Author Topic: Remove the downtime command  (Read 1124 times)

Offline Chalenge

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Re: Remove the downtime command
« Reply #15 on: March 17, 2015, 03:42:08 PM »
Yes, which is why I replied to you specifically to be more clear. I did not mean to be saying anything else.
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Offline bustr

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Re: Remove the downtime command
« Reply #16 on: March 17, 2015, 04:46:02 PM »
DT for your country object status only, is reasonable. A bomber orbiting a field waiting to time dropping hangers 30 seconds after they come up like an AI on a timer. So two weenies in tanks can sit on the field and close it down unchallenged. Looks like an untended consequence being exploited.

Hitech's responses over the years generically have been about promoting combat. Along with telling players to look at their wishes in light of unintended consequences.

The unintended consequence to the DT command, it has allowed the avoidance of combat while allowing the denial of combat to "paying customers", by a minority who want to avoid combat while leveraging game mechanisms against the community. The HQ has become part of their game plan lately to greif paying customers without having to fight for it.
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Offline noman

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Re: Remove the downtime command
« Reply #17 on: March 18, 2015, 08:34:45 AM »
I remember when I first started in 05' the only downtime we had was when the hangers stopped smoking we knew we had 5 minutes from there before they popped. This knowing down to the second in my opinion is a little ridiculous. I agree with knowing for your own country but I do not think we should know to the second when an enemy asset will pop.
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Offline 1ijac

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Re: Remove the downtime command
« Reply #18 on: March 18, 2015, 11:53:05 AM »
How is knowing how long a hanger will be down after you kill it and using say a time piece and knowing a .dt command to tell you that figure any different?  I'm for leaving the .dt commands enabled.  It allows a player to be more strategic in offensive and defensive modes.  The M-3 resupply allows a country under attack to fight back by resupplying ammo, town, guns, etc..  Long discussions and different points of view have been made concerning what it takes to kill HQ.  Hardening HQ so one pilot cannot take it down might be interesting to see how it would play out.  I think all maps should have an M-3 spawn into HQ to allow the affected country to resupply it a little easier.  Or maybe an large uncapturable 163 base right next to it that could provide both defensive and resupply abilities.  It's all part of the war game.   
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Offline Chalenge

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Re: Remove the downtime command
« Reply #19 on: March 18, 2015, 12:18:58 PM »
Because with the other factories affecting the downtime of HQ (specifically) the bombers would return after 'X' minutes to find HQ still down and fighters waiting for them. This would encourage more combat to some degree.

I do not accept your assertion that the downtime command allows more strategic play, because it is obvious it removes a whole lot of strategy from the game for simplicities sake.

As to your own wishes I suggest you start another thread.
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Offline bustr

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Re: Remove the downtime command
« Reply #20 on: March 18, 2015, 03:39:45 PM »
It allows a player to be more strategic in offensive and defensive modes. 

Translation: It allows the lazy, and those with the attention spans of gnats, to finesse the game with the least amount of risk. The only strategy involved is learning how to use it, which is the equivalent of a sticky posted on the monitor so you don't over load your attention span with memorization.

The enigma machines once captured, only gave the allies when and were, not drop your bombs exactly here at 12:16:02 6\12\44.

I often wonder if Hitech gave DT to us thinking it would cut down on second accounts to spy on other countries, missions, when hangers pop, and individual players. Even he could have gotten tired of ban sticking over spyzzzz whines.
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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 BuckShot

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Re: Remove the downtime command
« Reply #21 on: March 19, 2015, 06:45:41 AM »
If the down time feature is retained, the times should be visible on the clipboard, not by typing codes. Many never bothered to learn them, they just call out "how much time left on xxx?", myself included.

That being said, I also wouldn't mind seeing object resupply gone.

The game Pong is more fun than driving an m3 to resupply, which is why I quit resupping anything but players in GVs.

I play this game for fun, not tedious resupping boredom.
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Offline Traveler

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Re: Remove the downtime command
« Reply #22 on: March 19, 2015, 09:55:06 AM »
Just have the .dt command for your own side.  We already know that when something stops smoking it will be up within 5 minutes at an nme base.   We were able to use our watch and recorded time of when we first took down the target in order to show up again just as it's coming up.      If you wanted to add verity to the game, have the down time for a target be random.   Or require the defenders to put engineers on the base to effect repairs.   Have a separate troop barracks of engineers troops that would need to be available to effect repairs if that barracks was down, engineer troops could be brought in by M3 or C47.  The more engineers you bring in the shorter the down time.  They could be used to rebuild the town as well.
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