Author Topic: Trinity  (Read 3158 times)

Offline The Fugitive

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Re: Trinity
« Reply #15 on: August 26, 2013, 08:54:56 PM »
+1  :aok

BTW, the 30K mountains did have the advantage of creating locations where combat was forced to occur at high altitudes (i.e., if you dived to the deck you either hit a mountain or were trapped in a valley).  I always considered this a good thing, as it provided an occasional counter to the tendency in AH is for combat to occur at (or move to) low altitudes, which in turn gives undue advantage to low-altitude fighters.  In any case, the 30K mountains surrounding TT should be retained.  

MH

Thats the key phrase. very rarely did you run into a fight up there. This is why the map was so stagnate. Once one of the "night crews" got a good foot hold across those mountains you saw a lot more action. But until then it was the same old 3 places to fight.

Losing the mountains, or at least knocking them down to a 1000 feet or two would make the map much more playable.

Offline TDeacon

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Re: Trinity
« Reply #16 on: August 27, 2013, 10:51:44 AM »
wrong there was 3 options.  attack one single base in the north or one in the south or gv at 135 or a1.  that was it.   and you needed everybody in country to attack either airplane base since everybody on the enemy was defending it.  in wasnt unusual to see 40 and 50 players per side around a single base.

semp

You are forgetting CV-supported invasions.  Back in the days of AH-1 they were quite common, with constantly growing beachheads of 10 and more bases.  Maybe the play syle nowadays is different?

MH

Offline TDeacon

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Re: Trinity
« Reply #17 on: August 27, 2013, 10:55:08 AM »
Thats the key phrase. very rarely did you run into a fight up there. This is why the map was so stagnate. Once one of the "night crews" got a good foot hold across those mountains you saw a lot more action. But until then it was the same old 3 places to fight.

Losing the mountains, or at least knocking them down to a 1000 feet or two would make the map much more playable.

I meant "occasional" in terms of physical area (over the mountains), not that it rarely happened; bad choice of words on my part.  I used to cruise around up there, and somebody would always come along.  Of course I was playing in US prime time, but still, that's when most of us play. 

Offline kilz

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Re: Trinity
« Reply #18 on: August 27, 2013, 12:22:31 PM »
i remember in the day when Trinity came out. it was the map of all maps and everyone wanted that map in the ONE ARENA THAT WE HAD.

I whine and whine and whine after they took trinity away. year after year i jumped in on every post about trinity.

when they first brought it back from death everyone was happy to see it. now everyone whines about it. (cant make anyone happy here)

i know it has flaws but i still love the map.

Quote
Losing the mountains, or at least knocking them down to a 1000 feet or two would make the map much more playable.

i agree with Fugi lower the mountains that separate the countries and things would be easier and better for game play. however i think they should still be around 5k and leave TT the way it is. no more gamey carpet bombing
« Last Edit: August 27, 2013, 12:24:04 PM by kilz »
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Offline Rich46yo

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Re: Trinity
« Reply #19 on: August 27, 2013, 12:47:34 PM »
Why not just call it "A1"?
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Offline Lusche

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Re: Trinity
« Reply #20 on: August 27, 2013, 12:56:45 PM »
however i think they should still be around 5k and leave TT the way it is. no more gamey carpet bombing


Does it matter? Ever since trinity came back, TT was always empty. TT usage on trinity died in late 2006.
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Offline Zacherof

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Re: Trinity
« Reply #21 on: August 27, 2013, 04:29:50 PM »
i remember in the day when Trinity came out. it was the map of all maps and everyone wanted that map in the ONE ARENA THAT WE HAD.

I whine and whine and whine after they took trinity away. year after year i jumped in on every post about trinity.

when they first brought it back from death everyone was happy to see it. now everyone whines about it. (cant make anyone happy here)

i know it has flaws but i still love the map.

i agree with Fugi lower the mountains that separate the countries and things would be easier and better for game play. however i think they should still be around 5k and leave TT the way it is. no more gamey carpet bombing
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Offline The Fugitive

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Re: Trinity
« Reply #22 on: August 27, 2013, 05:09:28 PM »
You are forgetting CV-supported invasions.  Back in the days of AH-1 they were quite common, with constantly growing beachheads of 10 and more bases.  Maybe the play syle nowadays is different?

MH

Very much so, I think that is what killed play on Trinity.

Trinity was a mission planners map. If you planned a good mission, or a number of them with extra squads it was a fun map because there was so much room to draw attacks and faints one way or another.  Once you got over the mountains and created that beach head there it was even more intense.

I think if they removed the A10 spawn fight, A1 spawn fight, and A135 spawn fights you would see TT be reborn. Lower the mountains so that the newbs who can't do much more than attack NOE have a way over then to hit more than the few spots available  and I think it could be a good map again.

Much like Mindanao game play changes but if the maps don't they will become un-playable. Mindanao comes up and all the tankers groan. HTC may not like it, but I think they could hire a guy to do nothing but work maps and the poor guy would be overwhelmed. 

Offline LCADolby

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Re: Trinity
« Reply #23 on: August 27, 2013, 05:13:40 PM »
Lower the mountains 10k then I'm all for it.
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Offline TDeacon

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Re: Trinity
« Reply #24 on: August 27, 2013, 05:45:59 PM »

Does it matter? Ever since trinity came back, TT was always empty. TT usage on trinity died in late 2006.

As I have suggested in about 5 different posts, it was always empty because it lacked the "I am here" factor.  Substitute a VBase for that factory complex in the center (doesn't matter which country owns it), and the problem is solved.  Say nobody is yet in Trinity TT.  You up a GV, spawn to the TT center, drive the short distance into range of the central VBase, and it begins to flash.  To pass the time, start blowing things up.  Judging by what happens on the rest of the map, someone will appear, and BINGO, TT is no longer empty.  There is a synergy to this process...

MH
« Last Edit: August 27, 2013, 05:56:30 PM by TDeacon »

Offline TDeacon

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Re: Trinity
« Reply #25 on: August 27, 2013, 05:53:50 PM »
Very much so, I think that is what killed play on Trinity.

Trinity was a mission planners map. If you planned a good mission, or a number of them with extra squads it was a fun map because there was so much room to draw attacks and faints one way or another.  Once you got over the mountains and created that beach head there it was even more intense.

I think if they removed the A10 spawn fight, A1 spawn fight, and A135 spawn fights you would see TT be reborn. Lower the mountains so that the newbs who can't do much more than attack NOE have a way over then to hit more than the few spots available  and I think it could be a good map again.

Much like Mindanao game play changes but if the maps don't they will become un-playable. Mindanao comes up and all the tankers groan. HTC may not like it, but I think they could hire a guy to do nothing but work maps and the poor guy would be overwhelmed.  

Being a furball type, I am not familiar with the typical mission, but I frequently see successful CV invasions on the other maps (like Compello).  Are you saying that these no longer occured on Trinity?  If not, perhaps the majority of Trinity players were happy with the existing Trinity game play, and the small group of 10 or so Forum posters complaining about the map were not typical.  

BTW, the spawn fights were fun; leave them in.  TT is just an additional option, and with the center VBase added, can be busy again.  

MH.  
« Last Edit: August 27, 2013, 05:57:06 PM by TDeacon »

Offline The Fugitive

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Re: Trinity
« Reply #26 on: August 27, 2013, 06:53:35 PM »
Being a furball type, I am not familiar with the typical mission, but I frequently see successful CV invasions on the other maps (like Compello).  Are you saying that these no longer occured on Trinity?  If not, perhaps the majority of Trinity players were happy with the existing Trinity game play, and the small group of 10 or so Forum posters complaining about the map were not typical.  

BTW, the spawn fights were fun; leave them in.  TT is just an additional option, and with the center VBase added, can be busy again.  

MH.  


I'm a fighter guy too. I use to do lots of missions, back where you could count on a fight being there. Now very few defend, and base attacks are smash a grabs. Should a defense pop up the attackers disappear.... eeerr die  :noid and move someplace else for easy pickin's and to avoid fighting for the base. Cv attacks are much the same all or nothing. If they don't get it before the line of dive bombing lancs sink the CV the attack moves on. Trinity only had a few CVs and they took forever to move into position. So once they were sunk CV ops were done for the night.

The spawn fight may have been fun, but it is what kills TT. You can only have a limited number of tanks at those spawn points (10 guys shooting at the same spawning tank each time Woo whoo!  :rolleyes: Move more than double the numbers to TT and you have a much better chance of finding spots to shot from to get some action. Look at the TT on the NDisles map. It is much the same as the one on Trinity so I would expect the same type of fights.... if you can get the people there.

I have no idea why Trinity was removed. I highly doubt it was because 10 people kept crying on the BBS about it. I do know when ever that map was up you could count on at least one new thread to start and quickly load up with posts about having the "stinkin Trinity map again!" Maybe HTC observed number drops in players when that map was up, maybe HTC decided it was no longer "fair" for the game play style that is in the Mains these days. Who knows...... well HTC knows  :noid but for what ever reason it was removed.

Offline MrGeezer

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Re: Trinity
« Reply #27 on: August 27, 2013, 07:09:44 PM »
please bring back Trinity--as it was.

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Offline caldera

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Re: Trinity
« Reply #28 on: August 27, 2013, 07:30:24 PM »
Quote
There is a synergy to this process...



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Offline SmokinLoon

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Re: Trinity
« Reply #29 on: August 27, 2013, 07:41:39 PM »

Does it matter? Ever since trinity came back, TT was always empty. TT usage on trinity died in late 2006.

I think the best thing HTC could do to Trinity is to spread the gv spawn points about 6k apart at V135, then dump a bunch of gv spawn points in to TT, allow for one of each country's bases to be captured and the other unable to be captured.  TT has one of the best battlefields for tanks in AH, 'tis a shame the fiasco circle jerk at V135 killed it.

I say put the mountains around TT to 20k, and the border mountains between the three sides to about 10k.  Oh, and more gv spawn points too!!! 
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