Author Topic: Zone system.  (Read 19380 times)

Offline B4Buster

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Re: Zone system.
« Reply #45 on: September 10, 2009, 07:17:46 PM »
 :aok

capturing strats is a great idea. I will; however, miss the intruder missions 2 sectors behind enemy lines to kill milk runners :(
« Last Edit: September 10, 2009, 07:19:29 PM by B4Buster »
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Offline caldera

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Re: Zone system.
« Reply #46 on: September 10, 2009, 07:27:20 PM »
I like the idea of capturing strats (equipped with maprooms). Make the strats bigger as suggested and add some of these for protection:




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Offline Ack-Ack

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Re: Zone system.
« Reply #47 on: September 10, 2009, 07:46:40 PM »
I like the idea of capturing strats (equipped with maprooms). Make the strats bigger as suggested and add some of these for protection:

(Image removed from quote.)




If it's possible, I would also increase the number of troops needed to capture a strat target from the current default for taking bases.  I'd up it to at least 20 troops, maybe even 25.


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Offline Bino

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Re: Zone system.
« Reply #48 on: September 10, 2009, 08:07:54 PM »
I am considering scraping the zone strat system and going back to country resources.

Thoughts?

HiTech

If it makes bombing more meaningful (thereby giving me more bombers to shoot at  ;) ), yes, please!

It would be great if you could also figure some way to address the milkrunning of strats that fall behind enemy lines, too.


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Offline thndregg

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Re: Zone system.
« Reply #49 on: September 10, 2009, 08:17:30 PM »
+1  :aok

High altitude bombing is fun to play and intercept.

For what my squad is about, I am absolutely for this.
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Offline nub001

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Re: Zone system.
« Reply #50 on: September 10, 2009, 08:23:22 PM »
I am considering scraping the zone strat system and going back to country resources.

Thoughts?

HiTech
go for it

Offline Ghosth

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Re: Zone system.
« Reply #51 on: September 10, 2009, 09:16:55 PM »
Awesome idea!

Anything that will help give bombers something to do other than kill hangers is a step in the right direction IMO.

Offline eagl

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Re: Zone system.
« Reply #52 on: September 10, 2009, 10:05:44 PM »
Resources are capturable now via capturing there controlling air field. Hence the zone concept.

With fields now that can not be captured, the problem of strat being in enemy territory can easily be fixed simply by moving the strat objects .

The main thing this will effect is that strat will again be more of a value when hit, because it will always effect the entire country.

HiTech


One thing - If strat will affect the whole country, then every important target ought to have a fighter base pretty close nearby.  If you want people to really get into defending strat after you make it more valuable to hit the strat, put a small fighter-only base up on a hill near the most valuable strategic targets.  You'd see some good fights there and it might even encourage the bombers to get fighter escorts.  Epic battles ensue with both the strat and furball types getting what they want.

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Offline Dantoo

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Re: Zone system.
« Reply #53 on: September 11, 2009, 01:16:55 AM »
I have a question or maybe two. 

When we introduced the new system with AKDesert (I think), it changed the resupply time to about 120 minutes for objects in a foreign zone and about 45 minutes for a friendly zone. When the factories were reduced to about 30% or below, then the longer period for resupply applied for both sides. Would this remain?  Would you be keeping the resupply benefit at about 15 minutes for each load? 

As a strat player it is only those particular effects that bring any interest in zones and their factories to me.
On a larger map the presence of zones tends to localise the fight to a particular zone.  Control of its resources can become vital to maintaining an attack or shoring up a defence. The removal of zones on a large map perhaps means that all the advantage in future would lie with a defender. The best that an attacker could achieve by hitting factories would be to slow down the resupply of the defender, which is only an advantage if he wants to temporarily freeze the front line.

If the factories are much further back and much easier to supply, then there accrues no great advantage to hitting them.  There would then be little incentive to hit factories at all.  Better to use the bombs at the front line. The score guys would still be heading there at the start of each month (probably in another arena anyway), but I can't see an increase in activity high over the factories from this, just a decrease.

Most mass formation assaults used to be to HQ as there was a tangible benefit gained by blinding the opponent for 45 minutes (and then up to 2 hours).  It fell out of favour when distances got longer and resupply times got shorter.  A mass assault on say a training factory means little now because there are so many barracks at a average base that it would almost be impossible to take them out before the factory was back up anyway.
There's no value in it for the strat player, but there are always a few people wandering over them for their own interest. They'll still have a go if it's not too far to fly. If you make a change that just removes zones and leaves the rest intact, then there will be less attacks on the factories not more. There will however be an increased advantage to sitting back and defending by porking front-line bases to halt attackers.

The effect generally will probably be to slow the game down to even more torpid levels than now.  No magic bullet for more attacking and increased game play here that I can see.
I get really really tired of selective realism disguised as a desire to make bombers easier to kill.

HiTech

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Offline texastc316

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Re: Zone system.
« Reply #54 on: September 11, 2009, 02:35:05 AM »
So let it be written, so let it be done.


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I think it would be great, in fact I had a wishlist thread somewhat about this a few months ago. Protect the strats or limited ammo, fuel, weapons and troops. More fights, more big bomber raids, more fights. FNA
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Offline Stalwart

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Re: Zone system.
« Reply #55 on: September 11, 2009, 03:54:06 AM »
+1 HT


Aside: It would be kind of neat to see some fields that you couldn't capture unless you took down the associated strat objects associated with it, like local bridges.

Last year, someone suggested bridge bases you could capture.  That would be cool too.

Offline Ack-Ack

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Re: Zone system.
« Reply #56 on: September 11, 2009, 04:29:15 AM »
+1 HT


Aside: It would be kind of neat to see some fields that you couldn't capture unless you took down the associated strat objects associated with it, like local bridges.

Last year, someone suggested bridge bases you could capture.  That would be cool too.

Or at the least make the bridges destroyable to disrupt the supply lines.


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Offline Kazaa

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Re: Zone system.
« Reply #57 on: September 11, 2009, 04:51:40 AM »
The zone system is fubar, it doesn't effect anything so something new is in order.

It's great that your taking another look at it! :aok
« Last Edit: September 11, 2009, 05:26:13 AM by Kazaa »



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Offline JunkyII

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Re: Zone system.
« Reply #58 on: September 11, 2009, 05:40:43 AM »
This sounds too good to be true!!!!! :D go for it, we expect it in 2 weeks  :)
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Offline hammer

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Re: Zone system.
« Reply #59 on: September 11, 2009, 07:41:06 AM »
Anything with an immediate and noticeable impact would make attacking and defending strat targets worth the effort. If what happens to a strat target doesn't affect most of the players in some immediately noticeable way, there will not be any incentive to either attack or defend it. This has been the biggest weakness of strats in the game.

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