Author Topic: invade, neutralize, capture...  (Read 1300 times)

Offline Skyguns MKII

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invade, neutralize, capture...
« on: August 06, 2013, 02:57:33 PM »
Im all for a more "big invasion take" so this will be most likely the first of many wishes.

My wish is to require 10 troops to neutralize a enemy base rendering it useless so no GVs, No aircraft, and a additional 10 to take. so a total of 20 to do so. 10 just seems sorta silly to me. They must be some epic fighters  :banana:. But just so its not too much of a difficulty is why I suggested for the base to be neutralized after 10. Its then up for grabs but with this you could up the troop carry number in c47s to 20. so odds aren't too bad. thoughts?  :salute

Offline Volron

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Re: invade, neutralize, capture...
« Reply #1 on: August 06, 2013, 03:09:11 PM »
I kind of like the idea, but far more detail is needed.  What happens to auto guns on the base when it's neutralized?  Do they keep firing at an enemy?  Do they fire at everyone?  Do they stop shooting completely?  How long would the base be neutralized for?  Or is the base neutralized until someone brings troops?

That being said, C-47 should still only carry 10 troops. :aok
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Wow I find it hard to believe it has been almost 38 days since our last path. We should have release another 38 versions by now  :bhead
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What on Earth makes you think that i said that sir?!
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Offline Skyguns MKII

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Re: invade, neutralize, capture...
« Reply #2 on: August 06, 2013, 03:13:11 PM »
I kind of like the idea, but far more detail is needed.  What happens to auto guns on the base when it's neutralized?  Do they keep firing at an enemy?  Do they fire at everyone?  Do they stop shooting completely?  How long would the base be neutralized for?  Or is the base neutralized until someone brings troops?

That being said, C-47 should still only carry 10 troops. :aok

point taken.  :salute id suggest having all auto ack down but manned guns still operable if not taken down already? and town will either stay neutral until town is fully back up or taken like you suggested. Its up for debate.   

Offline Volron

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Re: invade, neutralize, capture...
« Reply #3 on: August 06, 2013, 03:18:55 PM »
I'll wait until others chime in.  It is an interesting idea though, but there ARE things about the idea that I'm just not thinking of that are going to hurt the game in one form or another. :headscratch:
Quote from: hitech
Wow I find it hard to believe it has been almost 38 days since our last path. We should have release another 38 versions by now  :bhead
HiTech
Quote from: Pyro
Quote from: Jolly
What on Earth makes you think that i said that sir?!
My guess would be scotch.

Offline Skyguns MKII

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Re: invade, neutralize, capture...
« Reply #4 on: August 06, 2013, 04:18:35 PM »
I'll wait until others chime in.  It is an interesting idea though, but there ARE things about the idea that I'm just not thinking of that are going to hurt the game in one form or another. :headscratch:

delayed capture but we already know this

Offline guncrasher

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Re: invade, neutralize, capture...
« Reply #5 on: August 06, 2013, 04:23:23 PM »
point taken.  :salute id suggest having all auto ack down but manned guns still operable if not taken down already? and town will either stay neutral until town is fully back up or taken like you suggested. Its up for debate.  

if town will stay neutral then this is a cheap way to take bases.  a large group could take or neutralize several bases in one large group.  base is deacked cap until troops are in then roll to next.  then literally the rear groups would go to work on the town.


semp
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Offline Skyguns MKII

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Re: invade, neutralize, capture...
« Reply #6 on: August 06, 2013, 04:27:31 PM »
if town will stay neutral then this is a cheap way to take bases.  a large group could take or neutralize several bases in one large group.  base is deacked cap until troops are in then roll to next.  then literally the rear groups would go to work on the town.


semp

the town will never be neutral, nor neutralized. Just base  :salute town will keep its function. 10 troops to neutralize a base, 10 additional to capture, town ack and manned guns remain until destroyed..  :headscratch:

Offline guncrasher

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Re: invade, neutralize, capture...
« Reply #7 on: August 06, 2013, 04:33:12 PM »
the town will never be neutral, nor neutralized. Just base  :salute town will keep its function. 10 troops to neutralize a base, 10 additional to capture, town ack and manned guns remain until destroyed..  :headscratch:

still the same thing.  20 or 30 guys descending on a base to deack it and cap it then move to the next.  while a few guys in lancasters come behind them to kill the town.  I imagine 5 or 6 bases taken this way without having to rearm.


semp
you dont want me to ho, dont point your plane at me.

Offline Skyguns MKII

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Re: invade, neutralize, capture...
« Reply #8 on: August 06, 2013, 04:56:05 PM »
still the same thing.  20 or 30 guys descending on a base to deack it and cap it then move to the next.  while a few guys in lancasters come behind them to kill the town.  I imagine 5 or 6 bases taken this way without having to rearm.


semp

That happens already though this just puts up a little more resistance and process in catching. 10 troops take a base currently, so if they use ten its useless to them and the enemy, use 20 its theirs. Makes caps harder if anything but not much harder  :salute

Offline guncrasher

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Re: invade, neutralize, capture...
« Reply #9 on: August 06, 2013, 05:00:41 PM »
That happens already though this just puts up a little more resistance and process in catching. 10 troops take a base currently, so if they use ten its useless to them and the enemy, use 20 its theirs. Makes caps harder if anything but not much harder  :salute

dood if you already have airplanes flying and drop troops then cap is easier as nobody has to cap anymore.  it would be the same as taking out the hangars except you dont have to waste bombs on the hangars.  it would make it easier as hell to neutralize a base.


semp
you dont want me to ho, dont point your plane at me.

Offline Skyguns MKII

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Re: invade, neutralize, capture...
« Reply #10 on: August 07, 2013, 01:04:57 AM »
dood if you already have airplanes flying and drop troops then cap is easier as nobody has to cap anymore.  it would be the same as taking out the hangars except you dont have to waste bombs on the hangars.  it would make it easier as hell to neutralize a base.


semp

now I see what your saying. I understand what your saying but wouldn't you rather have a base neutralized by the enemy instead of taken until more troops arrive? I mean currently it takes 10 troops and then its the enemy's base. Its like saying " I rather have the enemy take my base and have it operational against our country instead of being neutralized first so at least nobody can use it till more troops arrive giving us a better chance of saving it."  :old: you say it would make it easier for one country to roll base after base but all your doing is adding the number it troops it takes to cap making it slightly harder. At least with this implemented the base is useless to them until 10 addition troops arrive instead of being fully taken  :bhead. What your saying just seems sort of backwards to me but I mean that in the nicest way...  :salute 

Offline Tinkles

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Re: invade, neutralize, capture...
« Reply #11 on: August 07, 2013, 09:15:42 AM »
now I see what your saying. I understand what your saying but wouldn't you rather have a base neutralized by the enemy instead of taken until more troops arrive? I mean currently it takes 10 troops and then its the enemy's base. Its like saying " I rather have the enemy take my base and have it operational against our country instead of being neutralized first so at least nobody can use it till more troops arrive giving us a better chance of saving it."  :old: you say it would make it easier for one country to roll base after base but all your doing is adding the number it troops it takes to cap making it slightly harder. At least with this implemented the base is useless to them until 10 addition troops arrive instead of being fully taken  :bhead. What your saying just seems sort of backwards to me but I mean that in the nicest way...  :salute 

If you increase the amount of troops that are required to take a base. HiTech would simply increase the capacity of the troop carrier vehicles/plane to that limit. So it would still only require 1 m3 1 sdk or 1 C47 to take a base. Not 2 like you are wanting. HiTech stated this a while ago.

Tinkles

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Offline Skyguns MKII

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Re: invade, neutralize, capture...
« Reply #12 on: August 07, 2013, 12:35:15 PM »
If you increase the amount of troops that are required to take a base. HiTech would simply increase the capacity of the troop carrier vehicles/plane to that limit. So it would still only require 1 m3 1 sdk or 1 C47 to take a base. Not 2 like you are wanting. HiTech stated this a while ago.

Tinkles

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understood this and im actually okay with that. However even though HTC said this im hoping this answer is not final. For the M3 can only carry 10 troops historically. C47 could carry 20+ no? Not doubting you know HTC said this but do you have a link? I wouldn't mind seeing exactly what he said because I know people have discussed this before. I would like to know his reasoning because if my wish requires 20 troops, and there are vehicles that can accommodate that i.e. C47, does it still expectable? or does it necessary have to be all troop carriers..  :headscratch:

Offline doright

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Re: invade, neutralize, capture...
« Reply #13 on: August 07, 2013, 12:56:25 PM »
For added excitement add 10 guard troops in a random tavern in the town or at a hidden still on base. If that drinking establishment is destroyed no problem for the invaders. If it is not, as soon as invading grunts boots hit the ground the drunk guards come pouring out and the race is on.
Armaments 3:9 "Fireth thee not in their forward quarters lest thee be beset by 200 imps and be naughty in their sight."

Offline Skyguns MKII

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Re: invade, neutralize, capture...
« Reply #14 on: August 07, 2013, 01:09:48 PM »
For added excitement add 10 guard troops in a random tavern in the town or at a hidden still on base. If that drinking establishment is destroyed no problem for the invaders. If it is not, as soon as invading grunts boots hit the ground the drunk guards come pouring out and the race is on.


but wouldn't you want your enemy drunk? a lot easier to fight a drunken enemy in my opinion  :cheers: they wouldn't wanna fight. Just play pong or kings cup. Winner takes the base  :cheers: