Author Topic: moving spawn points  (Read 1283 times)

Offline Citabria

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moving spawn points
« on: May 29, 2012, 09:25:54 PM »
has the idea of two opposing spawn points bewteen two bases that stay the same distance from eachother but move forward or back based on who is occupying the space where the current spawn is?

ie if the spawn is over run it keeps retreating until it is forced back to its own base?

this would make spawn camping a little less of a fixed position thing as the battle line would be in motion and it would better simulate reinforcements ariving from both sides.

the spawn would start halfway between two bases and if no resistance is encountered would be moved by whatever side occupies the spawn.

discuss if you think this would be fun.
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Offline Citabria

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Re: moving spawn points
« Reply #1 on: May 29, 2012, 09:32:15 PM »
in essense by having this you would as the player physically move the front towards an enemy base simply by occupying its current position.

in my map making I have been very interested in methods of getting players to "meet in the middle" away from their bases. this would be a huge step towards that goal. making vbase chains would not be required to get a moving front line ground war.

you could even go as far as each side having a little convoy with an entrenched and advancing animation.

a little tent with a landing area to exit the fight and when the spawn advances perhaps a convoy that moves ahead then entrenches once outnumbered.
Fester was my in game name until September 2013

Offline Dover

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Re: moving spawn points
« Reply #2 on: May 30, 2012, 02:55:07 AM »
interesting idea would defiantly make for more real to life tank combat

Offline Zexx

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Re: moving spawn points
« Reply #3 on: May 30, 2012, 03:50:25 AM »
Mobile Spawn points are a great deterrent to spawn point camping. Perhaps we could ask for an additional M-3 role in that it can be sortied out to set up an Tactical Assembly Area, or more simplistically have that "spawn point" be within 500 meters of 3 or more surviving tanks/ground vehicles that are within 1k of each other? I know the suggestion has been made before about the additional role of the M-3 by someone else, but it bears mentioning here again I think...
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Offline Chugamug

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Re: moving spawn points
« Reply #4 on: May 30, 2012, 03:03:38 PM »

Instead of a spawn point, have a smaller V base with 2 hangars. :bolt:
Maybe use the old camo-net style hangars and a few defensively guns. No radar, 55 gallon drums for fuel storage and a map room.


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Online The Fugitive

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Re: moving spawn points
« Reply #5 on: May 30, 2012, 03:43:46 PM »
Hitech said the area of the spawn can be increased. It's just a setting. I'd like to see the spawn area expanded out more so the random spot you spawn out at could be like a mile away from the last spot you spawn at. At least this way the spawn would cover a much wider spawn area and make camping much harder. The only problem is then you might have to drive to the fight, or really use spotters to find the fight. Might be too much for some GVers.

Offline bustr

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Re: moving spawn points
« Reply #6 on: May 30, 2012, 04:21:14 PM »
Didn't someone ask that your spawn arrow was moveable inside of the random spawn area like CV direction arrows so you could choose? That would seem fair in the face of the real war that you some times would get strategic feed back about the battle area and choose to move off in a flanking manuver.

Have a more granular approach. If the diameter of the random spawn area is 5000 yards, have a spawn area sub map that is available when you choose a GV. Say 5kx5k or 20kx5k for your spawn area as a square or rectangle. Impose a central front demarcation line that cannot be spawned past. Grid coordinate the sub map so that you can recieve strategic fight info from the front to better enable your choice of location to support the current spawn battle.

This could be a precursor program to tieing in artillery barages a few years down the road when HTC possibly adds first person shooter troops to the game. For now only GV get an active spawn grid map and only for their half of the battle area to communicate safe spawn areas.
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Offline Tank-Ace

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Re: moving spawn points
« Reply #7 on: May 30, 2012, 10:32:40 PM »
Hitech said the area of the spawn can be increased. It's just a setting. I'd like to see the spawn area expanded out more so the random spot you spawn out at could be like a mile away from the last spot you spawn at. At least this way the spawn would cover a much wider spawn area and make camping much harder. The only problem is then you might have to drive to the fight, or really use spotters to find the fight. Might be too much for some GVers.


I think the primary issue is that this would kind of discourage the use of GV's as offensive weapons. Its really impractical to mount any kind of coordinated attack in a timely manner with a 1 miles spawn radius.

Troops might end up less than 1000yds from base, but all of the tanks you need to take the base down could end up 4000yds back. Or you might plan on using some Panther's and a couple of Tiger II's to spearhead the assult, but then end up with them scattered and entering combat piece meal.

Its that or wait the 15 minutes while everyone groups up, and the enemy calls in air support.
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Offline Rino

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Re: moving spawn points
« Reply #8 on: May 30, 2012, 10:43:45 PM »
interesting idea would defiantly make for more real to life tank combat


     Maybe it's just me, but the GV combat we have now barely resembles real to life tank combat.  Alot of ambushes, not very much fire
and movement.  The shock value of an armored attack is completely irrelevant here.
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Offline BaldEagl

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Re: moving spawn points
« Reply #9 on: May 30, 2012, 11:08:46 PM »
The problem with the OP's idea is that while it might work fine on flat terrain in the deep canyon areas who knows where on the canyon wall the spawn might end up and how would you climb that steep canyon wall to move it back further along the flats above?  Therefore I give it a -1.
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Offline Butcher

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Re: moving spawn points
« Reply #10 on: May 30, 2012, 11:40:49 PM »
To stop spawn camping, you simply cannot "enlarge" the spawn area, instead of one person camping it takes two to shut down a spawn, a decent tanker can accurately hit above 2k away. What I've always suggested was maximum the spawn buttons on the clipboard.

Instead of having one spawn (North) into a base, use all three, three spawns could either tie up a dozen ground units, or have one mission punch through a camp zone and onto a base.

Enlarging a spawn only ties up two campers, one for each corner, with a Panther they could hold the spawn unless supplies run out, having mobile spawns is out of the question since its been brought up time and time again with no interest.

In my opinion, I know of maybe 10-12 tankers that excel in Aces high, given the number that play the game I don't see enough interest in changing anything.
Most have no credibility or simply tank "once or twice" and whine about it (insert reason here), unless the entire ground vehicle system gets overhauled, I don't see anyone taking anymore interest in tanking then we have now.

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Offline bustr

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Re: moving spawn points
« Reply #11 on: May 31, 2012, 03:50:53 AM »

In 10 years every large group tank battle from spawns I've flown over or deliverd supplies into looks like a giant game of who blinks first. Everyone hides behind trees or each other and snipes at the other sides GV doing exactly the same thing. Massed tank assults. Nope all I've ever seen is massed flocks of chickens hiding in the bushes telling everyone else to sneak forward and see where they are hiding.

There are always 2-3 brave individuals who sneak forward while eveyone else cheers them on and holds firm in their protected sniping positions. There are no "Armored Assaults" becasue you guys are too chicken about getting shot as part of the price to overwhelm the enemy. You won't even take advantage of your Storch's real time feed back to push weak spots in the other sides lines. But, you are the first to proclaim the other side cowards for calling in their lancasters to clear the trees of your hideing sniping carcases.

Hitech should just replace all the tanks with mobile howitzers so you guys can lob shells at each other from miles away and stay safe. Thats about all I see of the Aces High GV game. You guys using assault tanks as fixed howitzers until you get bombed or sniped with a small handfull of unique individuals who seem to be able to move around in the GV battles and kill at will.

There is nothing wrong with the GV game as it is. You all have the same toys to shoot each other with under the same disadvantages in the same terrain. Mostly you guys just don't want to blink first. So nothing much happens very often out in those bushes.

Sounds just like the air game excpet players either hide in hoards, hide in ack, or hide above 15k so they won't get shot. It just happens much faster than on the ground in the bushes.

It's hard to have a battle if no one on either side wants to get shot first.
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Offline Butcher

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Re: moving spawn points
« Reply #12 on: May 31, 2012, 07:54:49 AM »

There is nothing wrong with the GV game as it is. You all have the same toys to shoot each other with under the same disadvantages in the same terrain. Mostly you guys just don't want to blink first. So nothing much happens very often out in those bushes.

Sounds just like the air game excpet players either hide in hoards, hide in ack, or hide above 15k so they won't get shot. It just happens much faster than on the ground in the bushes.

It's hard to have a battle if no one on either side wants to get shot first.

This sums up tanking.
JG 52

Offline Vinkman

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Re: moving spawn points
« Reply #13 on: May 31, 2012, 01:58:34 PM »
In 10 years every large group tank battle from spawns I've flown over or deliverd supplies into looks like a giant game of who blinks first. Everyone hides behind trees or each other and snipes at the other sides GV doing exactly the same thing. Massed tank assults. Nope all I've ever seen is massed flocks of chickens hiding in the bushes telling everyone else to sneak forward and see where they are hiding.

There are always 2-3 brave individuals who sneak forward while eveyone else cheers them on and holds firm in their protected sniping positions. There are no "Armored Assaults" becasue you guys are too chicken about getting shot as part of the price to overwhelm the enemy. You won't even take advantage of your Storch's real time feed back to push weak spots in the other sides lines. But, you are the first to proclaim the other side cowards for calling in their lancasters to clear the trees of your hideing sniping carcases.

Hitech should just replace all the tanks with mobile howitzers so you guys can lob shells at each other from miles away and stay safe. Thats about all I see of the Aces High GV game. You guys using assault tanks as fixed howitzers until you get bombed or sniped with a small handfull of unique individuals who seem to be able to move around in the GV battles and kill at will.

There is nothing wrong with the GV game as it is. You all have the same toys to shoot each other with under the same disadvantages in the same terrain. Mostly you guys just don't want to blink first. So nothing much happens very often out in those bushes.

Sounds just like the air game excpet players either hide in hoards, hide in ack, or hide above 15k so they won't get shot. It just happens much faster than on the ground in the bushes.

It's hard to have a battle if no one on either side wants to get shot first.


Yes...and No.

Your point is valid but I think this addresses spawn camping, which is the bigger problem.
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Offline Tank-Ace

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Re: moving spawn points
« Reply #14 on: May 31, 2012, 06:03:08 PM »
Honestly, I feel the issue is that theres no incentive to be agressive, and its very difficult to make attacks without air support.

I mean really, shutting the spawn down is as good as pushing the enemy back 15 miles in Aces High, because the ground in between bases doesn't matter at all.
You started this thread and it was obviously about your want and desire in spite of your use of 'we' and Google.

"Once more unto the breach"