Author Topic: Kenai - map question  (Read 1145 times)

Online Shane

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Kenai - map question
« on: April 24, 2025, 10:15:39 AM »
As a map maker, what possible incentive do knits have to even try and take some bases back in this situation?

How would you take into consideration these situations when making or editing maps?

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Offline fudgums

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Re: Kenai - map question
« Reply #1 on: April 24, 2025, 12:12:35 PM »
Smaller maps
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Offline The Fugitive

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Re: Kenai - map question
« Reply #2 on: April 24, 2025, 01:36:20 PM »
As a map maker, what possible incentive do knits have to even try and take some bases back in this situation?

How would you take into consideration these situations when making or editing maps?



The same incentive everyone else has.....to win the war!

What would you have them add to help Knights in the morning, that would no longer be employed when the numbers even back up like they are now?

Personally I think HTC should put a cap on the number of bases a team can capture from one team. Say once they hit 30% of a teams bases they are no longer able to take anymore bases from that team. This way ....in this instance..... Knights would have to take back just over 10% of their bases back to stop the Bish. 10% is a bit less daunting to a team to come back than more than double that.

Offline popeye

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Re: Kenai - map question
« Reply #3 on: April 24, 2025, 02:07:46 PM »
Map design can help a team recover from a beat-down like the above.

Spawn points can be located so that the attackers' trips gets progressively longer at they capture bases, and defenders' trips stay relatively short.  Some rear bases can have only defensive (or re-capture) spawns forcing attackers to fly troops in.

Towns at rear bases can be located to advantage defense and re-capture.  Terrain around towns can make capture more difficult than defense and re-capture.

Spawns can be located near Strats to make resupply a reasonable task for the few defenders.

One port for each team can be uncapturable to make one fleet available for defense and re-capture.

So, there are features that could be adjusted to make recovery more likely on that map.
KONG

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Offline Animl-AW

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Re: Kenai - map question
« Reply #4 on: April 24, 2025, 02:31:35 PM »
Correcting human nature is a task. They are all grown adults who know what they are doing before they do it. Last night 3 bish squads joined together to dump 2 bars on 5 defenders. The mentality is ridiculous poor pansy sportsmanship. Yet one single bish attacking rooks.

We had 2 decent nights, then right back to it. They don’t care who they force to log or quit, points man points. The mighty 8’ tall and bulletproof.

Offline oTRALFZo

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Re: Kenai - map question
« Reply #5 on: April 24, 2025, 02:47:03 PM »


One port for each team can be uncapturable to make one fleet available for defense and re-capture.


THIS^^^
The port needs to be in the middle of the map (not behind lines with other uncapturable bases) with NO feet dry spawns..

Im kind of jealous I didnt get to log some flight times through that. Personally, I love playing when the opposition takes more than 20%.
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Offline Busher

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Re: Kenai - map question
« Reply #6 on: April 24, 2025, 04:34:43 PM »
Always thought it might help if individual's scores were withheld until the conclusion of the tour. Gangbanging often yields crappy scores for most of the gang.
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Offline JimmyD3

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Re: Kenai - map question
« Reply #7 on: April 24, 2025, 06:16:20 PM »
As a map maker, what possible incentive do knits have to even try and take some bases back in this situation?

How would you take into consideration these situations when making or editing maps?



Shane, I logged into this mess this morning after I got off work (@ 10 AM). I got on country, and voiced my opinion on their "beat down" of the Knights. No country should do that nor experience it. With that said, all 3 countries are guilty of this.

As Kong pointed out, there are steps map makers can take to mitigate some of this type of game play. But even the maps are not the best solution. Maybe some graduated map win scale might work. As an example, the Current 90% of owned base, and 20% of the opposing teams bases, IF a team captures more than 30% of an opposing team, the 90% of owned bases requirement is raised to 93% or higher. Fugitive's suggestion about a maximum of 30% of opposing teams has merit also. What keeps it happening is this tit for tat attitude we have in the game. If Skuzzy was still here, it would stop, as he would reset the map, no map win, no perk points.
Kenai77
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Offline mERv

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Re: Kenai - map question
« Reply #8 on: April 24, 2025, 06:23:11 PM »
Come on fellas, ive worked too damn hard on developing this hatred Bishops and Rooks have towards Knights. Dont ruin it now  :banana:

We da best let them vent and take all the bases while we are away so that we can continue to reclaim them and spoil their efforts with our map wins  :rock
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Offline Animl-AW

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Re: Kenai - map question
« Reply #9 on: April 24, 2025, 08:40:04 PM »
Here's the problem
It makes players log off. Less players = less players log in. (numbers breed numbers, it's going backwards). They don't care. <shrug>

Doesn't matter if one should or shouldn't tolerate it or wait it out, doesn't even matter if I don't like it, that IS the effect, numbers drop, less long in when they see low numbers, you rarely hit critical mass (which would cure that nonsense).
If we had 140-200, no one would care about a 20-30 AC horde, they'd swallow them too. It slams the game into a catch 22 cycle. The game is fine, human nature is the bad part.

What is it about some just can't play without a full country horde to outnumber one side of a country at 5-1 odds, that's getting hammered on the other, while not one single spark between Bish and Rooks? Fear of equal force? Did anyone gain 3"?

Even if we had a fix in settings or maps, how long would that take?

Best I can say is, what a shame.
If the power of suggestion doesn't work, nothing will, it just becomes a undue battle of wack-a-mole.

Offline JimmyD3

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Re: Kenai - map question
« Reply #10 on: April 24, 2025, 09:14:34 PM »
All three countries horde. That in and of it's self is not the issue. Some of the best fights are when hordes attack, in the air or on the ground. The BEAT DOWN is the issue. Human nature being what it is, some just wont stop.  :bhead
Kenai77
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Offline Animl-AW

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Re: Kenai - map question
« Reply #11 on: April 24, 2025, 09:37:57 PM »
It's absolutely not equal at prime time. Knits can't get a full country horde if they are always split in two.... come on now.  I think your equalization is bit biased, nor do I think those here participating in it are going to be honest about it. Therefore, rinse and repeat until death.

Full country hording with these numbers IS a problem. Ya made 5-6 knits log off tonight. I refuse to listen to "we're innocent" from the every players doing it.

I can get by the older graphics, no help from above, and normal dweebery,.. as soon as I see that crap many nights in a row,... I log, period. It's not just me, it's everyone else who logs off too, dropping knits from 27 to 20 at prime time.

If it were not a problem you would not have made the comment about always hammering the knits on your country channel. <shrug>

wasted air for me.

I 'll just log off until I don't log in anymore. Does anyone think I'm the only one who thinks that way?

« Last Edit: April 24, 2025, 09:54:39 PM by Animl-AW »

Offline The Fugitive

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Re: Kenai - map question
« Reply #12 on: April 24, 2025, 10:28:00 PM »
It's absolutely not equal at prime time. Knits can't get a full country horde if they are always split in two.... come on now.  I think your equalization is bit biased, nor do I think those here participating in it are going to be honest about it. Therefore, rinse and repeat until death.

Full country hording with these numbers IS a problem. Ya made 5-6 knits log off tonight. I refuse to listen to "we're innocent" from the every players doing it.

I can get by the older graphics, no help from above, and normal dweebery,.. as soon as I see that crap many nights in a row,... I log, period. It's not just me, it's everyone else who logs off too, dropping knits from 27 to 20 at prime time.

If it were not a problem you would not have made the comment about always hammering the knits on your country channel. <shrug>

wasted air for me.

I 'll just log off until I don't log in anymore. Does anyone think I'm the only one who thinks that way?

Sik Puppies had squad night tonight and had some good numbers. We took 41 and saved 40 around 839-900 est. The squad saw that we had 25% of Knit bases and switched fronts to take A63 in the SW and had a major fight at A1. This is what needs to happen, turn away once you have the bases needed plus a couple. Hit the other front. Defense was heavy even if it was mostly BigDawg running and picking in a Tempy  :rolleyes: but at least it gave the Knights a chance to get it back together.

Once squad night broke up a few of us moved back to 41 to defend as the Knights pushed to get it back.

Offline Animl-AW

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Re: Kenai - map question
« Reply #13 on: April 25, 2025, 05:44:37 AM »
Sik Puppies had squad night tonight and had some good numbers. We took 41 and saved 40 around 839-900 est. The squad saw that we had 25% of Knit bases and switched fronts to take A63 in the SW and had a major fight at A1. This is what needs to happen, turn away once you have the bases needed plus a couple. Hit the other front. Defense was heavy even if it was mostly BigDawg running and picking in a Tempy  :rolleyes: but at least it gave the Knights a chance to get it back together.

Once squad night broke up a few of us moved back to 41 to defend as the Knights pushed to get it back.

Many knits had already logged off. I was one of them. And I’ll keep doing it. No fun still = no  fun. Damage was already done. We’re sick if it.
« Last Edit: April 25, 2025, 05:56:16 AM by Animl-AW »

Offline fudgums

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Re: Kenai - map question
« Reply #14 on: April 25, 2025, 05:54:50 AM »
Been on the wrong side of many knit hordes. It goes in cycles, just play and stop stressing.
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