Author Topic: Consider making key TT bases uncapturable  (Read 1950 times)

Offline TDeacon

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Consider making key TT bases uncapturable
« on: August 10, 2013, 07:53:27 PM »
Make key TT bases in Ozkansas uncapturable (i.e. the “outer” 3 for each country).  This ensures physically close VBases for all 3 sides.  

Here’s the logic:

1)   TT provides a unique GV game-play venue, where quick contact and combat is possible due to center base proximity, and due to interesting hilly terrain, but only when these are owned by opposing sides.  
2)   TT seems to be popular lately, with a significant percentage of players on it  This was particularly evident Thursday and Friday.  
3)   However, when a single side takes too much of TT, GV combat is either impossible, or requires long drives to contact.  For example, today, my country (Rooks) currently has taken most of TT, and seems determined to take the rest.  They appear to be doing this with the help of a large aircraft horde.  There is no GV action visible on the Rook end, and only 3 (sentries?) visible on the Bishop end.  I assume that this is due to the fact that Bishops and Knights have to drive twice the distance to a fight, and the Rook air horde is waiting for them at the end, as often as not.  
4)   Base capture is still possible on the rest of the map, so one can still try to “win the war” there.  
5)   The rest of the map often does not lend itself to GV “furballing” as does TT, and this lack of opportunity is evident at this moment.  
6)   It is presumably in HTC’s business interest to provide opportunities for all play styles, and if Ozkansas is swept, one of those play styles is made difficult.  In my case, I am logging off and doing something else; perhaps others do likewise.  This may also affect account retention.  
7)   This concept may well work on other maps.  

MH
« Last Edit: August 10, 2013, 08:04:35 PM by TDeacon »

Offline Tinkles

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Re: Consider making key TT bases uncapturable
« Reply #1 on: August 10, 2013, 08:36:07 PM »
Make key TT bases in Ozkansas uncapturable (i.e. the “outer” 3 for each country).  This ensures physically close VBases for all 3 sides.  

Here’s the logic:

1)   TT provides a unique GV game-play venue, where quick contact and combat is possible due to center base proximity, and due to interesting hilly terrain, but only when these are owned by opposing sides.  
2)   TT seems to be popular lately, with a significant percentage of players on it  This was particularly evident Thursday and Friday.  
3)   However, when a single side takes too much of TT, GV combat is either impossible, or requires long drives to contact.  For example, today, my country (Rooks) currently has taken most of TT, and seems determined to take the rest.  They appear to be doing this with the help of a large aircraft horde.  There is no GV action visible on the Rook end, and only 3 (sentries?) visible on the Bishop end.  I assume that this is due to the fact that Bishops and Knights have to drive twice the distance to a fight, and the Rook air horde is waiting for them at the end, as often as not.  
4)   Base capture is still possible on the rest of the map, so one can still try to “win the war” there.  
5)   The rest of the map often does not lend itself to GV “furballing” as does TT, and this lack of opportunity is evident at this moment.  
6)   It is presumably in HTC’s business interest to provide opportunities for all play styles, and if Ozkansas is swept, one of those play styles is made difficult.  In my case, I am logging off and doing something else; perhaps others do likewise.  This may also affect account retention.  
7)   This concept may well work on other maps.  

MH


I don't have a problem with this. Makes it so the GV'ers can get their fights and TT can't be steamrolled.

+1  :aok

Tinkles

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Offline chaser

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Re: Consider making key TT bases uncapturable
« Reply #2 on: August 10, 2013, 08:38:09 PM »
YES! I've been saying this for a couple years now!

Offline Chalenge

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Re: Consider making key TT bases uncapturable
« Reply #3 on: August 11, 2013, 06:17:14 AM »
I don't have a problem with this. Makes it so the GV'ers can get their fights and TT can't be steamrolled.

Oh, it would still be steamrolled. The real problem is we have been asking for this for a long time now and still nothing has been done to change it.

Ozkansas is, in my opinion, the best map in the game. Yet, once TT is rolled up (as it is tonight) it's a dead map, unless you care to horde up.
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Offline Karnak

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Re: Consider making key TT bases uncapturable
« Reply #4 on: August 11, 2013, 08:05:12 AM »
I logged as a Rook last night, saw which map it was, went to the center island and then saw that Rooks were trying to take the last non-Rook field, so I switched to Knights to help defend it.  Then I logged off when it was lost.
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Offline bj229r

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Re: Consider making key TT bases uncapturable
« Reply #5 on: August 11, 2013, 08:25:54 AM »
Oh, it would still be steamrolled. The real problem is we have been asking for this for a long time now and still nothing has been done to change it.

Ozkansas is, in my opinion, the best map in the game. Yet, once TT is rolled up (as it is tonight) it's a dead map, unless you care to horde up.
yup...Sat night is the ONE night I get to play until the wee hours of the am....and I got bored and logged by midnight
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Offline R 105

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Re: Consider making key TT bases uncapturable
« Reply #6 on: August 11, 2013, 09:45:53 AM »
 :aok
Make key TT bases in Ozkansas uncapturable (i.e. the “outer” 3 for each country).  This ensures physically close VBases for all 3 sides.  

Here’s the logic:

1)   TT provides a unique GV game-play venue, where quick contact and combat is possible due to center base proximity, and due to interesting hilly terrain, but only when these are owned by opposing sides.  
2)   TT seems to be popular lately, with a significant percentage of players on it  This was particularly evident Thursday and Friday.  
3)   However, when a single side takes too much of TT, GV combat is either impossible, or requires long drives to contact.  For example, today, my country (Rooks) currently has taken most of TT, and seems determined to take the rest.  They appear to be doing this with the help of a large aircraft horde.  There is no GV action visible on the Rook end, and only 3 (sentries?) visible on the Bishop end.  I assume that this is due to the fact that Bishops and Knights have to drive twice the distance to a fight, and the Rook air horde is waiting for them at the end, as often as not.  
4)   Base capture is still possible on the rest of the map, so one can still try to “win the war” there.  
5)   The rest of the map often does not lend itself to GV “furballing” as does TT, and this lack of opportunity is evident at this moment.  
6)   It is presumably in HTC’s business interest to provide opportunities for all play styles, and if Ozkansas is swept, one of those play styles is made difficult.  In my case, I am logging off and doing something else; perhaps others do likewise.  This may also affect account retention.  
7)   This concept may well work on other maps.  

MH


Offline TDeacon

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Re: Consider making key TT bases uncapturable
« Reply #7 on: August 11, 2013, 01:58:50 PM »
Here it is in prime time (middle of Sunday) completely dead.  What a waste.  At one point this morning Knights tried to recapture 92, but a bunch of Rook dolts immediately upped to defend it, so no dice.  You really need a horde to recapture it, and the hordes usually don't care about TT. 




MH
« Last Edit: August 11, 2013, 02:01:31 PM by TDeacon »

Offline save

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Re: Consider making key TT bases uncapturable
« Reply #8 on: August 11, 2013, 06:50:12 PM »
I already asked for this, maybe it's on the "list", maybe not.
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Offline dirt911

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Re: Consider making key TT bases uncapturable
« Reply #9 on: August 11, 2013, 07:19:51 PM »
I figure they would have to add in extra bases to compensate for such a thing those bases count towards winning the war so you would need to replace however many uncapturables you make with more capturable bases?

Offline save

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Re: Consider making key TT bases uncapturable
« Reply #10 on: August 12, 2013, 12:16:21 PM »
ordnance could be limited from these 6 bases (one airfield, one vehicle base per country) for stopping base-snatching out of the uncap bases.
My ammo last for 6 Lancasters, or one Yak3.
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Offline bustr

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Re: Consider making key TT bases uncapturable
« Reply #11 on: August 12, 2013, 08:37:17 PM »
Anyone ever consider the TT island on your screen capture placed alone in an ocean, then replicated 3 times in a triangle around it. With GV spawns between the 4 islands would be a great starting point for a new map? Heck drop that in the middle of the uterus map replacing the 3 big islands.

Late at night TT is the best thing about that map. It's a shame it gets over run like that. Kind of like whizzing on people just to make them accept being whizzed on because that gang will slaughter your family if you complain. Numbers do matter in this game and over power common sense much of the time. 
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Offline Citabria

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Re: Consider making key TT bases uncapturable
« Reply #12 on: August 12, 2013, 11:26:28 PM »
I made ozkansas a long time ago. it needs to be updated and most likely I am the best person to update it as I built the original one. it needs pacific textures. the tank town was made as something that was the checkmate island that if taken the country that grabbed it would have a better chance to capture every base of the enemy. when I made the map years ago there was no capture a % of each teams bases to win. if I can get myself motivated enough to finish updating my FesterMA terrain I will inquire about updating ozkansas with all the current changes to the game in mind.


I have some stuff I have set up in festerMA that you guys should enjoy. it has a variation of your uncapturable vbases but with a purpose other than just here is no capture zone.

my festerMA new map has 3 uncapturable vbases at 8000ft altitude on a very well contoured and textured  mountain littered with water obstacles and hull down positions in a very small area... right in the center of the map in very close proximity to eachother... with a capturable small airbase in the center with a town right next to it that belongs to the capturable airfield and must be destroyed to take the airfield as it is a regular small airfield with the town smack dab next to the field... an 8k airbase in perfect striking position for every countries strategic targets is something the strat dweebs and hordes will want to posses if nothing more than to deny the enemy use of it.

with the vbases checkmating the high alt base it becomes Pandora's box. always under threat of capture and very dangerous to fly out of without getting raped by wirbels as you struggle to get any altitude in the thin air.



I have setup a cv fight hub as well on each side in the oceans.

there is an uncapturable cv in each ocean for each country. (2 ea ctry 6 total on map.) each country has 3 additional fleets all capturable.

the change is these carriers spawn a mere 35 miles from eachother with waypoints putting them on a collision course by default... about 25 miles equidistant from each of their spawn points is a capturable port with a cv fleet equidistant from the two other uncapturable carriers. thus the choice for the capturable fleet is this... hide? attack land bases? defend the port from certain and constant carrier based capture attempts? all have risks and whichever country captures the port and the enemy carrier has the advantage for the area in numbers of carriers if they can hold onto it.

the cv fight is out to sea a good ways from the land bases. the goal in its design is to make carrier vs carrier air and sea combat possible by allowing the opposing forces to get back in action against each other at faster intervals while staying a good distance from the land bases.

as much variety as possible is put into the setup of airbases and vbases.

each is unique in its aim.

the inner airbases have no gv spawns

the next outer section of bases have airbases and vbases setup in chains similar to ozkansas tt island but designed to continue the combined arms war as far as the combatants are able with the prize of being in striking distance of the enemies city with ground vehicles if the country has the ability to get this far and hold the ground.

beyond this ring of air and vehicle bases some distance from any airbases is a chain of vbases all capturable but with close spawn points and the initial 4 bases in driving distance of eachother. one of the chains is in a desert. the other vbase chains are in very mountainous terrain that is hard to flank in with very narrow valleys and hard to climb hills.

lots of rivers.. ( LOTS all over the map)

beyond this ring of vbases some distance away lies the costal fields with no gv spawns but sitting 20-25 miles from eachother. they will encounter carrier attacks most often or attacks from adjacent airbases.

its very close to done but its been very close for a long time. jsut have to get motivated to finish it. maybe I should play AH more thats ussually what gets me doing maps and skins.
Fester was my in game name until September 2013

Offline Citabria

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Re: Consider making key TT bases uncapturable
« Reply #13 on: August 12, 2013, 11:42:08 PM »
also like ozkansas... this terrain was set up as a medium sized terrain using 512x512 are of a big map with the bases laid out in a manner that makes the front small but allows for many bases to be captured before the map is reset with current mechanics.

anrrow fronts to minimize undefended areas that have depth that are still viable in creating as much chances for action as possible even after the hordes clobber an area.

my target number of bases in combat against eachother is 3-4 max on each front. this is consitant with the very smallest maps in game so even in non peak times the fight shouldnt be spread out so bad it dies.

fronts that are deep and narrow are best in my opinion for maximum felxibility from low numbers to peak time numbers.
Fester was my in game name until September 2013

Offline Megalodon

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Re: Consider making key TT bases uncapturable
« Reply #14 on: August 13, 2013, 12:03:05 AM »
NO!!
Okay..Add 2 Country's at once, Australia and France next plane update Add ...CAC Boomerang and the Dewoitine D.520