Author Topic: Commando Squad  (Read 1011 times)

Offline EVZ

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Commando Squad
« on: December 11, 2011, 07:06:50 PM »
How about a 3 man squad delivered by Jeep? Dropped froma Mosquito? B-25? or maybe add that PBY and deliver them with that? They could be assigned a target on a base like Ords or Fuel and would take them out within a specified time span (10? 15? min?) ... without ringing the attack alarm? Maybe a PERKED asset?

Ideas ???

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Offline SmokinLoon

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Re: Commando Squad
« Reply #1 on: December 11, 2011, 09:49:37 PM »
This has been discussed before, and I like the idea.   :aok

My idea in the other thread was to have specific troops to help with a certain task.  Commandos to destroy auto ack/manned ack.  Engineers to destroy ordnance bunkers and fuel tanks.  Regular infantry to take out barracks and capture a town.

They'd be used very similar to the troops that we currently have, but instead of running to the map room/command bunker, they would run to the nearest target(s).  For instance, let say that "commandos" are chosen and all they can do is destroy auto ack.  Once they are released from the troops carrier they run to the nearest auto ack and destroy it unless they are destroyed by an enemy player.  Lets say that it would take 3 troops to reach the auto-ack gun to destroy it.  Once they reach the gun *puuf* they are done.  These special troops would be immune to the auto ack. 

Stop and think about the possibilities of this.  There could be commandos for auto ack, engineers for ammo bunkers and fuel tanks, infantry for capture and barracks, etc etc.  The other possibility would be to have base launched engineers to repair those items that were destroyed by enemy infantry.  Snowball it.  I could see a field being rushed by infantry and out from the hanger pulls a tank of 2 for defense and all they use are the MG's vs the hordes of Soviet SMG infantry.  LOL!   :D  This could get fun real quick.   :aok       
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Offline skorpion

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Re: Commando Squad
« Reply #2 on: December 11, 2011, 09:51:27 PM »
+1 to both ideas.

Offline MachFly

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Re: Commando Squad
« Reply #3 on: December 11, 2011, 09:57:23 PM »
+1
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Offline 4Prop

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Re: Commando Squad
« Reply #4 on: December 11, 2011, 10:58:25 PM »
they were also dropped from lancasters

-10000000000000 on PBY

Offline james

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Re: Commando Squad
« Reply #5 on: December 11, 2011, 11:08:18 PM »
+1
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Offline Skyguns MKII

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Re: Commando Squad
« Reply #6 on: December 11, 2011, 11:41:58 PM »
This has been discussed before, and I like the idea.   :aok

My idea in the other thread was to have specific troops to help with a certain task.  Commandos to destroy auto ack/manned ack.  Engineers to destroy ordnance bunkers and fuel tanks.  Regular infantry to take out barracks and capture a town.

They'd be used very similar to the troops that we currently have, but instead of running to the map room/command bunker, they would run to the nearest target(s).  For instance, let say that "commandos" are chosen and all they can do is destroy auto ack.  Once they are released from the troops carrier they run to the nearest auto ack and destroy it unless they are destroyed by an enemy player.  Lets say that it would take 3 troops to reach the auto-ack gun to destroy it.  Once they reach the gun *puuf* they are done.  These special troops would be immune to the auto ack. 

Stop and think about the possibilities of this.  There could be commandos for auto ack, engineers for ammo bunkers and fuel tanks, infantry for capture and barracks, etc etc.  The other possibility would be to have base launched engineers to repair those items that were destroyed by enemy infantry.  Snowball it.  I could see a field being rushed by infantry and out from the hanger pulls a tank of 2 for defense and all they use are the MG's vs the hordes of Soviet SMG infantry.  LOL!   :D  This could get fun real quick.   :aok       

personally i think this idea is too complex.. On the right path though.

Offline Chilli

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Re: Commando Squad
« Reply #7 on: December 12, 2011, 02:30:49 AM »
personally i think this idea is too complex.. On the right path though.

I like the idea, in addition to that of Smokin. +1000

Complex?  Maybe so.  Do they have something working in this manner now?  Yes, troops already march towards a maproom and destroy it.

One possible solution:  Make every item which troops may destroy use the same coad as maproom (with adjustable troop requirement - also already available as a setting).

Offline EVZ

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Re: Commando Squad
« Reply #8 on: December 12, 2011, 03:32:49 AM »
How about a 3 man squad delivered by Jeep? Dropped froma Mosquito? B-25? or maybe add that PBY and deliver them with that?

After some reflection, I'm leaning towards the idea of just spawning them if they could be adjusted to function that far out from a base. Maybe allow covert delivery to bases without spawn points ... dare I mention the possible use of SUBS ...?

They could be assigned a target on a base like Ords or Fuel and would take them out within a specified time span (10? 15? min?) ... without ringing the attack alarm? Maybe a PERKED asset? 

I have to agree that massed infantry attacks might be asking for a bit to much ... But the idea of an automated roving jeep security patrol at every base did occur to me ... and ? it could be doubled or tripled to highten security for a while AFTER a Commando Raid.

 :noid
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Offline MAINER

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Re: Commando Squad
« Reply #9 on: December 12, 2011, 05:12:47 AM »
+1
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Offline Chilli

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Re: Commando Squad
« Reply #10 on: December 12, 2011, 05:49:27 AM »
After some reflection, I'm leaning towards the idea of just spawning them if they could be adjusted to function that far out from a base. Maybe allow covert delivery to bases without spawn points ... dare I mention the possible use of SUBS ...?

I have to agree that massed infantry attacks might be asking for a bit to much ... But the idea of an automated roving jeep security patrol at every base did occur to me ... and ? it could be doubled or tripled to highten security for a while AFTER a Commando Raid.

 :noid


Now you went and spoiled it  :rolleyes:

The original idea was good and so was Smokin's because they add to the existing base capture system.  The idea of seeing (and filming) paratroopers dropping over an enemy field (after it has been deacked) and then marching towards specific bunkers and the radar shack, would be just the sort of thing that would grab the interest of potentially new subscribers and hold the interest of current players.

It had always puzzled me a bit  :headscratch: how controlling a town, sometimes miles away from the airfield, immediately ceased all activity.  :uhoh  I could see if it were the other way around.  :airplane:  << no more of these nearby to protect your villagers or soldiers.  Therefore it always made me ask why the "maproom" wasn't located in the basement of the tower or radio shack?




Offline SmokinLoon

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Re: Commando Squad
« Reply #11 on: December 12, 2011, 07:51:48 AM »
I like the idea, in addition to that of Smokin. +1000

Complex?  Maybe so.  Do they have something working in this manner now?  Yes, troops already march towards a maproom and destroy it.

One possible solution:  Make every item which troops may destroy use the same coad as maproom (with adjustable troop requirement - also already available as a setting).

Exactly.  When the troops are dropped instead of them running to the MR they head towards their designated target and once X number reaches the target "puuf" up in smoke it goes.
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline coombz

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Re: Commando Squad
« Reply #12 on: December 12, 2011, 08:01:10 AM »
is 'coad' a running AH joke, or are that many of you (i see it all the time) really that stupid?  :headscratch:
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Offline EVZ

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Re: Commando Squad
« Reply #13 on: December 12, 2011, 12:29:20 PM »
Now you went and spoiled it  :rolleyes:

paratroopers dropping over an enemy field (after it has been deacked) and then marching towards specific bunkers and the radar shack, would be just the sort of thing that would grab the interest of potentially new subscribers and hold the interest of current players.

How about if we dress them up in Nija suits (like brit commandos) and you can watch them sneak in and hide as they approach? Useing Vehicles to deliver them kind of kills off the COVERT aspect of a commando raid. AND makes things very predictable. My original thought was that they could be a FORCE EQUALIZER employed when you are heavily out numbered and ENY goes into effect. Maybe Raise and Lower the PERK COST accordingly. I think one of the most discouraging things in the game is logging on to play and discovering the odds are 3 or 4 to one (happens frequently in mid war & early war) ... 2 guys trying to fight 3 lancaster formations escorted by a couple of 190s is pretty lame ... Sending in the commandos to take out the ords or bomber hangers might be just the thing ??? Also, I think they should do the Watusi in the hanger, rather than the twist ...  :cool:



[/quote]
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Offline SmokinLoon

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Re: Commando Squad
« Reply #14 on: December 12, 2011, 01:51:26 PM »
is 'coad' a running AH joke, or are that many of you (i see it all the time) really that stupid?  :headscratch:

The terms "coad" and "puuf" are both HTC induced wordiology. 

Hitech is the source of the word "coad" in the AH realm, as far as I can tell.  Check out this tag.
http://bbs.hitechcreations.com/smf/index.php/topic,320721.0.html 

Skuzzy is the author of the term "puuf", I do believe.  He usually says something to that fact when he is resetting the server.

... and now you know the REST of the story.   ;)
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.