Author Topic: HQ - Radar Impact  (Read 1801 times)

Offline Oddball-CAF

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HQ - Radar Impact
« on: September 27, 2014, 12:00:57 PM »
  As the main strategic target in the game, the fact that a country's "Headquarters" controls
the radar hardware at every single field/base a country owns just doesn't make sense to me.
  A headquarters is primarily a command and control unit/facility. So, why not have it
impact -that- ?
  My "wish" is that taking down a headquarters negates the owning country's ability
to maneuver task forces. ie: the TFs are no longer in communication with "headquarters"
and thus basically "hold in place" until such time as communications are restored.
  Flame away.  :D

Offline Chilli

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Re: HQ - Radar Impact
« Reply #1 on: September 27, 2014, 02:11:01 PM »
Heya OddCaf,

I agree that HQ being a light switch has over stayed its welcome. 

Also, the command and control function arguement is very close to a point I attempted to make in another thread asking for HQ downtime to effectively stop fuel deliveries.
http://bbs.hitechcreations.com/smf/index.php/topic,365768.msg4868249.html#msg4868249

I would agree with this proposal if the fleets automatically maneuvered to avoid level bombers.  Not having orders from HQ, would not prevent the crew from going evasive. 

How about disabling landing craft from fleets, using the above command logic that no orders will be issued to commit troops.  I could also make an argument to disable all troops except for m3s*, halftracks* and jeeps, following the logic that ground forces involved in frontline struggles would already be in place. 

So effectively, if you want your C47s and LVTs back you will have to resupply HQ (*or maybe even stop all troop carriers besides jeeps) .




Offline kvuo75

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Re: HQ - Radar Impact
« Reply #2 on: September 27, 2014, 04:11:41 PM »
  As the main strategic target in the game, the fact that a country's "Headquarters" controls
the radar hardware at every single field/base a country owns just doesn't make sense to me.
  A headquarters is primarily a command and control unit/facility. So, why not have it
impact -that- ?
  My "wish" is that taking down a headquarters negates the owning country's ability
to maneuver task forces. ie: the TFs are no longer in communication with "headquarters"
and thus basically "hold in place" until such time as communications are restored.
  Flame away.  :D

how bout kill the hq = make that country's cv's show up on the map.

might stop another bit of lameness, hiding cv's in corners of maps.



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Offline Lusche

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Re: HQ - Radar Impact
« Reply #3 on: September 27, 2014, 04:15:49 PM »
All CV based proposals may sound nice, but we have a couple of maps without any CV's in the rotation...  :old:
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Offline kvuo75

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Re: HQ - Radar Impact
« Reply #4 on: September 27, 2014, 04:29:18 PM »
All CV based proposals may sound nice, but we have a couple of maps without any CV's in the rotation...  :old:

then on those hq would have no function :)

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Offline Arlo

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Re: HQ - Radar Impact
« Reply #5 on: September 27, 2014, 07:08:12 PM »
Bomb out HQ. Win a stuffed panda.

Offline earl1937

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Re: HQ - Radar Impact
« Reply #6 on: September 28, 2014, 02:56:22 AM »
  As the main strategic target in the game, the fact that a country's "Headquarters" controls
the radar hardware at every single field/base a country owns just doesn't make sense to me.
  A headquarters is primarily a command and control unit/facility. So, why not have it
impact -that- ?
  My "wish" is that taking down a headquarters negates the owning country's ability
to maneuver task forces. ie: the TFs are no longer in communication with "headquarters"
and thus basically "hold in place" until such time as communications are restored.
  Flame away.  :D
:airplane: Maybe AH just needs to change the objective of captureing the headquarters to a country! How about if you can get 20 troops into the compound of headquarters that the country which troops "captured" headquarters, now all that headquarters aircraft be shown on the "Dar" map, just as our own aircraft, that way, we could attack them at will, stop all "hordes", make their ground vehicles visibly seen from, say 5K distance! Of course, the country which captured the headquarters would have a advantage in winning the map
after all is said and done, that is the goal, one country winning over the other two. I can see where they would be some "battle royals" over a fight for a headquarters.
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Offline Someguy63

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Re: HQ - Radar Impact
« Reply #7 on: September 28, 2014, 02:33:19 PM »
Bomb out HQ. Win a stuffed panda.

 :rofl


But for the HQ I think that only dar bars should be eliminated, and maybe that country's supply routes should be slowed.
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Offline glzsqd

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Re: HQ - Radar Impact
« Reply #8 on: September 29, 2014, 10:25:46 AM »
:airplane: Maybe AH just needs to change the objective of captureing the headquarters to a country! How about if you can get 20 troops into the compound of headquarters that the country which troops "captured" headquarters, now all that headquarters aircraft be shown on the "Dar" map, just as our own aircraft, that way, we could attack them at will, stop all "hordes", make their ground vehicles visibly seen from, say 5K distance! Of course, the country which captured the headquarters would have a advantage in winning the map
after all is said and done, that is the goal, one country winning over the other two. I can see where they would be some "battle royals" over a fight for a headquarters.

I like this idea
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Offline Mitchell

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Re: HQ - Radar Impact
« Reply #9 on: September 29, 2014, 11:36:36 AM »
I think dropping the HQ should disable all Dot Dar but not Dar Bars.

Plus any or all of these...

1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

2) Make it so towns in that country go White Flag with less buildings destroyed. (maybe require less troops to capture also)

3) Disable all troops and supplies for the affected country.


Offline Lusche

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Re: HQ - Radar Impact
« Reply #10 on: September 29, 2014, 12:50:39 PM »
1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

I think this is a real winner  :rock
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Offline Arlo

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Re: HQ - Radar Impact
« Reply #11 on: September 29, 2014, 01:19:43 PM »
I think this is a real winner  :rock
Yaknow, I gotta say, simple, elegant, effective. It may not be cause for a gripe thread for a couple weeks.
« Last Edit: September 29, 2014, 01:21:19 PM by Arlo »

Offline bozon

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Re: HQ - Radar Impact
« Reply #12 on: September 29, 2014, 02:28:08 PM »
1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)
I think this is a real winner  :rock
I fully agree. It has been suggested before and it is as good a suggestion as it ever was.
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Offline Aspen

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Re: HQ - Radar Impact
« Reply #13 on: September 29, 2014, 03:23:42 PM »
I think dropping the HQ should disable all Dot Dar but not Dar Bars.

Plus any or all of these...

1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

2) Make it so towns in that country go White Flag with less buildings destroyed. (maybe require less troops to capture also)

3) Disable all troops and supplies for the affected country.



So when HQ goes down for 2 hours, all destroyed hangars are down 2 hours as well?  Not sure that makes anyone happier.  The issue (as I see it) is that going blind is no fun and the path to turn the lights back on is no fun, so people log.  Make killing it worth 1000 perks or make it turn everyones plane or GV skin into a Hello Kitty theme, it matters not.  Just make sure there is a way to get it back up before people start logging.  Video games are suppose to be fun.

I say a close airfield or GV spawn for resupping or a set 15 minute down time.
« Last Edit: September 29, 2014, 03:35:13 PM by Aspen »
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Offline Lusche

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Re: HQ - Radar Impact
« Reply #14 on: September 29, 2014, 03:39:15 PM »
So when HQ goes down for 2 hours, all destroyed hangars are down 2 hours as well?

No, this only applies to the usual player resupplyable items: Town buildings, auto AA, local radars, ammo bunkers, barracks, fuel tanks. As long as the HQ is down, the rebuild timer for them freezes.

Things like hangars or manned guns never had been part of the auto resupply system.
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