Author Topic: Strategy options : plane/tank specific factories.  (Read 1637 times)

Offline Rino

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Re: Strategy options : plane/tank specific factories.
« Reply #15 on: December 04, 2011, 04:40:21 PM »
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Offline guncrasher

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Re: Strategy options : plane/tank specific factories.
« Reply #16 on: December 04, 2011, 06:03:16 PM »
Why not just destroy the factory and then have a RANDOM plane disabled for 15 minutes but the factory resets every 20.

That way you might have the Pony disabled or you might have the I-16 disabled. Maybe the B-17 is disabled maybe the Betty is disabled.

because most of the time it would probably affect an airplane that only a few people are using it.


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Offline MAINER

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Re: Strategy options : plane/tank specific factories.
« Reply #17 on: December 04, 2011, 06:58:25 PM »
no but i have an idea for this... read through it and say what you think i can add to it as the discussion moves along

bomb the countries factory for an eny enhancer to the opposing country... so you bomb said aircraft/GV factory, their ENY climbs said amount. so say you bomb a factory of a country that has eny of 5. if the factory is 100% destroyed, this eny multiplies by a factor of 1.5 for an outcome of 7-8. if it is 50% destroyed eny 5 is multiplied by a factor of 1.25 and so on for an outcome of 6.25. so even if the eny would be lower than an initial 5 (say 4) a 100% destroyed A/C-GV factory creates an eny for said country of 6 denying all eny 5 units until the factory is repaired. if the eny is 10 starting but with a 100% destroyed factory it will be 15. this will effectively disrupt offensives with this system for outnumbering countries easily while allowing any smaller # country a good offensive counterstrike, improves the strategic gameplay, and also does not drastically damage any style of gameplay we already have. The only time this will be extremely effecting to gameplay is if a country of eny 15 has a 100% destroyed factory enhancing eny to 22.5 and so on for higher eny numbers (which very rarely are touched and even then if the country has that much of a numbers advantage maybe the eny is a good thing...).

discuss

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Offline shotgunneeley

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Re: Strategy options : plane/tank specific factories.
« Reply #18 on: December 05, 2011, 10:26:28 AM »
I posted an idea similar to this in the "a better strat system for all" before I saw this thread.

Basically I propose a three-tiered system:

Level 1 - Is a large "capital" city with the HQ in the center. There is one located in the dead center or furthest from the original front lines as possible for each country. The the city is broken into 5 sections that have can change the ENY for each type of vehicle. So if the heavy bomber section is damaged then all the ENY value of all 4 engine/strategic bombers is slightly decreased.

Level 2- 5 medium sized cities each containing one of the five factories. These will be spaced out at various locations throughout a country. A railway system links the five cities/factories together and transport the to depots. From here, truck convoys will fan out and deliver supplies to the bases on that land mass. If there are islands, then the supplies will be transported to a port where a AI controlled merchant fleet spawn out to carry supplies to other island bases. Players could man the guns of escort destroyers to defend against enemy aircraft or naval blockades.

Level 3- this tier is comprised of all the airfields and vehicle bases. If damaged, they will be resupplied at a rate affected by the health of the manufacturer.
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Offline Ack-Ack

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Re: Strategy options : plane/tank specific factories.
« Reply #19 on: December 05, 2011, 12:21:24 PM »
The original Air Warrior once added a destroyable Spitfire factory that would prevent Spits from being flown for 15 minutes.  It was spectacularly unpopular and quickly removed.

Destroying 100% of the Spitfire factory in AW would keep it down for an hour.  Destroying the goons flying supplies or even the main supply base would keep the factory down for longer periods.

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Offline Chilli

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Re: Strategy options : plane/tank specific factories.
« Reply #20 on: December 05, 2011, 11:44:00 PM »
The original Air Warrior once added a destroyable Spitfire factory that would prevent Spits from being flown for 15 minutes.  It was spectacularly unpopular and quickly removed.

As well it should have been, but now if you only disabled the spitfires that would have been in late production, spitfire dweebs could still fly other spitfires.

Well, what if we made them into clusters, like the factories inside of the cities? Like by fighter class, country or make?

Curtiss Wright Factory:
P40

FockeWolf Factory:
190

Messerchmidt:
109, 262, 163


However, you will have ten planes by the make in reserve once the factory was destroyed. Like somebody destroys the factory there is a limit of 10 P-51s and if one gets shot down there will be nine and so on, but if it lands the score will stay the same.

I know this a way to get people to hord the planes, but I'm just putting in my 5 cents.

Still a little too invasive on game play, but if instead of a # limit, it disables only certain aircraft that would have been late in production or historically sparce due to production numbers or parts.  So, 262, 163 and maybe 109k4 and G14 (for example).  Also have an anouncement by the system to avoid the Mission Planner's nightmare, mission grounded due to stealth ENY. 

I'm all for enhancing the role of strategic targets, but in this case (as well as any other removing a ganged side's ability to fight) a strong -1.




Here is where ENY could be HELPFUL.  Unless the ENY limit for a country is high, the downtime would be short, and really not worth the gang country's attempt to shut it down.  Basically, when one country has higher numbers in flight their factories being hit would produce a longer lasting effect.  That speaks to a higher number of pilots requesting to be outfitted with late model aircraft.  When manufacturing stops, stock dries up faster. 
 :cheers:

Offline 321BAR

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Re: Strategy options : plane/tank specific factories.
« Reply #21 on: December 06, 2011, 05:57:25 AM »
no but i have an idea for this... read through it and say what you think i can add to it as the discussion moves along

bomb the countries factory for an eny enhancer to the opposing country... so you bomb said aircraft/GV factory, their ENY climbs said amount. so say you bomb a factory of a country that has eny of 5. if the factory is 100% destroyed, this eny multiplies by a factor of 1.5 for an outcome of 7-8. if it is 50% destroyed eny 5 is multiplied by a factor of 1.25 and so on for an outcome of 6.25. so even if the eny would be lower than an initial 5 (say 4) a 100% destroyed A/C-GV factory creates an eny for said country of 6 denying all eny 5 units until the factory is repaired. if the eny is 10 starting but with a 100% destroyed factory it will be 15. this will effectively disrupt offensives with this system for outnumbering countries easily while allowing any smaller # country a good offensive counterstrike, improves the strategic gameplay, and also does not drastically damage any style of gameplay we already have. The only time this will be extremely effecting to gameplay is if a country of eny 15 has a 100% destroyed factory enhancing eny to 22.5 and so on for higher eny numbers (which very rarely are touched and even then if the country has that much of a numbers advantage maybe the eny is a good thing...).

discuss
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Offline EagleDNY

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Re: Strategy options : plane/tank specific factories.
« Reply #22 on: December 06, 2011, 11:28:51 AM »
It is so rare these days that ENY shows up that I don't really think a "multiplier" effect would do much good on ENY.  That is better on regular strats. 

I want to see strats be worth something, and I think the idea of strategic "factories" is a good one.  Right now, all we bomber boys do is just flatten bases - it gets old fast. 
Frankly, the strategic factories we have now (AAA, Radar, Troops, Fuel, Ammo) could be made immediate targets just by having a direct and immediate effect on the respawn times of strats at bases.  For example, if you are blasting radars, they stay down 45 minutes with 100% of the radar factory up, and add the percentage of the destroyed strat/100 as the modifier.  So with 10% of the radar factory destroyed we have 45 minutes x 1.1 = 49.5 minutes radar respawn time at bases (either countrywide, or by zone if we get zone strats back), and all the way up to 90 minutes with a 100% destroyed strat.  This would work on barracks (troops strat), AAA (aaa strat), fuel (fuel strat), and ammo (ammo strat) independently.  We can allow direct resupply to continue at individual bases as normal this way, but it gives some real meaning to strats in the tactical arena. 
For the City strat I would suggest just adding +1 to ENY for a country for each 10% of the city destroyed.  If we get zone strats back, this could be applied to every base in that zone only.  This makes it worthwhile to run a big bomber raid on the City, because if you can get it 60% destroyed you can keep the 5 ENY planes down until it rebuilds.  With the City 100% destroyed, ENY gets to 10 for that country (or zone) until it rebuilds. 
The HQ is still problematic - I hate the idea that it can be resupplied at all.  I would suggest setting it up so that wacking HQ just destroys the DAR BARS and not the dot dar at bases with an operating tactical radar.  You lose the strategic picture, but still get tactical alerts from operating radars in the field.  We could try this along with prohibiting resupply of HQ and see how that works. 

What I really want for Christmas is for HTC to at least experiment with some of the settings and work on making strats worthwhile.   Another setting that might be nice to get changed is the ord requirements for ammo bunkers (raise to 500 or 1000lbs since this is supposed to be a hardened bunker).

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Offline Chilli

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Re: Strategy options : plane/tank specific factories.
« Reply #23 on: December 06, 2011, 06:00:50 PM »
BAR,

We have very similar ideas, the major difference, and my sticking point, is that ENY removes planes from hangars without any warning. 

For instance I want to launch a carrier based mission with hellcats.  From the beginning of the time that I post my mission and get joiners until the time the mission launches, it stands a chance of being grounded due to ENY change.  There is no announcement until folks anticipating the launch receive a box saying that plane is not available..... oh SHOOT!!!  :bolt: searching frantically, I find nothing else carries that amount of ordinance but TBMs  :bhead

If planes were divided as they are between arenas, for instance: late war, mid war, and early war, then as the factories were affected by a combination of player strike and ENY multiplier, then an announcement could be made via Server, "SYSTEM:  Bishop Messerschmitt manufacture of late war aircraft has been halted".  I know immediately that my hellcat mission has not been affected.

The other difference, is that simply relying on strat down percentage without a severe handicap in ENY multiplier a sufficiently larger sized country could keep their less fortunate opponents ability to fight back severely undermined by simply destroying strats over and over.

Offline 321BAR

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Re: Strategy options : plane/tank specific factories.
« Reply #24 on: December 08, 2011, 08:28:14 AM »
The other difference, is that simply relying on strat down percentage without a severe handicap in ENY multiplier a sufficiently larger sized country could keep their less fortunate opponents ability to fight back severely undermined by simply destroying strats over and over.
this point here is the thing that can be averted by increasing the ENY multiplier. all countries with any damage to the factories (with my idea in place) that have an eny of 0 CANNOT be affected. but any country with eny of any numberical value will always be affected.

an ENY of 0 cannot be multiplied to any value other than 0 but once you even hit .01 ENY the secondary (factory damage) multiplier takes effect. also my idea with the factory it would not give a severe advantage to any country when the multiplier can be affected by a factory multiplier maxed out at 1.5 x original ENY value. an eny of 1 becomes an eny of 1.5, 5eny goes to 7.5eny, etc. and this is also when the factory is 100% destroyed. bigger factory, harder chance to down it 100%. smaller factory, easier chance. it all depends on what would be instituted into the game.

add in the addition of your text buffer notice [(F6F, F4U1A, etc cannot be launched due to ENY) but to country affected only] and it becomes simple to include and very user friendly to all players.
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