Author Topic: Towns with no ack for vbases.  (Read 1478 times)

Offline icepac

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Re: Towns with no ack for vbases.
« Reply #30 on: July 29, 2012, 05:28:11 PM »
I've been seeing wirbelwinds taking down all the town ack from just outside of town lately.

The problem with this is that the wirbs had line of sight to only one ack and the rest were on the other side of the hill.

I was parked in a tank 100 feet from the wirb and noticed he was shooting lower than the height of the rise in town and just traversing back and forth as all the ack came down in short order.....even the ones on the other side of the rise.
« Last Edit: July 29, 2012, 05:34:06 PM by icepac »

Offline bustr

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Re: Towns with no ack for vbases.
« Reply #31 on: July 29, 2012, 08:07:00 PM »
Our previous style of town was very simple to take down by one or two players because the simplicity of the town lent itself to a  formulaic by the numbers quick destruction procedure. The old town was well ordered in it's layout on a grid. This new town dosen't take much time to drop by 20% if the effort by a group of players is intense, organised and concentrated into a short interval. If not, it becomes a stalling point allowing at times a minimal defensive effort by small numbers to stave off a superior number of attackers for hours. But, it generates combat. Stagnent combat.

The realism and complexity of the new town and the subsiquent stalling out of attacks against it may have been HTC's original purpose in the thought of generating combat as a result of the stalemate. At first requiring the whole town down just overwhelmed the community and made the town unusable as a capture object. Reducing the percentage of town down and introducing the flag made it a functional part of the capture process. But, the organisational requirments and force size for a rapid take down then capture equivalent to the old town, makes the new town a game flow choke point more so than even if it's an eyecandy wonder and good for tank ambushes.

It still needs a hoard, even if it's a small hoard to overcome the ease to which the new towns can stall an action. Which dosen't promote smaller actions all across the fronts as much against multiple bases as did the old style of town. You don't see the same kind of rapid town kiling and capture experts as were constantly dropping towns when the old style towns were in the game. You see mostly large stalled darbars across three fronts unless one country super hoards to roll the map. Or a squad late night milk runs undefended feilds.
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The amount of time spent stalled out across fronts does not give newer players the feeling they can head off on their own and attack anything with any success. How did the vTards come about if you think about it? With the old style of town you saw groups of summer and school vacation kids putting together kiddy squads and bragging about taking feilds and how easy it was to drop the town. SOAR comes to mind. A very simple way to get positive feedback in a hurry playing this game as a newbie who may stick around and become it's future. And granted late night milk running a country single handedly with two freinds taking feilds was obscene some times. But, they felt like it could be accomplished. With this new town suddenly you have to become a bomber expert, not a weekend player having fun with his freinds for a few hours.

But, complexity can kill this golden goose over time as well as gamey simplicity. People are paying to play this game to achive their goals not those dictated to them by the illuminati game play geniuses of this forum or the fly boy supermen of the DA. Long periods of stalled fronts with fewer feilds being captured does not give newer players positive feed back and encourage them to keep exploring the possibilites of what they can accomplish in this game environemnt as individuals. It makes them cautious and timid which which makes hoards. Not everyone is motivated by challenging Fester in the air or Dr7 in tanks. The only other accomplishment availabel is capturing bases which exposes that kind of player to Fester and Dr7 with half a chance of making themselves happy by capturing the feild in spite of either hot player.
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A simple test of this would be to have TT again or Fri at 16:00 to Mon at 00:01. For that time reduce the town required down percentage to 10-15%. Increase the town white flag time by 5-10 minutes longer. Upon town capture keep the town and airfeild auto ack down for 5-10 minutes. Then see after a few tours if more small actions and base captures start taking place across the fronts with less hoarding or stalled hoards. At the very least on TT you could coun't on more map resets which would mean more people determined to attack things across the map than stalled on it by virtue of the easy town kills. You might get bomber squads again specialising in long flights along fronts dropping towns, VH, ords and troops and a regular reason to sit around at 20k in a 410 with the BK5 or a Ta152.

The current town may well be the reason for the stalled hoards and the need for squad sized actions these days to accomplish anything from capturing that town to suppressing the defending hoards of fighters. Then late night why so many scatter around the map or do pitched GV fights and ignore airfeilds and their towns unless they ahve numbers or total arena numbers are really low.

Still wonder why several different size or types of towns were not created for the different sizes of airfeilds to reflect the complexity of de-acking and disabling the associated airfeilds. And then have some logical relationship of airfeild size to map control and war win reset importance. See how easy it is to get complex? 
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.