Author Topic: strategy modification and additionals strats  (Read 963 times)

Offline LTCClark

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strategy modification and additionals strats
« on: April 13, 2013, 06:21:53 AM »
hangers always respond at 15 minutes

strata are always down for 180m


however all of the houses around the strata could be bombed to slow down the pace in which the strata recover from their damage
people have to rebuild and when people are killed the longer it takes for new workers to arrive

also adding in 3 more strata for th VI and bh would be awesome

these could extend the time to 30 minutes at 0%  would definately make the game go faster on base takes but not only that it would rotate maps pretty good


this is not too difficult to program into the game either
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Offline LTCClark

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Re: strategy modification and additionals strats
« Reply #1 on: April 21, 2013, 09:24:05 PM »
To Elaborate on this post.

Strats would have destroyable buildings around them in which the time would increase in which the strats rebuild.

Addition of Strat Areas for Hangers in their specifics, such as VH FH BH

So if you hit the FH Strat then fighter hangers would get additional seconds, or minutes added to them regarding their amount destroyed

and if you hit the buildings around the strats outside of a specific strat area then it takes longer for the strats to rebuild themselves x the percentage that they are hit.


This would increase the validity of the strats as well as prioritize how we fight in the game.

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Offline SmokinLoon

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Re: strategy modification and additionals strats
« Reply #2 on: April 21, 2013, 10:00:16 PM »
I understand the concept and I approve of adding more of a strategic element to AH.  HTC has gone leaps and bounds in the past year with the upgrades to the strat system, but there is always more room to refine and "upgrade", imo.

I think it would not be a good thing to inhibit the hangers from repairing as they do now.  EXCEPT... perhaps adding the importance of destroying the resupply convoy and barges.  Maybe add another 30 seconds or so for every truck or barge destroyed.  Maybe that is something that can be linked to the trains?  Send an attacker or 2 to the strats and just hammer trains.  For every train destroyed add another minute or 2 to the hangers being down. 

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Offline icepac

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Re: strategy modification and additionals strats
« Reply #3 on: April 22, 2013, 08:57:51 AM »
Right now, destroyed objects at fields come up without receiving any supplying at all whether from players or from the supply convoys.

I would like to see supply convoys be a bit more instrumental at resupplying a base.

If the enemy is preventing all resupply convoys, barges, or trains as well as players from resupplying a base, things should stay down longer to reflect it.

Offline JimmyD3

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Re: strategy modification and additionals strats
« Reply #4 on: April 22, 2013, 05:37:34 PM »
Right now, destroyed objects at fields come up without receiving any supplying at all whether from players or from the supply convoys.

I would like to see supply convoys be a bit more instrumental at resupplying a base.

If the enemy is preventing all resupply convoys, barges, or trains as well as players from resupplying a base, things should stay down longer to reflect it.

+1 For the bases, but add extra Ack for the Strats. A successful Strat run should be a 50/50, not the 99/1 success rate. :bhead
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Offline shotgunneeley

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Re: strategy modification and additionals strats
« Reply #5 on: April 23, 2013, 12:00:30 AM »
I disagree with the part about using strats to effect hanger downtimes. Strat objects should only influence a country's effectiveness to conduct battle (fuel, ordnance, radar, etc.), not prevent fights entirely. To be honest, I only attack resupply vehicles (barges, trains, convoys) as "targets of opportunity" for personal points rather than aggressively seeking out their destruction to prevent the enemy from regaining supplies. I'd certainly be in favor of increasing their importance as an additional element to the game.

As far as strat factories go, I'd like to see the strat system set up on three levels: central city/strat, regional town/strats and friendly fields. Instead of directly supplying airfields, vehicle bases and ports, city strats would supply damaged regional factories. There would be two sets of regional factories, each set supplying friendly fields along the respective front (half of the country). These strats would be located separately around the country and would supply damaged fields as allowed by the repair model. Each of these local strats could be tied to its own town including a map room, allowing the factory to be captured (just like a field) by encroaching enemy forces. Captured factories could then further decrease the repair time for local fields under the controlling faction. Meanwhile, fields that were originally supplied by the captured factory will experience downtimes of destroyed field objects increased to the maximum limit (unless supplied by players from nearby fields). Damage to the central city/strat would effect repair times for all friendly strat factories of the particular type. Damage to a regional town/strat would only effect repair times for particular field objects on fields within its sector. I'd like to see player controllable defenses at these strat sites as well.
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Offline Torquila

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Re: strategy modification and additionals strats
« Reply #6 on: April 23, 2013, 03:56:51 AM »
Well strat effectiveness could scale with avg players online, so you can have the best of both worlds.

Offline Lusche

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Re: strategy modification and additionals strats
« Reply #7 on: April 23, 2013, 09:07:39 AM »
To be honest, I only attack resupply vehicles (barges, trains, convoys) as "targets of opportunity" for personal points rather than aggressively seeking out their destruction to prevent the enemy from regaining supplies. I'd certainly be in favor of increasing their importance as an additional element to the game.


But they already are very important.
No, the could  be very important if people would actually 'use' their potential by stopping them.
If you completely shut off the auto resupply, the actual downtime of field objects can be tripled. In theory, with the corresponding factory at 0% when an item was porked, you can increase downtime of an object to up to about 450 minutes.

I have myself used this several to keep ords down on a cruical base for much longer than they would have originally been by strangling their auto supply route.
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Offline hitech

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Re: strategy modification and additionals strats
« Reply #8 on: April 23, 2013, 09:32:23 AM »

I think it would not be a good thing to inhibit the hangers from repairing as they do now.  EXCEPT... perhaps adding the importance of destroying the resupply convoy and barges.  Maybe add another 30 seconds or so for every truck or barge destroyed.  Maybe that is something that can be linked to the trains?  Send an attacker or 2 to the strats and just hammer trains.  For every train destroyed add another minute or 2 to the hangers being down. 



If you destroy convoys / barges or trains, any objects that are currently destroyed have their down time increased.

If one entire convoy is destroyed down times would be increased by 7 mins. If only a % of the convoy is destroyed then that % of 7 mins is added to the down times.

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Offline Lusche

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Re: strategy modification and additionals strats
« Reply #9 on: April 23, 2013, 09:41:31 AM »
If you destroy convoys / barges or trains, any objects that are currently destroyed have their down time increased.


Not trains though, as they do not resupply the factories anymore. Even when all factories and the city are damaged at a strat complex, destryoing a train will yield the "no objcets downtime will be affected" message.
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Offline hitech

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Re: strategy modification and additionals strats
« Reply #10 on: April 23, 2013, 09:46:06 AM »

Not trains though, as they do not resupply the factories anymore. Even when all factories and the city are damaged at a strat complex, destryoing a train will yield the "no objcets downtime will be affected" message.

This is an oversight/bug, Ill see if I can fix it today.

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Offline hitech

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Re: strategy modification and additionals strats
« Reply #11 on: April 23, 2013, 09:48:53 AM »
Ok was a very simple fix for the next patch.

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Offline Lusche

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Re: strategy modification and additionals strats
« Reply #12 on: April 23, 2013, 09:51:20 AM »
 :banana:
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Offline LTCClark

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Re: strategy modification and additionals strats
« Reply #13 on: April 27, 2013, 01:43:36 AM »
So I Guess it still doesnt answer my squestion about how feesable it would be for the additional strats.

The addition strats would definately come in hany, and adding the destroyable cities around the strats to keep the strats down for longer would be awesome.

It would of course be very very worthwhile to hit the strats at that time.


So lets to the math ere.

RailYard Strat - Decreases intervals between railyards resupplying hangers - etc.
Fighter Strat - Would increase the time that the fighter hangers are down.
Bomber Strat - same for the fighter strat


of course it would be very very nice to have a railway map and train intervals data if we could.
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Offline Letalis

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Re: strategy modification and additionals strats
« Reply #14 on: April 27, 2013, 04:27:28 PM »
The more of a hit a given infrastructure takes, the longer it should be down imho.  Repair rate for strats could be (%of strat left up+1)^2 or something of the like.

Also, for bases: let's say you're at an airfield with 3FH.  1FH goes down at this field- downtime = 15 min.  Five min later a second FH goes down.  Should it's repair time be equal to the first?  No imho.  In real life, with a finite number of repair crews, you've either got to finish the remaining 10 min of repairs on the first FH or cut the repair rate in half (or more) for BOTH hangars.  The implications for a base that's even just half down is game changing.   

If I'm an airfield manager under attack with finite repair crew level of effort (LOE), I'll probably prioritize-maybe FH,ack,ord,VH,BH,Troops and fuel for example.  My repair crews would finish one thing before moving on to the next instead of frittering away time with diluted effort and no results.  My crews would also see their work rate reduced if an enemy GV entered the airfield perimeter.  But that's just me...

Chances are if a fixed downtime were abandoned, ppl would disagree with a any default repair prioritization because the MA is simply too fluid.  What if a player of sufficient rank could set field repair priorities with a set of sliders which would also display downtime at that level of effort?  In a rush, players could also set a single structure type as repair priority and select "sequential" (one repaired at a time quickly) or "universal" (effort divided evenly among the number of that structure type destroyed.  Just a thought that might make things a little more realistic and strategic at the same time.  :salute
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