Author Topic: New Town Capture....  (Read 6017 times)

Offline waystin2

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Re: New Town Capture....
« Reply #30 on: December 14, 2010, 10:26:32 AM »
LOVE the flag though  :aok a great addition

I concur on the flag.  There is no doubting when it's ready for troops.  Just keep shooting until the white flag shows!  Love it!
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Offline Ping

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Re: New Town Capture....
« Reply #31 on: December 14, 2010, 10:54:07 AM »
Flag is great, especially the Rook Canadian Flag.  But 50 % is far too low.

Towns were rolling far too fast.
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Offline grizz441

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Re: New Town Capture....
« Reply #32 on: December 14, 2010, 11:01:08 AM »
Would be nice, if capturing bigger airfields would require more damage to town than small airfields...

This.

Offline *PAPA*

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Re: New Town Capture....
« Reply #33 on: December 14, 2010, 11:32:27 AM »
50% is too easy, go to 80-90. The flag is a great addition for both sides.
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Offline Bruv119

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Re: New Town Capture....
« Reply #34 on: December 14, 2010, 11:52:39 AM »
50% is too easy, go to 80-90. The flag is a great addition for both sides.

80 for small field, 90 for medium, 100 for large. 
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Offline Melvin

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Re: New Town Capture....
« Reply #35 on: December 14, 2010, 11:55:22 AM »
Do I get 10,000 extra points for making Mario jump to the top of the flag pole?  :rolleyes:
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Offline newz

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Re: New Town Capture....
« Reply #36 on: December 14, 2010, 11:56:19 AM »
Anything that makes base capture easier is fantastic IMO. Not that I care a wit whether
a base is captured or lost, but I do enjoy defending and I sense that there will be more capture
attempts taking place now.
Frankly, I'm glad there are folks who like to land grab, as they bring the targets to me. :devil

 
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Offline AKP

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Re: New Town Capture....
« Reply #37 on: December 14, 2010, 12:03:58 PM »
One thing no one has mentioned, is that this has the potential to keep the town down, in a capturable state, LONGER than before... or to keep it down AS LONG AS YOU WANT TO while you attempt to overcome the defenders and get troops in the maproom if done in the proper timing and sequence.

Example:

1) The clock starts running on the town as soon as you drop the first building.  So let's assume that Player A drops 25% of the town in one pass with lancasters. 45 minutes are on the clock for "Sector A"
2) 10 minutes later, Player B drops 25% of the town with more lancasters.  35 minutes are on the clock for "Sector A" and 45 are on the clock for "Sector B".  Town is now ready for capture.
3) 10 minutes later, Player C drops an additional 25% of the town.  25 Minutes are on the clock for "Sector A", 35 minutes for "Sector B", and 45 minutes for "Sector C".  Town is still ready for capture.
4) 10 minutes later, Player D drops an additional 25% of the town.  Town is now 100% down.  15 minutes are still on the clock for Sector A, 25 minutes for Sector B, 35 minutes for Sector C, and 45 minutes for Sector D. 

Here is where it now gets interesting.  Even when Sector A starts to "pop"... the town will remain in a capturable state, (with the execption of the auto-ack that would need to be re-dropped... and very easy to do) for an additional 30 minutes... allowing ample time to redrop the sections that were hit first as they start to come up.

Will this be easy to accomplish?  No.  But is it possible?  Absolutely.  So not only do you have to take down less of the town now, you can keep it that way longer if the group working the base times it right.


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Offline mbailey

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Re: New Town Capture....
« Reply #38 on: December 14, 2010, 12:25:40 PM »
One thing no one has mentioned, is that this has the potential to keep the town down, in a capturable state, LONGER than before... or to keep it down AS LONG AS YOU WANT TO while you attempt to overcome the defenders and get troops in the maproom if done in the proper timing and sequence.

Example:

1) The clock starts running on the town as soon as you drop the first building.  So let's assume that Player A drops 25% of the town in one pass with lancasters. 45 minutes are on the clock for "Sector A"
2) 10 minutes later, Player B drops 25% of the town with more lancasters.  35 minutes are on the clock for "Sector A" and 45 are on the clock for "Sector B".  Town is now ready for capture.
3) 10 minutes later, Player C drops an additional 25% of the town.  25 Minutes are on the clock for "Sector A", 35 minutes for "Sector B", and 45 minutes for "Sector C".  Town is still ready for capture.
4) 10 minutes later, Player D drops an additional 25% of the town.  Town is now 100% down.  15 minutes are still on the clock for Sector A, 25 minutes for Sector B, 35 minutes for Sector C, and 45 minutes for Sector D. 

Here is where it now gets interesting.  Even when Sector A starts to "pop"... the town will remain in a capturable state, (with the execption of the auto-ack that would need to be re-dropped... and very easy to do) for an additional 30 minutes... allowing ample time to redrop the sections that were hit first as they start to come up.

Will this be easy to accomplish?  No.  But is it possible?  Absolutely.  So not only do you have to take down less of the town now, you can keep it that way longer if the group working the base times it right.



Plus, the side that just lost it has a chance (more time) to get it back.... :aok
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Offline Shuffler

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Re: New Town Capture....
« Reply #39 on: December 14, 2010, 01:11:53 PM »
I heard the Xboxer's were having fun now.
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Offline The Fugitive

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Re: New Town Capture....
« Reply #40 on: December 14, 2010, 01:13:06 PM »
To add to the recapture, I'd like to see the ack stay down for 30 minutes from the minute of capture. This will force those that just capture the base to defend it for at least 30 minutes untill ack comes back up. It would slow the grab and move on to the next grab crowd generating more fights.

Offline grizz441

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Re: New Town Capture....
« Reply #41 on: December 14, 2010, 01:21:52 PM »

Offline LLogann

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Re: New Town Capture....
« Reply #42 on: December 14, 2010, 01:29:53 PM »
60, 70, 80 might be along the right lines.

80 for small field, 90 for medium, 100 for large. 
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Offline 1Boner

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Re: New Town Capture....
« Reply #43 on: December 14, 2010, 01:34:20 PM »
Anything that makes base capture easier is fantastic IMO. Not that I care a wit whether
a base is captured or lost, but I do enjoy defending and I sense that there will be more capture
attempts taking place now.
Frankly, I'm glad there are folks who like to land grab, as they bring the targets to me. :devil

 

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Offline caldera

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Re: New Town Capture....
« Reply #44 on: December 14, 2010, 01:37:58 PM »
60, 70, 80 might be along the right lines.


Yep.


To add to the recapture, I'd like to see the ack stay down for 30 minutes from the minute of capture. This will force those that just capture the base to defend it for at least 30 minutes untill ack comes back up. It would slow the grab and move on to the next grab crowd generating more fights.

Yep.


Anything that makes base capture easier is fantastic IMO. Not that I care a wit whether
a base is captured or lost, but I do enjoy defending and I sense that there will be more capture
attempts taking place now.
Frankly, I'm glad there are folks who like to land grab, as they bring the targets to me. :devil

 

Aaaaannnnd yep.  :devil
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