Author Topic: good numbers in ww1 last night  (Read 865 times)

Offline Kanth

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good numbers in ww1 last night
« on: July 01, 2017, 08:08:48 AM »
I haven't flown in there since the beginning of March but there were 20 people in there when I checked and I guess there were even more before I got there. Pure action for about an hour or so, great stuff.  :rock

I stopped in after getting ready to quit Melee and it was a blast!!!  :banana: :banana: :banana:

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Offline perdue3

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Re: good numbers in ww1 last night
« Reply #1 on: July 01, 2017, 08:39:20 AM »
It was mighty fun. I used to host a WWI night a few years ago. Generally, we could muster up about the same number. Haven't seen that many in since those days.
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Offline DmonSlyr

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Re: good numbers in ww1 last night
« Reply #2 on: July 01, 2017, 12:41:50 PM »
It was a lot of fun!! Crazy intense stuff!!

Btw, this is exactly what I sort of imagine for a WW2 death bowl.

I think initial air spawns would prevent a lot of base hoarding though. Airspawns could be 1k entries 8K from the center. Sort of like the distance of "fights on" in a KOTH event. I don't think air spawns should initially start higher than the current fight. 1K would not let them pounce so easily on lower fights.

I think these types of arenas, like the WW1 for example. Really take off and bring a lot of excitement for quick intense action.


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Offline puller

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Re: good numbers in ww1 last night
« Reply #3 on: July 01, 2017, 12:53:13 PM »
Was a blast  :rock
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Offline AAIK

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Re: good numbers in ww1 last night
« Reply #4 on: July 01, 2017, 01:02:33 PM »
I wish they had the DVa and/or the CL2.

The lineup and settings are best for the camel and Dr1 as it is, if you want to be competitive.

Offline bustr

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Re: good numbers in ww1 last night
« Reply #5 on: July 01, 2017, 03:18:12 PM »
Oceania .v2

WW2 fighters being 2-3 times faster than WW1 fighters, 12-13 miles between airfields is the minimum to not have one side dominating the other with no breathing space to get in the air. I've taken this concept from NDisles and the three central small airfields that are 12 miles apart with the map room on the airfield as Hitech allowing such a configuration to be duplicated in the Melee arena. The caldera walls are 7k, the mountains on the central island on NDisles are 12k. The airfields are on a 700ft cliff over the water so LVTs cannot steal your base while you furball. That doesn't keep out M3 from one of the other airfields or c47. And tank furballers have a central area to play. It works out on NDisles, people defend the airfields from ground and air attacks while mixing it up in the center. Eventually I need to drop an airfield onto one of those white place holder squares along with GV spawns to the center and test the area.

Until you actually spawn out into your new terrain then fly and drive it, no one's including your own ideas are worth spit. I may have to change this thing another 5 or 6 times just to tune it for GV's like I had to with my previous terrain. That is why I'm only willing to use my ideas because I don't want to spend weeks rebuilding bad ideas once I put them in and actually spend those weeks testing them offline.   


Death Bowl airfields 13 miles apart from 25,000ft





NDisles, Center island with airfields 12 miles apart from 13,000ft.





Oceania .v2.


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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 lunatic1

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Re: good numbers in ww1 last night
« Reply #6 on: July 01, 2017, 03:35:46 PM »
can we have destroyable bridges, like towns have 3 bridges make 1 or 2 destroyable but make them tough enough to be destroyed only by a 1000lb bomb or 2 1000lb bomb. make it only destroyable by bombs no gvs and by both sides,
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Offline bustr

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Re: good numbers in ww1 last night
« Reply #7 on: July 01, 2017, 03:45:08 PM »
Ask Hitech if they exist.
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 Kanth

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Re: good numbers in ww1 last night
« Reply #8 on: July 02, 2017, 01:05:42 AM »
a couple of the last sorties from Sat night.

https://www.youtube.com/watch?v=qF_fmxWz5XA
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Offline Rodent57

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Re: good numbers in ww1 last night
« Reply #9 on: July 03, 2017, 12:08:07 PM »
can we have destroyable bridges, like towns have 3 bridges make 1 or 2 destroyable but make them tough enough to be destroyed only by a 1000lb bomb or 2 1000lb bomb. make it only destroyable by bombs no gvs and by both sides,

Loving this concept .... without a clue as to how much work it would be.
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Offline Skuzzy

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Re: good numbers in ww1 last night
« Reply #10 on: July 03, 2017, 02:50:56 PM »
a couple of the last sorties from Sat night.

https://www.youtube.com/watch?v=qF_fmxWz5XA

Whoa!  That looked like a blast!

20 players is more than enough in that arena to have an unlimited amount of fun.
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Offline Molsman

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Re: good numbers in ww1 last night
« Reply #11 on: July 03, 2017, 04:20:15 PM »
WW1 has been rocking alot on Saturday nights  :rock :rock :rock
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Offline Bruv119

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Re: good numbers in ww1 last night
« Reply #12 on: July 07, 2017, 02:23:01 AM »
a couple of the last sorties from Sat night.

https://www.youtube.com/watch?v=qF_fmxWz5XA

good stuff!! 

I think the removal of the ack/puffy really helps promote fights. 
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