Author Topic: Game Play Idea  (Read 1473 times)

Offline NCLawman

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Game Play Idea
« on: November 21, 2010, 08:21:11 AM »
Spurred by a few of the recent "I'm not Happy" threads that have been posted, I got to thinking about means of game play that might work for both the "Win the Warz" and the "This is FIGHTER COMBAT ONLY" types of play.

In the interests of brevity, I am not going to go into all the pros and cons of either style (we all have our own opinions on that anyway); nor and I advocating any style of play over the other.  I admit that it is my OPINION that the combat for me accomplishes some goal.  Yesterday, I posted using the analogy of moving a football down field toward the endzone.  As I thought more about that, I came up with a new possible idea and decided to toss it out here for review/suggestions/refinement.  If we can come to some type of consensus on it maybe HTC would be interested in considering it.....  so here it goes....

How about considering a "Win the Warz" style of game play like our childhood game of "Capture the Flag" rather than the complete take over of 90% of the enemy fields.  Put each team's HQ at a point behind their bases.  Each side then has equal opportunity to push into enemy territory toward the opposing HQ (what path they take is up to them)  On reaching enemy HQ, they must fight to take it and when taken, Warz is Wonz and map resets, rotates-whatever.

Here's what I think (emphasis on think) about it...   I suspect that it would increase the number of resets and keep the maps rotating more quickly which keeps them from getting stale.  It creates an obvious 'offensive front' to which defenders can see and be in place to defend.  Sides can open op more than one front and try reaching the HQ from different paths.  Attempting to push into enemy territory would then have meaning, and clearly certain bases would become more vital.    

This would increase the combat over those bases.  This makes the 'combat types' happy.  Should you choose to focus your spearhead on a single point, then you leave your flanks open to counterattack and while you are flying west, you could be getting jumped from north and south bases (as an example).  The closer you get to enemy HQ, the more intense the fighting will be to defend it.

In fact, in accordance with this style of play, we could even increase the overall number of bases on the map and put them much closer together to make more steps to reach the HQ.  But this will dramatically increase the ability of all sides to attack and defend.  It would spearhead attacks to generate great furballs and individual fights which would then increase the need for bombers (gives them something to do - taking out towns and hangers).

I also think that this still provides an option and ability to "Win the Warz" by the side getting beat back or ganged.  That losing side may chose to open a "battle of the bulge" and concentrate resources at another point and try to push toward an enemy HQ...  their attackers would then have to consider letting up the 'offensive' to protect their own HQ.  

I really believe (correctly or incorrectly) that this style of play would make all types of players happy and would increase the strategy aspect of the game.  As it stands the game is a blunt force hammer to take all the opposing bases and the side with the numberz most often winz the battles and the warz.  A "capture the flag" style would focus more on one or two defensible fronts -- numbers will still help, but they aren't the end all beat all.. the concentrated fighting will be.

So, that is my idea, what do you all think?  Do you see other pros and cons to this potential style change? and is it something we think we would like?  

forum now open to the floor .......                   :salute
« Last Edit: November 21, 2010, 08:22:43 AM by NCLawman »
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Offline The Fugitive

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Re: Game Play Idea
« Reply #1 on: November 21, 2010, 11:01:33 AM »
Its a nice idea in principle, but it wouldn't happen that way. The majority of the players look for the quickest and easiest way to win. That being said all you would get his huge missions launched to the HQ's It already sucks fighting the horde now.

Offline Gaboon

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Re: Game Play Idea
« Reply #2 on: November 21, 2010, 02:28:00 PM »
Ok try this then you have a great Idea there. So in order to win by taking an HQ you must also have a clear uncontested path from your starting area to their HQ

Offline NCLawman

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Re: Game Play Idea
« Reply #3 on: November 21, 2010, 02:40:19 PM »
I would also suggest making the HQ take a bit more difficult.... say need 30 or 50 troops within a specified time to achieve the take.  This would make a single horde mission to the HQ unlikely.  To get that many troops successfully into the enemy HQ, you would likely need an open path (ie supply line / bases) to the HQ. 

Again, I am not saying that the idea is completely finished... I am posting the basic idea so that we, as a group, might come up with a viable option that would work.  If I had all the answers up front, it would be my game (and I would be making a lot more money than I do now.   :lol    )

You never know what ideas the community or HTC might think are worth trying.  I just think that playing as "capture the flag/HQ", it would have the benefit of putting base taking on specific paths rather than the described "whack a mole" currently employed.  By that I mean that if some group wants to take an obscure base off the "front', who cares.  It doesn't accomplish them anything because the game would not be about 'number of bases.'  It make it relevant WHICH bases you hold.   Then if the same group continues that path of least resistance and you see they have pushed 3 bases into your territory, you can send a few resources down there to keep them away from HQ.  Now they wasted time taking bases that lead NO-WHERE....   Kind like capturing the Bridge to Nowhere.  That's great you have the bridge, but whose gonna take it where?  LOL

Just a thought.  I would have hoped more people would have read and posted some ideas as to how this might work or could work.  But maybe the idea itself isn't that popular.... but at least I am trying to find a solution that will make a majority happy.      :salute
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Offline warhed

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Re: Game Play Idea
« Reply #4 on: November 21, 2010, 03:09:03 PM »
Ok try this then you have a great Idea there. So in order to win by taking an HQ you must also have a clear uncontested path from your starting area to their HQ

Remember the field capture order (still in the right click menu on the clipboard map) we had a few years ago?  It didn't work out for gameplay...
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Offline ink

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Re: Game Play Idea
« Reply #5 on: November 21, 2010, 04:41:11 PM »
I think this is a great idea, there should be an arena just for this.     

Offline ink

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Re: Game Play Idea
« Reply #6 on: November 21, 2010, 04:42:18 PM »
I think this is a great idea, there should be an arena just for this.     

Offline ink

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Re: Game Play Idea
« Reply #7 on: November 21, 2010, 04:42:54 PM »
I think this is a great idea, there should be an arena just for this.     

Offline The Fugitive

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Re: Game Play Idea
« Reply #8 on: November 21, 2010, 04:54:20 PM »
Ya the field capture order didn't work out so well. I think the freedom to choose your attack path is a good part of the game, unfortunately we don't have any real "generals" to figure out these plans/missions. Right now most missions are designed to hit the least defended spot, with the attacker to move on immediately after the capture. The thinking is that if you put enough of these together you win the war. There is no strategy, no tactics. Just hit and run.

What is needed is a way to reward the use of strategy and tactics. Some of the great mission runner...and only Mugz comes to mind.. use to attack with a purpose. You took this Vehicle base because it has a good spawn to the airfield you plan on attacking next. Zone bases figured in these plans as well. Getting people to use more strategy isn't something "coading" can do. Players would have to step up to do it. I suggest the bigger squads hang this on themselves. They have a good crowd following them as it is, get them to add the strategy.

Seeing as the "win the war" and reset doesn't happen often, maybe when the arenas are reset, the team with the best held territory gets 25 perks as a reward, if the bases captured are evenly from both other teams add another 10 perks. This gives the players a carrot, and an achievable goal each day.

Offline ink

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Re: Game Play Idea
« Reply #9 on: November 21, 2010, 04:54:40 PM »
....burp.....                                                                                                                               :-)

Offline The Fugitive

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Re: Game Play Idea
« Reply #10 on: November 21, 2010, 04:56:06 PM »
....burp.....                                                                                                                               :-)

cheap phone?

Offline BaldEagl

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Re: Game Play Idea
« Reply #11 on: November 21, 2010, 05:50:20 PM »
Most of the bases and most of the map would be irrelevant.  -1
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Offline 4deck

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Re: Game Play Idea
« Reply #12 on: November 21, 2010, 05:51:38 PM »
-1  :cheers:
Forgot who said this while trying to take a base, but the quote goes like this. "I cant help you with ack, Im not in attack mode" This is with only 2 ack up in the town while troops were there, waiting. The rest of the town was down.

Offline ink

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Re: Game Play Idea
« Reply #13 on: November 21, 2010, 08:35:00 PM »
lol ya Fugi compared to some it is.

Offline Saxman

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Re: Game Play Idea
« Reply #14 on: November 21, 2010, 08:48:17 PM »
Ya the field capture order didn't work out so well. I think the freedom to choose your attack path is a good part of the game, unfortunately we don't have any real "generals" to figure out these plans/missions. Right now most missions are designed to hit the least defended spot, with the attacker to move on immediately after the capture. The thinking is that if you put enough of these together you win the war. There is no strategy, no tactics. Just hit and run.

What is needed is a way to reward the use of strategy and tactics. Some of the great mission runner...and only Mugz comes to mind.. use to attack with a purpose. You took this Vehicle base because it has a good spawn to the airfield you plan on attacking next. Zone bases figured in these plans as well. Getting people to use more strategy isn't something "coading" can do. Players would have to step up to do it. I suggest the bigger squads hang this on themselves. They have a good crowd following them as it is, get them to add the strategy.

Seeing as the "win the war" and reset doesn't happen often, maybe when the arenas are reset, the team with the best held territory gets 25 perks as a reward, if the bases captured are evenly from both other teams add another 10 perks. This gives the players a carrot, and an achievable goal each day.

The main problems I remember with the capture order was that:

1) There were capture orders that left defenders with no logical path to recapture bases (there were numerous "dead end" bases). I think there were also a handful of one-way capture paths, which caused further problems....
2) CVs were left largely irrelevant since the allowed paths of advance often left CVs with only uncapturable bases to attack.
3) Some of the capture paths just made no sense from an OFFENSIVE perspective.
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