Could some other changes be made at the same time?
Changes to the Base/Town Layout
1. Move towns farther away from airfields.
2. Remove all ack from towns.
3. Make every ack gun at field Auto/Mannable.
4. Add more ack guns at airfields.
5. Vehicle spawns much closer to the town than the airfields.
6. More vehicle spawns to more towns on the map.
The reasons for this are to encourage fights at a more neutral location, instead of the pork/cap/vulch method. Attackers would be able to take a town more easily but not totally smother any opposition. Defenders could get airborne but would have to venture out of the ack umbrella to save their base from capture.
Raise NOE Dot Dar to 200' AGL and Darbar to 500' AGL
There, I said it. Hordes will be hordes and there really is no feasible way to eliminate them from forming. Making base taking easier is one way to get more bases under attack. People seem to all be attacking only one base at a time, due to the likelihood of a small attacking force getting intercepted and ultimately stymied. If four or five players have a legitimate chance of bum rushing a town, wouldn't that be better than the usual "Operation Steamroller"? Defenders would also have a better chance to oppose such an attack and would have to spread out from all the flashing bases. The result would be more smaller fights than there are right now. Bases would change hands more quickly and maps less likely to stagnate.
Side Switching
1. Unlimited switches at any time to the lowest populated country.
2. No CV driving privileges or base captures for any player not in country for 12 hours.
Not going to explain this. If you haven't gotten it yet, you never will.
HQ Griefing
This is a major flaw in gameplay. Eliminating the darbar for roughly a third of the game's population is just plain griefing. No fun paying to play hide and seek, nor is it fun resupplying the HQ and getting bounced by enemy fighters. The destruction of the HQ should result in some other punishment, such as disallowing base captures until HQ is resupplied.
#1 I like it.
#2 Hmm. What would there be to compensate for the lack of 'auto' defense? The auto defense currently is a 'simulation' of 'actual' troops being there and defending, while still giving the player time (and warning via "flashes") to react.
#3 Yes. I really like this.
#4 Hmm. Not really sure on this one. Perhaps add quad 50 cals? I mean, right now we can die from 1 hit if placed right by that 37mm. Not to mention more 88s? I'm an 88 gunner and I don't think we need more 88s at airfields. (My addition) Personally, I think for airfields once all fighter hangers are dead, that we should only be able to take off in 40ENY planes (to balance out vulching and still have a defense). As for vehicle bases, I'm up for a few more defensive auto/mannable guns (that you could switch out with, like your #3 recommendation). But, more guns to the airfields, I'm not so sure on.
#5 Yes. This would promote combat and make vulching/capping a field harder, because of more distance to travel.
#6 Agreed with this too. I like it.
I think the darbar as they are now.. is fine. (I believe it's 65ft, correct?) While I understand your perspective, I don't believe making it easier to NOE is a really positive feature. Personally (and I think many others would agree), if they are willing to NOE, then make it somewhat challenging. And it makes it more rewarding with this 'difficult' system. I would rather win a chess match against someone good rather than a new guy.
I agree with #1 and #2 fully on the side-switching 'section'.
Hmm.
HQ griefing section, thinking on this one. I think the HQ actually doesn't have enough of a penalty for it being destroyed. There is really no incentive for anyone to defend it now, and as icepac said before, they can be resupplied in a short amount of time.
This is what I was thinking for the HQ.
If it's destroyed
#1 No radar
#2 Can only get 1/2 the supplies/troops at bases (5 troops, 4/5 vehicle supplies, no cargo).
#3 Convoys/trains take 50% longer (or more) to get to their destinations
^ #2 & 3 in my opinion have 'realistic reasons' for their ineffectiveness. HQ can't communicate to tell the convoys/trains what bases need supplies and troops. And the bases that find out that HQ is down (that have supplies and troops up at the time), keep 50% for 'fear of being attacked'.
It's a debatable theory, but I think it has some fairly good points. *shrug*
*Potential ideas that I don't know are possible, but I think should be considered*
#4 Whatever is already down, it takes 25% longer to come back
#5 Perhaps no perk planes during HQ downtime - no realistic explanation for it. Just a thought.
When the new strat system came into effect, it left the HQ meaningless in comparison. I think this is a way to keep the HQ a valid target, and give it more 'authority' and reason to be defended.
Unlimited switching will only encourage spying. Why fly for hours looking for a CV when you can switch countries, check the location, switch back and lead a mission onto it.
Do you want to push more players away? That's what will happen.
He said to the lowest population
If bish have 30 knights have 25 and rooks have 31 (and he starts as a bishop) then he can only switch to knights. But he wouldn't be able to switch to rook or bishop again because they have higher population than knights.
Also, just because he could switch to that side doesn't mean that the intel would be save if he couldn't either. Meaning, that anyone on the knights side (in this example) could PM anyone on bish or rook sides and say "cv is located at this coordinates, enjoy". You don't need to swap sides to be able to do that. I agree, that lowering the times poses this risk, there is no doubt about it. The OP isn't asking for this to be effective during prime time, but only during the low-peak hours (less than 50 online).
