Author Topic: Command Points - a gameplay twist  (Read 413 times)

Offline Vudak

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Command Points - a gameplay twist
« on: August 27, 2018, 11:52:29 AM »
Every time I come back it seems there are less people flying.  This is unfortunate.  I am a fan of the latest radar change and hope that it, plus the planned advertising on the MHC(?) will work out.  But if it doesn’t, and we reach a point where turning off the lights is seriously considered, I would propose that before the end, we try something fundamentally different to try and recapture interest in this game and set it more obviously apart from its competitors.  I have an idea for a game system that I think would be fun for base takers, ACM guys, new folks, and old.

Thinking this through, I’m trying to achieve several things at once:

1.   I want new people who come in to be quickly immersed by the immense scale of this game;
2.   I want those people to feel like they have a fighting chance and to have something productive to do immediately even if they lack a joystick;
3.   I want to encourage interaction between players, while being cognizant of how daunting that can seem for people who aren’t yet so skilled;
4.   I want to make the war more fun and create viable options for base taking with a group of people who might not be that skilled;
5.   I want this viable option to also facilitate combat, but I want the attacker to have a slight edge;
6.   I want to drastically reduce the time it takes to get to some fights and to throw people right into the action so as to appeal to gamers with less time;
7.   I want to create a “hook” or two that has people keep working towards goals;
8.   I don't want to force anyone to play the game a certain way, or change what they're currently doing if they find it fun and immersive; and
9.   I want to do all of this in one main arena rather than splitting numbers between several because I don’t think it does any good at all to have the community any further divided than necessary with numbers as low as they are now.


First off let me just say – Aces High is not broken.  Good fun can still be had by all.  I don’t want to change the way the game is currently played but I do want to enhance it by “adding to the menu,” so to speak.

I’d argue there is a critical mass of people that you need to have online at one time to grow the game.  My theory being formed from observing how certain time zones have always had low numbers for 20 years—I think no matter what you do, if the numbers are a certain low point, you’re going to have trouble growing—it might be impossible.  The issue we have now is that the prime-time numbers seem to be getting closer to that point, so it may be good to try something different before it gets much worse.

One gripe of the current radar system (as well as past changes that destroyed NOE) is that it is hard to achieve tactical surprise.  Certain players rely on this because they simply don’t have the time, ability, or inclination to devote to learning how to improve at air combat, so they are perpetual “prey.”  It’s understandable that this isn’t so much fun.

I would propose that we institute a mission system in the game that is balanced by “Command Points” that allows players to achieve a slight tactical advantage, but also allows the other side a chance to intercept at a slight tactical disadvantage.

If any of you have ever played the Total War series online, you’ll note that each player gets a certain number of points to build out their army.  You might get 10,000 points and a unit of professional soldiers may cost 1,000 points while weaker conscripts can be had for 250.  It’s up to the player to find a balance that will (hopefully) bring victory.

I say we bring something similar to the mission planner in Aces High:

1.   Allow missions to have air starts near enemy fields.  The closer they start, the more points they cost. 
2.   The better aircraft brought, the more points they cost (hence, if you want a large mission, you might need worse aircraft, if you want a small mission, you could have better aircraft).
3.   The greater armament, the more points they cost. 
4.   The more points a mission costs, the less points the participants get for their efforts (though they may take the base).
5.   Depending on the “type” of mission (base capture of large, small, medium airfield, fighter sweep, bombing run, etc.) have a ticker system where the air starts continue for a short while until the mission either succeeds or fails (I know this seems gamey but how is it any different than a CV battle in principle – you have so much time before someone blows up the CV – this just brings fast-paced action potentially anywhere on the map).

You accumulate these “command points” by participating in missions and fulfilling their objectives.  Mission commanders build the missions and assign different tasks to different units in the mission.

Tie the current achievements system into how many points a particular person can bring to a mission.  So, someone with 1 star might get to build a 100-point mission (assuming they have earned 100 “command points – but regardless of if they have 100 or 20,000, if they only have 1 star, they only get access to certain mission types-hence the progression “hook”), 2 starts 200 points, 3 stars 300 points, 4 stars 400 points.

For example, (and just throwing point numbers out there as a guess at what might make sense):

A 4-Star player with 400 points might choose from the following for a mission to capture a large base:

Objective: Large Base Capture (ticker == 40 ticker “lives” for this type of objective)
Air Start: Close, Medium, Far (cost = 100/50/25 points respectively)
Escorts: Each plane has a certain point cost
Alt: would have a cost modifier
Jabo: Each plane has a certain point cost
Alt: would have a cost modifier
Bombers*: Each plane has a certain point cost per plane
Alt: would have a cost modifier:
Goon*: Increasing the number costs more points
Alt: would have a cost modifier
Time Delay

*let the bombers and goons be drones/AI that can be taken over by players but don’t have to be.  Let new players gun the bombers without needing to fly them.  Get targets in the air that people can interact with!!! This is more important with such low numbers than making sure every plane is controlled by a person.  Also, there’s incentive to use people – they are smarter than drones.  The drones will be predictable, not as good of a shot, and less likely to bomb the targets effectively.

Anyway, so in the example above, perhaps the player decides:

Large Base Capture = 40 ticker “lives” that can use the air start (assuming a slot is available)
Close Air Start = 100 points
4x P-51Ds at 5 each = 20
Start at 12k at extra 12 each = 68
Objective: Primary = Bomber Escort, Secondary = Air Superiority

12x B-17 at 3 each = 36
Start at 10k at extra 10 each box = 40
Box 1 Objective: Primary = VH, Secondary = Town
Box 2 Objective: Town
Box 3 Objective: Town
Box 4 Objective: Town

3x Goons at 3 each = 9
Delay = 6 minutes
Alt = 1k, no extra cost for this

6x Spitfire IX at 3 points each = 18
Start at 5k for no extra charge
Objective: Goon Escort

291 points with plenty to spare; perhaps you can increase the "ticker lives" at 3:1 cost : 30 extra lives for 90 extra points

If a P-51 were destroyed, there is a slight count down, and then it can respawn at the air start.  Same with a B-17 box.  This keeps going until the 40 ticker lives are used up, at which point you no longer get the air start.

Now on the other side – this isn’t given to the attacker on a silver plate but they are given an advantage.  The opposing team would get a SCRAMBLE! SCRAMBLE! Alert with 60-90 seconds to make a decision and get to aircraft.  The map would show a translucent "box" where the airspawn attack is coming from.  Perhaps there would be a 5-10 second grace period for aircraft that spawn there, or they could be somewhat randomized, to make sure defenders can't vulch the airspawn.

Depending on the size of the incoming raid, there would be so many air starts for the defenders.  A 400-point raid might allow 4 interceptors and 20 ticker “lives”.  A 300-point raid, 3 and 15, and so on.  So, they’d be heavily disadvantaged in the fight, but there’d always be a chance to hop in a fresh ride and get right into the action.  Others would do as they do now - take off at the field being attacked or go grab alt at a field further away.

Once the raid is over, there’s a cool down period for the country before another mission of this scale can launch again. 

Each time you hop in one of the mission “ticker lives” you’re given the objectives.  Fulfill them, and gain command points of your own that you can use some day in a mission of your own.

I think something like this would be a fun addition to the Main Arena that would appeal to modern gamers.  While I will admit it does lean towards “arcade” I fail to see how it is any more so than every CV battle we currently have (what’s so realistic about one side driving it up right to shore and the other side suiciding lancs over and over again until it sinks?). 

It would basically combine what is appealing about war thunder (instant action) and Aces High (team work, community, an ever-present war, large-scale combat).  It would also give base takers a fun way to gain a tactical advantage and try out new strategies while the guys who just want to shoot stuff down get to scramble and be the interceptor.  New folks could man AI-controlled bombers and actually have interceptors screaming in attacking them quickly which would be intense action anyone with a mouse could play to get hooked.  People who like ranking up would have another hook beyond simple bragging rights - it would actually unlock different gameplay options for them (more expansive missions).

It wouldn’t force anyone to play a certain way because there are still advantages to running a mission from taxi to landing, and current gameplay would still very much exist, but every now and then (a few times an hour ideally) there’d be one of these things happening to bring action right to the doorstep.  Again to use the CV example, this would pretty much be that – a brief period of intense combat before one side either “sinks the carrier” (reduces the other’s tickets) or captures the field.  We already have this.  It’s already gamey.  It’s already glorious.  Let’s have more.

I think it could be a lot of fun without forcing anyone to change the way they have fun. 
Vudak
352nd Fighter Group

Offline zack1234

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Re: Command Points - a gameplay twist
« Reply #1 on: August 27, 2018, 11:58:58 AM »
 :old:
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Offline 1stpar3

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Re: Command Points - a gameplay twist
« Reply #2 on: August 27, 2018, 02:06:03 PM »
I like it! Especially for the LOW number times. Have no idea how to make it work, but that being said Why not give it a go. I know SOME will poopoo it just because its A.I.. Heard it before. It wouldnt be the LONG TIME guys this is for, though...so what is there to lose. If it gets more folk playing, they SHOULD be OK with it.IMO :uhoh
"Life is short,break the rules,forgive quickly,kiss slowly,love truly,laugh uncontrollably,and never regret anything that made you smile."  “The two most important days in your life are the day you are born and the day you find out why.”- Mark Twain

Offline ccvi

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Re: Command Points - a gameplay twist
« Reply #3 on: August 27, 2018, 02:55:15 PM »
Seems excessively automated in the game play itself. Is that really the solution for the problem? Isn't it more like a problem just of the mind, something missing that reinforces feel-good for doing something? Wouldn't it be sufficient to automate the do-this-do-that-thanks-well-done! -communication? Read the full story in the wish list forum.