Author Topic: Another idea ;)  (Read 1120 times)

Offline gyrene81

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Re: Another idea ;)
« Reply #15 on: May 28, 2011, 08:41:42 AM »
i like this idea. it would help, if only moderately, against the massive swarms that even i saw in my pitiful two weeks. i was piper96, for those who remember.

+1 :aok
so you're a 2 weeker tire kicker that hasn't actually paid to play...and in your educated opinion jugler has a good idea...interesting.
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Offline TwinTail

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Re: Another idea ;)
« Reply #16 on: May 28, 2011, 08:55:52 AM »
This idea would ultamitly end NOE Raids as most of them take very light fuel to get to the target as fast as possible. with a Limbo effect in place the attackers would need to have enough fuel to hold the base for that 15 mins.

More i could add but no time right now.

+1
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Offline prowl3r

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Re: Another idea ;)
« Reply #17 on: May 28, 2011, 10:42:19 AM »
kinda torn here i can see players just breaking off attack when its a deeply contested base becouse it would be highly unlikely to hold just becouse of the # of enemy but the idea of the ack staying down when newly captured is great. base resources should be same immeadately after capture. ack should be down if it was down up guns simply turn on the former defenders the resup of base should be as if they owned the base the whole time. this would give a more balanced approach to ur idea.
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Offline AWwrgwy

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Re: Another idea ;)
« Reply #18 on: May 28, 2011, 10:51:37 AM »
One more time...there already is a way for potential defenders to organize a response.  You see it every day in the MA when a base is successfully defended against an attack and don't use the typical vGuy scape goat boogieman to try and shore up your flagging point.  I have been on the team that has successfully defended many bases from the vGuys and all that was needed was for the defenders to actually defend instead of complain how it's impossible to defend a base.

ack-ack

+1 to this. You call Alert # but everyone is doing their own thing.

I've been involved in taking back the lost field in the five minutes it took to re-de-ack the town and get an M-3 there.

Attackers took the field completely down, captured it, and landed as the "defenders" were arriving from the closest base. (Wasn't that also a complaint?)

I actually de-acked the town with a 262.   :D

Well it also seems odd to me that a base can become fully operational for the captures as soon as ten guys with tommy-guns enter a room. I would view the "limbo state" as the time it takes for the boots on the ground to successfully convert the base, in that time air support would certainly be required to assist them.

The base doesn't become fully operational. The AAA comes up. That's it.

Destroyed hangers are still on the same timer. Destroyed ords, troops, and dar don't pop back up. Even the town is still down. All except for the ack.

Kill the ack.



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Offline matt

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Re: Another idea ;)
« Reply #19 on: May 28, 2011, 01:24:33 PM »
just make spawn's for gvs closrer to town. :bolt:

Offline GNucks

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Re: Another idea ;)
« Reply #20 on: May 28, 2011, 07:01:57 PM »
The base doesn't become fully operational. The AAA comes up. That's it.

Destroyed hangers are still on the same timer. Destroyed ords, troops, and dar don't pop back up. Even the town is still down. All except for the ack.

Yes, but what I mean is it only takes a split second for the field to start spitting out friendly vehicles and aircraft if any of the hangars are still up. Even if the hangars are up I think it should take the new country a certain amount of time to stock them with their aircraft.

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Offline grizz441

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Re: Another idea ;)
« Reply #21 on: May 28, 2011, 07:18:00 PM »
It's actually a really good idea on the micro level.  One problem I see with it though, that no one has mentioned is the fact that it makes any given base that much more contested.  On the macro scale there will be less real estate changing hands and it will be tough to move the front lines.  So if the ultimate object of the game is to win the war, this will make it that much more difficult to do just that.  On the giant maps it will be even harder.

Offline Lusche

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Re: Another idea ;)
« Reply #22 on: May 28, 2011, 07:30:01 PM »
Last year we have seen what happens if you push base capture difficulty past a certain limit. The flag and a less 100% building requirement hadn't been introduced without reason.

This idea would ultamitly end NOE Raids as most of them take very light fuel to get to the target as fast as possible. with a Limbo effect in place the attackers would need to have enough fuel to hold the base for that 15 mins.

NOE raids have already gotten quite rare compared to before that DAR changes. No need to ultimately end them. To be honest, I currently kinda miss them ...
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Offline lyric1

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Re: Another idea ;)
« Reply #23 on: May 28, 2011, 08:26:46 PM »
No. :aok

Offline 321BAR

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Re: Another idea ;)
« Reply #24 on: May 29, 2011, 08:22:12 AM »
Well it also seems odd to me that a base can become fully operational for the capturers as soon as ten guys with tommy-guns enter a room. I would view the "limbo state" as the time it takes for the boots on the ground to successfully convert the base, in that time air support would certainly be required to assist them.
i was thinking of a 5 minute delay time for ack to pop
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Offline JUGgler

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Re: Another idea ;)
« Reply #25 on: May 31, 2011, 10:40:30 AM »
It's actually a really good idea on the micro level.  One problem I see with it though, that no one has mentioned is the fact that it makes any given base that much more contested. On the macro scale there will be less real estate changing hands and it will be tough to move the front lines.  So if the ultimate object of the game is to win the war, this will make it that much more difficult to do just that.  On the giant maps it will be even harder.


I'm not so sure Grizz, I paid attention this weekend to some pretty good base fights and some that were not so good. The "good" ones were very intense but I found they were mostly filled with peeps just tryin to get kills for their own reasons, very few of them were actually "bent on the base capture". The "not so good ones" were just "smash and grab" with few defenders.

I understand the concern for my idea to bog things down, but honestly 15 minutes is a very short time to get a weak goon or m3 in for a succesfull counter take IMHO

At the minimum it is an opportuninity to respond , and maybe get more folks involved with the attack and the defense, I suspect most captures would still succeed merely 15 minutes later :aok




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« Last Edit: May 31, 2011, 10:51:39 AM by JUGgler »
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Offline grizz441

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Re: Another idea ;)
« Reply #26 on: May 31, 2011, 11:00:44 AM »

I'm not so sure Grizz, I paid attention this weekend to some pretty good base fights and some that were not so good. The "good" ones were very intense but I found they were mostly filled with peeps just tryin to get kills for their own reasons, very few of them were actually "bent on the base capture". The "not so good ones" were just "smash and grab" with few defenders.

I understand the concern for my idea to bog things down, but honestly 15 minutes is a very short time to get a weak goon or m3 in for a succesfull counter take IMHO

At the minimum it is an opportuninity to respond , and maybe get more folks involved with the attack and the defense, I suspect most captures would still succeed merely 15 minutes later :aok

JUGgler

Yeah it would just bog it down a little bit.  I think it could easily be offset by reducing the % of town req'd for capture by 5-10% in conjunction with your wish.