Author Topic: a BETTER strat system for all.  (Read 6826 times)

Offline Skyguns MKII

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Re: a BETTER strat system for all.
« Reply #30 on: November 24, 2011, 11:58:01 AM »
My question is, if given serious thought, can HTC server's handle it? :headscratch:

you would think so...

Offline Skyguns MKII

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Re: a BETTER strat system for all.
« Reply #31 on: December 02, 2011, 03:04:17 PM »
Trains were always cool I thought. They just needed to have one run through both the middle of town. and alongside the feilds as well as to the factories themselves.

Imagine trying to camp a base or get troops in and then suddenly a train comes rolling in

my thoughts exactly

Offline james

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Re: a BETTER strat system for all.
« Reply #32 on: December 02, 2011, 03:40:10 PM »
none of that retreating to the rear crap, well may be i have to think hard.


Exactly! No retreating strats. If you dont defend your strats they get taken, that was my thought about them.
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Offline Nathan60

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Re: a BETTER strat system for all.
« Reply #33 on: December 02, 2011, 04:02:47 PM »

Exactly! No retreating strats. If you dont defend your strats they get taken, that was my thought about them.


What do you guys think about  stuff staying down longer until resupped.
« Last Edit: December 02, 2011, 05:02:47 PM by Nathan60 »
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Offline Skyguns MKII

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Re: a BETTER strat system for all.
« Reply #34 on: December 02, 2011, 05:48:01 PM »

What do you guys think about  stuff staying down longer until resupped.

I believe that when strats are down it must cost perks to up "strat supplies" to repair and when destroyed it will be down for a full hour unless given "strat supplies." this will make it essential to defend.  How can something that creates a supply line be destroyed and then be able to supply itself back up? never made sense to me and that's another reason why "strat supplies" should cost.

Offline Skyguns MKII

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Re: a BETTER strat system for all.
« Reply #35 on: December 04, 2011, 02:47:54 PM »
Playing in SEA i had found out we already had what seemed to be LST's which would make it that much easier to implement into the strat system.


Offline guncrasher

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Re: a BETTER strat system for all.
« Reply #36 on: December 04, 2011, 06:53:40 PM »
I believe that when strats are down it must cost perks to up "strat supplies" to repair and when destroyed it will be down for a full hour unless given "strat supplies." this will make it essential to defend.  How can something that creates a supply line be destroyed and then be able to supply itself back up? never made sense to me and that's another reason why "strat supplies" should cost.

you mean like when our cartoon pilot dies and we are able to respawn immediately?

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Offline Skyguns MKII

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Re: a BETTER strat system for all.
« Reply #37 on: December 04, 2011, 09:11:26 PM »
you mean like when our cartoon pilot dies and we are able to respawn immediately?

semp

Thats a bit different dont you think....

Offline shotgunneeley

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Re: a BETTER strat system for all.
« Reply #38 on: December 05, 2011, 12:24:36 AM »
Here's my vision, I like a hierarchy system:

Level 1 - A large "capital" city like we have now with the HQ in the center. There is only one located in the center of each country and it cannot retreat. Destroying the HQ will prevent that country from viewing any form of radar like we have now, but would also disable the ability to post missions. This would be like "cutting the head of the snake" in order to break the line of communication between the commanders and the troops thus stopping any large-scale operations from being formed. The city itself would be separated into 5 sections that produce aircraft and land vehicles to be shipped to friendly bases. Each section represents the types of vehicles we have (e.g. heavy level bombers, medium attack bombers, dive bombers, fighters and ground vehicles). This cannot be resupplied by players, but will be on a timer to 'rebuild' itself when it is damaged. Obviously, the rate at which the city can produce vehicles to replace lost ones at the airfields is a funciton of the city's health.

level 2 - Five medium sized cities like we used to have each containing one of the five factories (ords, fuel, troops, radar, and field guns). These are spread out at an equal distance from the front line offering the enemy a relative even opportunity to hit any one of them. The factories can be resupplied by players, but not the cities. A city will rebuild its particular factory at a rate that is affected by its health. If a city is damaged it will "pop" after a certain amount of time similar to the field towns. A railway system will link all five factories and capital city together. Trains will carry supplies to depots, where truck convoys will fan out and deliver the goods to airfields and vehicle bases. If a map has an ocean, the trains will carry the supplies to a port which will spawn out merchant fleets to carry supplies to other ports on other islands to be distributed. The merchant fleets, unlike the carrier groups, cannot have their courses altered by the players, but the guns of the escort destroyers can be manned to defend against enemy planes and naval blockades.

Level 3 - The third tier is comprised of all of the airfields and GV bases. Fields would have a finite amount of equipment available for players to use based on the base size. A player could earn perk points by simply ferrying aircraft from a healthy base to a beleaguered base low on that particular aircraft. This would be "first come, first serve" any player could operate a vehicle as long as there is one available at a field.

Small Airfield- 3 FH's * 5 planes per FH = 15 available fighters maximum
Medium- 4 FH's * 5 planes per FH = 20 available fighters maximum
Large- 8 FH's * 5 planes per FH = 40 available fighters maximum

The maximum number of available fighters is a function of the number of operational FH's. A fighter that ups from a particular field and does not return to land the sortie at that field is considered "lost", which subtracts from the remaining number of available fighters. An immigrating fighter from another field that lands its sortie at a different field from the one it began at will contribute to the number of available fighters at its final destination (and effectively, detract from the number of available fighters at its starting base). I like to call this the "redbox" format Lol.

So for example, when a player enters the tower of a field they may see---

Fighters: 12/15 (means that 12 fighter sorties out of a max of 15 are available to be upped)
bombers: 4/10 (means that 4 bomber sorties out of a max of 10 are available to be upped)
vehicles: 16/16 (means that all 16 available vehicle sorties can be upped)

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Offline guncrasher

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Re: a BETTER strat system for all.
« Reply #39 on: December 05, 2011, 12:24:51 AM »
Thats a bit different dont you think....

how?  and why should people spend perks to resupply?  not like it will stop people from resupplying anyway.  most of the people i see resupplying have the perks anyway.

semp
you dont want me to ho, dont point your plane at me.

Offline guncrasher

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Re: a BETTER strat system for all.
« Reply #40 on: December 05, 2011, 12:39:37 AM »
Here's my vision, I like a hierarchy system:





Level 3 - The third tier is comprised of all of the airfields and GV bases. Fields would have a finite amount of equipment available for players to use based on the base size. A player could earn perk points by simply ferrying aircraft from a healthy base to a beleaguered base low on that particular aircraft. This would be "first come, first serve" any player could operate a vehicle as long as there is one available at a field.

Small Airfield- 3 FH's * 5 planes per FH = 15 available fighters maximum
Medium- 4 FH's * 5 planes per FH = 20 available fighters maximum
Large- 8 FH's * 5 planes per FH = 40 available fighters maximum

The maximum number of available fighters is a function of the number of operational FH's. A fighter that ups from a particular field and does not return to land the sortie at that field is considered "lost", which subtracts from the remaining number of available fighters. An immigrating fighter from another field that lands its sortie at a different field from the one it began at will contribute to the number of available fighters at its final destination (and effectively, detract from the number of available fighters at its starting base). I like to call this the "redbox" format Lol.

So for example, when a player enters the tower of a field they may see---

Fighters: 12/15 (means that 12 fighter sorties out of a max of 15 are available to be upped)
bombers: 4/10 (means that 4 bomber sorties out of a max of 10 are available to be upped)
vehicles: 16/16 (means that all 16 available vehicle sorties can be upped)



let's say you have a furball just outside of a small base. no base taking just a small furball.  how long do you think it will take for 15 fighters from that base to be "lost" and effectively shutting down the base?  about what 2 or 3 minutes?  during large furballs like we have been having lately where there's 20 or 30 players per side.  in just a few minutes most bases around a sector will run out of fighters and then what?  bring another from a field a little further out. it is quite possible to eventually shut down every base on a country front just by furballing and not due to bombers taking out the fh.


and then what do you do? spend 1/2 the time resupplying? how long do you think it will before people say the hell with it and log for the night and eventually quit the game?


semp
you dont want me to ho, dont point your plane at me.

Offline Volron

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Re: a BETTER strat system for all.
« Reply #41 on: December 05, 2011, 01:55:57 AM »
Well, in the MA's, that 3rd option is horribly bad.  But for something like a Scenario?  It MAY have a little merit.
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Offline Nathan60

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Re: a BETTER strat system for all.
« Reply #42 on: December 05, 2011, 08:54:42 AM »
you mean like when our cartoon pilot dies and we are able to respawn immediately?

semp

Semp,
The pilots are different in the fact that if they don't let us  reup  then there is  no  game. I thnk you were trying to be funny there but it  fell short.
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Offline shotgunneeley

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Re: a BETTER strat system for all.
« Reply #43 on: December 05, 2011, 09:04:18 AM »
Don't write it off of the numbers are low, I just made them up to show proportion of available aircraft would be affected by field size. I know, this would conflict with the playing styles of a lot of people so this would be a bust. I'm just trying to come up with a system that would affect the use of a type of aircraft based on the manufacturers health. Perhaps raise the ENY slightly for a particular vehicle type if the corresponding city section is destroyed?
"Lord, let us feel pity for Private Jenkins, and sorrow for ourselves, and all the angel warriors that fall. Let us fear death, but let it not live within us. Protect us, O Lord, and be merciful unto us. Amen"-from FALLEN ANGELS by Walter Dean Myers

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Offline Skyguns MKII

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Re: a BETTER strat system for all.
« Reply #44 on: December 05, 2011, 01:48:35 PM »
how?  and why should people spend perks to resupply?  not like it will stop people from resupplying anyway.  most of the people i see resupplying have the perks anyway.

semp

The main thing is strats should be very difficult to get back up under an hour. doing this will make it a major objective for both sides. achieving this could be done a number of ways. Perk the supplies needed to get your strat up or make it take A LOT more supplies to get back up. I agree with you and thinking about it, it would be more appopiate to make the supplies repair less when dropped on a strat. Make it only do a small fraction of what they do now but only on strats.