as the front line got too close to the strat targets just to allow all sides to remain competitive.

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« Last Edit: September 10, 2009, 03:59:10 PM by hammer »
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Offline horble

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Re: Zone system.
« Reply #42 on: September 10, 2009, 05:55:06 PM »
I'm all for it!
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Offline Masherbrum

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Re: Zone system.
« Reply #43 on: September 10, 2009, 06:24:10 PM »
I like it, good idea HiTech! 
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Offline E25280

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Re: Zone system.
« Reply #44 on: September 10, 2009, 06:52:49 PM »
For the MA I would hazard that this might be an issue and would discourage bombing of strats. When we had the zone less system previously I believe it was on the smaller 256x256 maps, so designers could not place strats to far away from the initial battle fronts (before people started capturing bases).

On a 512x512 map you could easily end up with a situation with strats placed:

1) Strats being placed by the terrain designer to far away from the battle front resulting in an hour or more flight to the target and then another X amount time back to a friendly field. How many players in the MA do we know willing to fly an hour to get to a target and bomb it?

2) Strats being place to close to the front and being over runned and then being deep behind enemy lines. Resulting in the enemy country being able to hit them at will unopposed and degrade your countries supply while your country might have to fly say X amount minutes or more to fly to the strat target and defend it. Even if players do this they only have a certain amount of time over target defending it. Which again might produce the affect of the supply for one country simply being continually depressed with them not able to do anything about it. Say if strats were 100 miles to 125 miles (4 - 5 sectors behind enemy lines).

As stated I don't see this being an issue with special events (scenarios, FSO, snapshots, etc.) where people are used to and required to fly long distances. I do think this could be an issue in the various MAs.
A possible solution to the large maps problem would be to still have 2 or 3 of each type of strat object (say 2 relatively close to the front and one further back), that would have a cumulative effect on supply -- i.e. take one of the factories down to zero, your map status would show 33%, and supply would be 2/3rds as effective.  It still has an impact, but not crippling to a country that is pushed back well behind the initial map start.

One part I like about this idea of country-wide resupply is that a base you just captured will start to be resupplied immediately.  This means the front line strats will be down for less time on average, which means the "war" can continue to progress at a faster rate on a broader front, rather than the linear horde that has enough players to resupply the base just taken before moving on.
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