Author Topic: Start brainstorming here to get time to tank engagement shorter!  (Read 1290 times)

Offline Heater

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Start brainstorming here to get time to tank engagement shorter!
« Reply #15 on: April 10, 2000, 02:56:00 AM »
Just My 2 cents,

How about air transport? It was done in WWII so why not fly them to the target?


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Offline Jochen

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« Reply #16 on: April 10, 2000, 03:41:00 AM »
I think Time To Engagement (TTE) can be shortened by introducing faster vehicles like:

- that 8 wheeled German armoured recon car, either 20 mm or 50 mm armament, about 80 km/h

- Jeep or Kubelwagen, imagine speeding towards enemy airfield with 12.7 mm HMG peppering planes taking off.

- T-34/76 or M-24 Chaffee for a fast tank.

With armoured car TTE would be cut to about half while maintaining decent punch and armour to sustain several hits from heavy aircraft armament.

Yesterday I witnessed maybe the first attempt to use indirect fire in AH. Badger was on route to V50 while he asked someone to spot his rounds and radio him needed corrections! This is pure example how diverse things players can do with equipment they are given.

If the spotter would have had Kubelwagen he could have got faster to hill near V50 and from there radio corrections to Badger. And instead of PzKw IV badger might have been in Wespe or Hummel with much heavy hitting gun.

Mind boggles when you think possibilities... Things look very good indeed.

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Offline RAM

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« Reply #17 on: April 10, 2000, 06:34:00 AM »
 
Quote
Originally posted by HaHa:
10Bears good ideas but I think AH won't be going into this much detail. There is a game called WWII Online that is being developed in this much detail... I think HT and crew would prefer not competing with them.

Of course if HT does want to compete with them he can always hire a bunch of us on and we'll turn this game into the most fun ground, air, sea game there ever was  

Well, Haha...I dont ask for entire armies rolling over paris  ...A railroad network, with trains with acks (as historical) wich can load tanks and AAA vehicles, that also can fire when loaded (as historical), can be FUN!, fun and productive. It can both reduce time to tanks to reach the front, and add a new fun feature...

Also a road network that connect all fields is a realistic and fun feature...and also can reduce time between fields. And Who knows? maybe in the future there will be rivers, with bridges that can be destroyed, or conquered, or-....

It has nothing to do with WWIIol,these are fun features that can be implemented. We need to do something with the time spent between fields in tanks, and I dont find the idea of vwhicle spawn point near the battleline a good one, IMHO...

All in all we are talking of GREAT improvemens, and a HOLE new strategic view on the game. HTC has surpassed all my expectations (and by far). The sim right now is wonderful, and I know that it can only get better, whatever is done  

WTG HTC!


Offline Spoons - SimHQ

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« Reply #18 on: April 10, 2000, 06:50:00 AM »
Four suggestions, most of which have been mentioned already.

1.)  More tank bases scattered throughout.  That would cut driving time.

2.)  Faster tanks modeled.  The types have already been mentioned.

3.)  A road network.

4.)  Introduction of new vehicle....jeep.  Could carry either a recoiless rifle/anti-tank gun OR two LMGs for air defense.  It would have virtually no armor, but could drive fast, in packs of 2-3 could knock out a tank, and hey, to make things interesting, throw in the ability to carry 2-3 troops so that it could capture bases if several of them got through.

Just my $.02,

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[This message has been edited by Spoons - SimHQ (edited 04-10-2000).]

Offline gatt

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« Reply #19 on: April 10, 2000, 07:05:00 AM »

We need definitely faster vehicles and roads.
Should be quite easy to design roads, isnt it?

IMHO RL tanks travelled on roads/rails for about 90% of their TTE. Then they moved in open fields, for the battle, and only if they could.

Roads equal less TTE equal more vulnerability. Thats ok for me.
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funked

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« Reply #20 on: April 10, 2000, 09:02:00 AM »
I want all the equipment to be modeled as accurately as possible.  No speed boosts for playability.

There were plenty of fast halftracks, tank destroyers, and recon vehicles in WW2, and some of them carried very heavy armament.  

HTC should concentrate on modeling these machines.

Offline Minotaur

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« Reply #21 on: April 10, 2000, 10:31:00 AM »
From this Thread

 
Quote
I doubt that frontline was at airfields..
Somewhere between those and enemies must have been a division of tanks

Sorry... I did not mean to sound, well like I did.

I am very interested in this as well, but under the current game it is very hard to define the "Front" or "Forward Line of Troops (FLOT)", because there really isn't one. Basically there are only "Borders".

To have a true FLOT I believe the game itself must define it. The FLOT would have to be based upon the borders that are dymanic in the current game.

Once you define the FLOT you could then have temporary vehicle bases placed along it. The game itself would have to do this. These bases would be dynamic in nature and use an algorithym within the game. This algorithym would place these temporary vehicle bases in respect to permanent bases in the area.

These temporary vehicle bases would be close to the FLOT, say 5 miles or less. They would be destroyable, meaning once they are destroyed nothing respawns there any more. There would not be much at these bases, maybe one structure. The base itself would not show up on NME maps, only allied maps.

Lets keep this going, maybe we can come up with a workable solution.

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Offline Citabria

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« Reply #22 on: April 10, 2000, 10:53:00 AM »
make tons of towns a network of them that are no more than 5 miles or so apart. (realistic for small little towns right?)
allow armored fighting vehicles to spawn from these points to keep action heavy and fighting non stop but allow troop transport trucks to only spawn from army bases so the troops have to travel further over road or get air dropped by goons to "secure" the town.

or make troops spawnable from the towns but up the troops required WAY way up to like 20 troops to take an airfield or depending on size and 10 troops or so for towns and army bases so we get more coordinated action with troop transport. but make the towns have no Ack. the players either defend the towns themselves or let them be over run     army and air bases ack is fine    

give the vehicles ability to transport only 5 troops or less though so team coordination is required and airfields difficult to take (4 trucks or more full of troops to take an airfield and the trucks got no defense cept maybe a 30cal on the roof )      

If you've played Falcon 4 you know what I'm angling for here. The ground war to dictate the front lines    

This will also make ground vehicles have a tactical advantage and necessary roll to play which is a good thing  

[This message has been edited by Citabria (edited 04-10-2000).]
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funked

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« Reply #23 on: April 10, 2000, 11:03:00 AM »
Just be careful to dweebproof it, i.e. limit respawn rate.

Offline Citabria

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« Reply #24 on: April 10, 2000, 11:04:00 AM »
yeah that would be good to have a 5min limit between respawns at the same location if possible and make the spawn point killable of course      

that and the vehicles need obstacles and little hills to hide behind      

perhaps have these tiny towns show up  only as little numbers with no name. and when they get captured they change from red to green or visa versa.
have a simple capture message like bishops have captured a town 264 or no msg at all    

perhaps if we get mouse support that can click on the map and transport the player to that spawn point we would only need a little round dot to indicate the position of the town which would make a cluttered map less cluttered.

but if not your gonna need a filter to display or not display certain map icons with a keypress or mouse clickable button


aircraft  could patrol along this front that is made up of a line of friendly held and enemy occupied towns finding targets for ground units to engage or jabo themselves  

[This message has been edited by Citabria (edited 04-10-2000).]
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Offline popeye

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« Reply #25 on: April 10, 2000, 11:23:00 AM »
It wouldn't make tank engagement shorter, but might help them get to the battle, if ground vehicles didn't show up on the "sector counters".  With the reduced icon range, and no sector counters to give them away, ground vehicles would have a measure of stealth that would make it easier to get into range of a field before the jabos appear.

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Offline Citabria

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« Reply #26 on: April 10, 2000, 11:29:00 AM »
one thing is evident so far in Aces High development... the more avenues you give the players to simulate actual warfare and have a good time doing it the more the simulation takes on the nature of a true land/air dynamic war.
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Offline Ripsnort

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« Reply #27 on: April 10, 2000, 11:47:00 AM »
I'll bet anyone here that the Jeep, or some variant, is the next modeled vehicle. Name how much you want to lose.

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Offline Hedgehog

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« Reply #28 on: April 10, 2000, 12:04:00 PM »
Hi Guys,

   Mino's got the answer - we need a forward line of troops (FLOT). This was dicussed on another thread:
 http://bbs.hitechcreations.com/smf/Smileys/default/Forum8/HTML/000415.html

The FLOT idea not only can preserve the realistic vehicle speeds, but can also make the immersion factor much greater.

We have realistic vehicles and planes, but the way they are placed is still a bit silly. Have you ever seen a real war map that looks like the present AH map?

Put in some strategic boundary - a river, perhaps, or a line of forts, with high value targets in each side, and a FLOT will naturally form.

Make the battleground as realistic as the planes and vehicles and you'll have the solution.

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Offline Hedgehog

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« Reply #29 on: April 10, 2000, 12:13:00 PM »
Hi again,

   Reading Mino's post again, I think forming a FLOT is a *lot* easier than you say, Mino.

   I don't think you need dynamic bases or anything like that. Just form a FLOT with vehicle bases that are just a few miles from each other - again - along a river or a line of forts, or something like that. Or, just put the bases close by each other in a long string.

   People who want to drive tanks will naturally launch from these bases, right? Who wants to drive an hour for nothing? This will lead to a high concentration of forces in this FLOT area - which will naturally lead to the forces establishing a FLOT. Put most airbases further back, with some forward airbases. For sure these airbases will be high value targets. Now, we're looking like a real battlefield, and the gameplay will be greatly improved because of it.

   I think if you do this, the FLOT will naturally establish itself, and AH will move further away from an arcade style battlefield, to a more realistic one.

   The planes and vehicles are realistic - make the battleground realistic and the problems will be greatly reduced.

=Hedgehog