Author Topic: Eliminate zone bases...  (Read 5250 times)

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Eliminate zone bases...
« Reply #30 on: October 10, 2013, 07:34:17 PM »
Make it take less bombs to flatten the strats.

Say the efforts of 5 bomber boxes in one well aimed pass to a strat.

I know the knights will furball while Rome burns.

And you just drop hangers across their front and roll up their bases because of the extended rebuild time. Though, the bish and rooks might actually put up a fight against each other, for trying to do this to each other. You can revisit the knights strats as needed along with distracting them with phony micro attacks to create furballs.

You want punishment for not fighting. This is punishment for not fighting while your country burns down around you.

The zones and strat are supposed to make the bomber guys happy and promote fighting.
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.

Offline SlipKnt

  • Gold Member
  • *****
  • Posts: 2606
Re: Eliminate zone bases...
« Reply #31 on: October 10, 2013, 07:38:45 PM »
Me thinks the Me163 should be available where ever the strats move to. 

If they retreat, fine.  If they don,t, maybe have an uncapturable base in the vicinity where the forward strats are located so you can up Me163s to defend. 

Simple enough!!!   :devil

 :rock

 
DCS:
SlipKnoT
vCSG-3, VMA-513 Flying Nightmares (AV8B)

Offline HawkerMKII

  • Silver Member
  • ****
  • Posts: 1133
Re: Eliminate zone bases...
« Reply #32 on: October 11, 2013, 05:49:46 AM »
Me thinks the Me163 should be available where ever the strats move to. 

If they retreat, fine.  If they don,t, maybe have an uncapturable base in the vicinity where the forward strats are located so you can up Me163s to defend. 

Simple enough!!!   :devil

 :rock

 

^^^this^^^
8th of November 1965, 173RD Airborne <S>

Offline ozrocker

  • Gold Member
  • *****
  • Posts: 3640
Re: Elimiate zone bases...
« Reply #33 on: October 11, 2013, 08:19:59 AM »


I agree with OP.



                                                                                                                                  :cheers: Oz
« Last Edit: October 11, 2013, 08:22:37 AM by ozrocker »
Flying and dying since Tour 29
The world is grown so bad. That wrens make prey where eagles dare not perch.- Shakespeare
 
30% Disabled Vet  US ARMY- 11C2H 2/32 AR. 3rd AD, 3/67AR. 2nd AD, 2/64 AR. 3rd ID, ABGD Command TRADOC, 1/16th INF. 1st ID

Offline SmokinLoon

  • Platinum Member
  • ******
  • Posts: 6168
Re: Eliminate zone bases...
« Reply #34 on: October 11, 2013, 08:39:24 AM »
If the genius of the strat is to promote visits from bombers so they can gain some perks but, eventually increase field rebuild times up to 120 minutes as a penalty for not defending them adequately. Which I've been there once helping, when 120 minutes was accomplished. The bish were SOL for a very long time that night as the knights dropped hangers. How many fields could your squad capture if It knew all hangers were down for the next 120 minutes for one side?

Ask Hitech to make it take x50 less bombs to reach 100% down for the strat facilities. You guys are fixated on punishing players like this is a 2 sided board game. If you can get the strat down 100% with a few bomber sortie early in the evening. The map is yours every single night you so choose. 120 minutes is real punishment after your bomber guys visit the whole front dropping VH and fighter hangers.

Then all you do is fighter hoard around your bombers to the strat like hoarding airfields. Kill all the defenders and your bombers cripple their country. At some point some of your bombers hit fighter hangers along the strat bomb run path as the down times increase to say 60 minutes.

Hitech does nothing but change a back end value and make a game change announcement.

Attention: Knights if all you care about is furballing beware. I have changed the damage to the strats so it takes x50 less bombs to achieve 100% down. This will mean all of your hangers will take 120 minutes to rebuild.

And we know as the strat goes down, so does the number of M3 and C47 trips goes up to rebuild them. And if your enemy has dropped hangers all around the strat, you get it. Just like AH1 when you could organize 300+ guys to reduce a country down to one field in an hour or so.

wat?    :headscratch:

This is about keeping the strats to the front, not adjusting the down time to hangers.  Make defending the strats a worthy cause.  If anything, I think HTC could adjust the zone bases a bit and have only 2-3 bases that are within peein' distance of the strats.  Remember, the Soviets were all ready to abandon Moscow and set up manufacturing in the east but it took the enemy to be knockin' on the gates before they moved.  On the same token, the Soviets were finishing T34 tanks and rolling them off the assembly line right in to a firefight.  So, I have no issues having enemy fields that close to the strats.  It is a lot of fun patrolling the skies hunting for loaded down fighters and bombers at lower altitudes.  Heck, I think HTC should add a few gv spawns and let tanks duke it out on the edges of the strats.  :aok     
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline wpeters

  • Silver Member
  • ****
  • Posts: 1647
Re: Eliminate zone bases...
« Reply #35 on: October 11, 2013, 11:34:08 AM »
+1 one everthing about capturing zone bases including the 163
LtCondor
          The Damned
Fighter pilots are either high, or in the process of getting high.🙊
The difference between Dweebs and non dweebs... Dweebs have kills

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Eliminate zone bases...
« Reply #36 on: October 11, 2013, 08:34:38 PM »
wat?    :headscratch:

This is about keeping the strats to the front, not adjusting the down time to hangers.  Make defending the strats a worthy cause.  If anything, I think HTC could adjust the zone bases a bit and have only 2-3 bases that are within peein' distance of the strats.  Remember, the Soviets were all ready to abandon Moscow and set up manufacturing in the east but it took the enemy to be knockin' on the gates before they moved.  On the same token, the Soviets were finishing T34 tanks and rolling them off the assembly line right in to a firefight.  So, I have no issues having enemy fields that close to the strats.  It is a lot of fun patrolling the skies hunting for loaded down fighters and bombers at lower altitudes.  Heck, I think HTC should add a few gv spawns and let tanks duke it out on the edges of the strats.  :aok     

It seems either get rid of them based on Lusche's analysis. Or based on that, simplify destroying strat so the country in question feels the full weight of the real value to their fun. Everyone was adding a need for consequences to ignoring strat and the combat potential that sort of happens from time to time. Or leave it all alone so that the very slow pain is in force that seems to be management's choice. For how to inflict pain on customers who don't care about the strat's health related to rebuild times from a mechanism like the strat.

It would certainly wake players up like the HQ getting flattened every 30 minutes.
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.

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23888
      • Last.FM Profile
Re: Eliminate zone bases...
« Reply #37 on: October 11, 2013, 08:46:56 PM »
It seems either get rid of them based on Lusche's analysis


I'm not sure whos 'analysis' you did read, but for sure it wasn't mine.
Steam: DrKalv
E:D Snailman

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Eliminate zone bases...
« Reply #38 on: October 11, 2013, 09:14:33 PM »
I went to the source for the reason for zone bases.

It would make the strats effect on fun more relevant if they were a bit easier to flatten. Then zone bases would become relevant.
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.

Offline RotBaron

  • Gold Member
  • *****
  • Posts: 3543
Re: Eliminate zone bases...
« Reply #39 on: October 11, 2013, 10:17:40 PM »
wat?    :headscratch:

This is about keeping the strats to the front, not adjusting the down time to hangers.  Make defending the strats a worthy cause.  If anything, I think HTC could adjust the zone bases a bit and have only 2-3 bases that are within peein' distance of the strats.  Remember, the Soviets were all ready to abandon Moscow and set up manufacturing in the east but it took the enemy to be knockin' on the gates before they moved.  On the same token, the Soviets were finishing T34 tanks and rolling them off the assembly line right in to a firefight.  So, I have no issues having enemy fields that close to the strats.  It is a lot of fun patrolling the skies hunting for loaded down fighters and bombers at lower altitudes.  Heck, I think HTC should add a few gv spawns and let tanks duke it out on the edges of the strats.  :aok      


Trying to bomb strats in a ftr is a complete waste of time unless there are several of the ack towers down, poof before you can even say it.

Knights are often defending their strats from nearby bases, when has this happened to Rooks lately?  :headscratch:
They're casting their bait over there, see?

Offline SmokinLoon

  • Platinum Member
  • ******
  • Posts: 6168
Re: Eliminate zone bases...
« Reply #40 on: October 11, 2013, 11:22:53 PM »

Trying to bomb strats in a ftr is a complete waste of time unless there are several of the ack towers down, poof before you can even say it.

Knights are often defending their strats from nearby bases, when has this happened to Rooks lately?  :headscratch:

Oh, I wouldnt say that it is a waste of time taking a heavy fighter to the strats.  1 single P51D can do a lot of damage in one pass.  Same goes for the P47D-40.  We'll make a single pass through the auto ack and drop everything on 1 factory and then RTB. 

All three chess pieces get their turn at getting their strats hit hard, I'm not seeing any one side get any more than the other, really.  Actually, I can't remember the last time I hit the Knight strats.  However, almost daily I'll hammer the squeakops at least once.   :D
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline cobia38

  • Silver Member
  • ****
  • Posts: 1258
Re: Eliminate zone bases...
« Reply #41 on: October 12, 2013, 07:24:39 AM »
  -10  leave it as it is
   On some maps,bumping strats to the rear after porking them will hamper re-supply efforts. 
   some day the armchair generals will figure this out    :rolleyes:


  Harvesting taters,one  K4 at a time

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23888
      • Last.FM Profile
Re: Eliminate zone bases...
« Reply #42 on: October 12, 2013, 07:32:39 AM »
  -10  leave it as it is
   On some maps,bumping strats to the rear after porking them will hamper re-supply efforts. 
   some day the armchair generals will figure this out    :rolleyes:

Repeating this all over the BBS doesn't make it correct though :)
Steam: DrKalv
E:D Snailman

Offline cobia38

  • Silver Member
  • ****
  • Posts: 1258
Re: Eliminate zone bases...
« Reply #43 on: October 12, 2013, 07:52:52 AM »
Repeating this all over the BBS doesn't make it correct though :)

  I cant help it, 2 people post same topic   ;) 
     


  Harvesting taters,one  K4 at a time

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23888
      • Last.FM Profile
Re: Eliminate zone bases...
« Reply #44 on: October 12, 2013, 08:01:40 AM »
  I cant help it, 2 people post same topic   ;) 


Both topics are quite different, actually. One is about players and their motivations, the other is strictly about the gameplay function  :old:
Steam: DrKalv
E:D Snailman