Author Topic: War Arena?  (Read 1354 times)

Offline cobia38

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Re: War Arena?
« Reply #15 on: June 13, 2010, 06:56:27 AM »
 
  perfect map to start this off would be..... Mindo  :x  with squid  :x  and sheep  :x and no buff formations  :x and fixed bombsights  :x 
   to have an arena like days of old to play around in would be great  :salute


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Offline JunkyII

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Re: War Arena?
« Reply #16 on: June 13, 2010, 07:03:29 AM »
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Offline cobia38

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Re: War Arena?
« Reply #17 on: June 13, 2010, 07:16:12 AM »

  porking fuel to 25% was the thing i miss most about the good ol days 


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Offline HawkerMKII

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Re: War Arena?
« Reply #18 on: June 13, 2010, 09:33:26 AM »
 porking fuel to 25% was the thing i miss most about the good ol days  

Good ol days are gone. Way to many XBOX generation people on here that just want shot em up action and no strategy. I guess I just need to go find on line risk game :(
« Last Edit: June 13, 2010, 09:36:02 AM by HawkerMKII »
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Offline The Fugitive

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Re: War Arena?
« Reply #19 on: June 13, 2010, 09:39:25 AM »
See my thread and discuss.....http://bbs.hitechcreations.com/smf/index.php/topic,290874.0.html

There is nothing wrong with taking out FH, but like you said there is an order to do these things in. FH shouldn't be first.

 porking fuel to 25% was the thing i miss most about the good ol days  

For the longest time porking fuel wasn't a big deal. Once the "win the war" aspect of the game really started to gain momentum it was one of the tactics that were adapted to... figure out how to over come a hurdle. It was too easy to hamper the fighters in the area by a few people porking the fuel at a few bases around the target field. You could take fuel down with a few passes with guns. The easiest way to fix it was to change the setting to only allow it to be porked to 75%. I think they should have increased the hardness to make it harder to get them down, but the reward would be that it was down to 25%.

For today, increase lethality of ack, and at least double the hardness of the fuel bunkers. This way it takes more than one player to drop fuel at a base. The increase in the ack should take out a third of the attackers, and the hardness should cause the attack to need a couple of players to get through to pork it. Or you need a buff or two hitting it from 10k to avoid ack, but you'd need a couple sets so they were hit all about the same time to keep it down for the max time.....if nobody resupplied.

Doing this you now need a few players to team up to hit fuel at just one base, but the reward is fuel down to 25%. Possibly  more bombers in the air, maybe even more fighters to cover the buffs. Having the ack kicked up cuts back on the lawndarters some as well as the vulch  a bit so defenders to up.

Offline 321BAR

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Re: War Arena?
« Reply #20 on: June 13, 2010, 09:41:56 AM »
  porking fuel to 25% was the thing i miss most about the good ol days 
There is nothing wrong with taking out FH, but like you said there is an order to do these things in. FH shouldn't be first.

For the longest time porking fuel wasn't a big deal. Once the "win the war" aspect of the game really started to gain momentum it was one of the tactics that were adapted to... figure out how to over come a hurdle. It was too easy to hamper the fighters in the area by a few people porking the fuel at a few bases around the target field. You could take fuel down with a few passes with guns. The easiest way to fix it was to change the setting to only allow it to be porked to 75%. I think they should have increased the hardness to make it harder to get them down, but the reward would be that it was down to 25%.

For today, increase lethality of ack, and at least double the hardness of the fuel bunkers. This way it takes more than one player to drop fuel at a base. The increase in the ack should take out a third of the attackers, and the hardness should cause the attack to need a couple of players to get through to pork it. Or you need a buff or two hitting it from 10k to avoid ack, but you'd need a couple sets so they were hit all about the same time to keep it down for the max time.....if nobody resupplied.

Doing this you now need a few players to team up to hit fuel at just one base, but the reward is fuel down to 25%. Possibly  more bombers in the air, maybe even more fighters to cover the buffs. Having the ack kicked up cuts back on the lawndarters some as well as the vulch  a bit so defenders to up.
why not just set fuel pork to 50%? :headscratch:
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Offline The Fugitive

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Re: War Arena?
« Reply #21 on: June 13, 2010, 10:01:11 AM »
why not just set fuel pork to 50%? :headscratch:

because its too easy to take it down to that. 3 guys in heavy ponies, 38's, or p47 could hit 3 different bases around the 4th "target base". 5 minutes later the attack force hits the target base and defenders up from surrounding bases and get to the fight to have time enough for a pass or two before they are to run out of fuel. Too easy to stop combat, and that is what HTC wants to avoid, the shut down of combat.

 The win the war ability must be there because it creates combat. But the win the war ability shouldn't be a walk in the park either. If you want the "thrill" of winning the war, or capturing a base, I think you should have to work for it. Popping a fighter that is AFK isn't fun for me, but a knock down drag out fight that lasts a few minutes is a blast! I worked for that kill!! It is so much more satisfying for that kind of fight. Why wouldn't people want that in the base capture/win the war type play as well?

Offline 321BAR

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Re: War Arena?
« Reply #22 on: June 13, 2010, 10:10:40 AM »
because its too easy to take it down to that. 3 guys in heavy ponies, 38's, or p47 could hit 3 different bases around the 4th "target base". 5 minutes later the attack force hits the target base and defenders up from surrounding bases and get to the fight to have time enough for a pass or two before they are to run out of fuel. Too easy to stop combat, and that is what HTC wants to avoid, the shut down of combat.
more fuel tank targets? :headscratch:
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Offline The Fugitive

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Re: War Arena?
« Reply #23 on: June 13, 2010, 10:15:45 AM »
more fuel tank targets? :headscratch:


That would take a rework of each of the fields, where as hardness of a bunker and lethality of ack are just arena settings.

Offline JunkyII

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Re: War Arena?
« Reply #24 on: June 13, 2010, 10:25:13 AM »
Good ol days are gone. Way to many XBOX generation people on here that just want shot em up action and no strategy. I guess I just need to go find on line risk game :(
Honestly most of the win the war crowd cant even spell strategy.....


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Offline Lusche

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Re: War Arena?
« Reply #25 on: June 13, 2010, 10:30:22 AM »
Good ol days are gone. Way to many XBOX generation people on here that just want shot em up action and no strategy. I guess I just need to go find on line risk game :(

Actually it's YOU guys that are looking for an easier way to win the war. YOU are asking for LESS strategy, not more. You want to remove the challenge of getting fields from both countries to the good ole "race to reset", where both bigger countries just clubbed the smaller one into submission without ever having to fight each other. Add to that the 25% fuel porkage you are asking for, and it's clear you do not want any challenge, as that outnumbered country that's being clubbed by the two other ones will now quickly be unable to defend itself at all.

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Offline ttflier

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Re: War Arena?
« Reply #26 on: June 13, 2010, 10:36:16 AM »
No matter what changes are made, it is the players that dictate the tone and direction of the game! I personally would like to see more squadron tools developed that would make it possible to plan and execute more complex base take strategies that require fewer players, ie squadron mission planners and mission linking (I believe Thnderegg has been asking for this for a while). Giving more tools to squadrons, thus allowing them to start taking a strategic lead, general rank and file players will have a better "game" experience.  This change will also give more control to some of the best players in our game and allow them to start shaping the direction of MA gameplay  If in-country squadrons can better coordinate attacks on strategic objectives, their opposing counterparts will be forced to do the same.  More coordinate attacks, more coordinated defense, more combat at all levels.      
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Offline cobia38

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Re: War Arena?
« Reply #27 on: June 13, 2010, 12:53:27 PM »
Actually it's YOU guys that are looking for an easier way to win the war. YOU are asking for LESS strategy, not more. You want to remove the challenge of getting fields from both countries to the good ole "race to reset", where both bigger countries just clubbed the smaller one into submission without ever having to fight each other. Add to that the 25% fuel porkage you are asking for, and it's clear you do not want any challenge, as that outnumbered country that's being clubbed by the two other ones will now quickly be unable to defend itself at all.




 
 porking to 25% works both ways,you can control an attackers incoming altitude/time on target just as easy


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Offline Lusche

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Re: War Arena?
« Reply #28 on: June 13, 2010, 01:46:50 PM »

 
 porking to 25% works both ways,you can control an attackers incoming altitude/time on target just as easy


If you take everything into account what I wrote (and what we have seen happening in the past), it's not "just as easy".
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Offline minke

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Re: War Arena?
« Reply #29 on: June 13, 2010, 02:31:49 PM »
I'd like to see the whole base capture method re worked. You could start by increasing town size in proportion to field size. Rather than increase ack lethality just add a few more. I'd like to see 2 vh on medium and large bases, tougher ord bunkers and just for kicks being able to run out of the tower waving your .45

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