Author Topic: End Crater map  (Read 9335 times)

Offline Animl-AW

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Re: End Crater map
« Reply #60 on: June 11, 2026, 11:44:07 AM »
Perhaps CraterMA doesn't promote fights any more but CraterMA threads sure do.

With some that are left a cognitive convo is nearly impossible. The slightest comment brings out conflict addiction, attacks on every technicality.

Some here make it the most unappetizing place to be.

I know no matter what I post one of the 5 will bark and vomit by doomsayers. Even if I do something to try to help it’s been obliterated. Why bother.

This post aline will get a testosterone overload attack.

Addiction to conflict, it’s a rot.

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Offline DmonSlyr

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Re: End Crater map
« Reply #61 on: June 11, 2026, 12:03:53 PM »
False, CraterMa in its current form does create fights. It is one of the more well rounded strategically sound maps in the game.

Fights do not just happen in AH3 any more. They start witha base push. When both sides lock in that is when it becomes what most combat flight sim guys want.

CrateMa must stay in the rotation to preserve the core foundatiom of this game which is combat flight sim real time strategy.

Absolutely not. How can you say a map is "well rounded" when one side is plundering bases with no defenders at all for 6 hours? That is due to too large of fronts on a map too large for the current player base. I see it on other maps like Oceania and BowlMA. They dont build off hours #s. Only the guys who like to go AFK on their climbouts for 20 minutes to make lunch and comeback to bomb at 28k actually enjoy these maps but that is a very small minority. The majority of the world wants to be in fighters fighting in battles for field or defense but we have essentially for years shunned the fighters perspective which has inevitably lead to most of the fighter players leaving over the years. Smaller, more compact maps offer better solutions for those players and they are the majority.
« Last Edit: June 11, 2026, 12:05:28 PM by DmonSlyr »
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Offline JimmyD3

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Re: End Crater map
« Reply #62 on: June 11, 2026, 03:32:32 PM »
Absolutely not. How can you say a map is "well rounded" when one side is plundering bases with no defenders at all for 6 hours? That is due to too large of fronts on a map too large for the current player base. I see it on other maps like Oceania and BowlMA. They dont build off hours #s. Only the guys who like to go AFK on their climbouts for 20 minutes to make lunch and comeback to bomb at 28k actually enjoy these maps but that is a very small minority. The majority of the world wants to be in fighters fighting in battles for field or defense but we have essentially for years shunned the fighters perspective which has inevitably lead to most of the fighter players leaving over the years. Smaller, more compact maps offer better solutions for those players and they are the majority.

DmonSlyr not disrespect intended, but I wish  you would make up  your mind,   :headscratch:. One minute the fronts are to small/large, the next they are to far away, or they are to well defended. THERE IS NO PERFECT MAP. Every map is an exercise in, balancing the terrain for all 3 countries, locating bases in a functional layout, locating Strats accessible and yet defensible. Insure there are not to many trees for the GV players and here again making the towns/bases accessible and still defensible. It takes me between 3 1/2 to 5 months to create a new map, and just as long to update an old existing map.

You hear about the Country #1 taking undefended bases in the morning and rolling the map.  You have the Country #2 and Country #3 ganging up on the Country #1, in the afternoon. In prime time, Country #1s numbers go up and they start taking numerous bases, Country #2 players start logging off. Mean while ENY for Country #1 starts going up, floating around 19 to 25. This happens no matter what chess piece is #1/#2/#3. It's frustrating for everyone. I am no fighter pilot by any measure, and I have slipped a lot as a Tanker, but I never have a problem finding a fight and I dare say they are all fun, win or loose with very few exceptions.

Here is a question that I have no answer for, Why is it the Bishop player base numbers seems to be higher than the Knights or Rooks?
Is a new players first login always assigned to Bishop? Does Team Balance come into play for their initial Login? Does it rotate, Bishop to Knight, to Rook?

As always the solution is more players, if you see a new player in your country, Greet them and help them. Remember, If you would have friends, you must be friendly.

 :salute
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Offline Animl-AW

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Re: End Crater map
« Reply #63 on: June 11, 2026, 04:27:41 PM »
DmonSlyr not disrespect intended, but I wish  you would make up  your mind,   :headscratch:. One minute the fronts are to small/large, the next they are to far away, or they are to well defended. THERE IS NO PERFECT MAP. Every map is an exercise in, balancing the terrain for all 3 countries, locating bases in a functional layout, locating Strats accessible and yet defensible. Insure there are not to many trees for the GV players and here again making the towns/bases accessible and still defensible. It takes me between 3 1/2 to 5 months to create a new map, and just as long to update an old existing map.

You hear about the Country #1 taking undefended bases in the morning and rolling the map.  You have the Country #2 and Country #3 ganging up on the Country #1, in the afternoon. In prime time, Country #1s numbers go up and they start taking numerous bases, Country #2 players start logging off. Mean while ENY for Country #1 starts going up, floating around 19 to 25. This happens no matter what chess piece is #1/#2/#3. It's frustrating for everyone. I am no fighter pilot by any measure, and I have slipped a lot as a Tanker, but I never have a problem finding a fight and I dare say they are all fun, win or loose with very few exceptions.

Here is a question that I have no answer for, Why is it the Bishop player base numbers seems to be higher than the Knights or Rooks?
Is a new players first login always assigned to Bishop? Does Team Balance come into play for their initial Login? Does it rotate, Bishop to Knight, to Rook?

As always the solution is more players, if you see a new player in your country, Greet them and help them. Remember, If you would have friends, you must be friendly.

 :salute

We, at least for a long time, Bish have some large squads and none them, except ALs, will change countries

But LCA has just jump from 7-8 players to 20. What got kints into the high 30s and 40.
So you’ll have more even fights
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Offline JimmyD3

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Re: End Crater map
« Reply #64 on: June 11, 2026, 05:17:47 PM »
That's good news Animl, were they new players, returning players or recruits of existing players?  :aok
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Offline Animl-AW

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Re: End Crater map
« Reply #65 on: June 11, 2026, 05:27:08 PM »
That's good news Animl, were they new players, returning players or recruits of existing players?  :aok

Several returns on new members

Lotta phone errors in that post, AKs is one lol
« Last Edit: June 11, 2026, 05:29:15 PM by Animl-AW »
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Offline DmonSlyr

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Re: End Crater map
« Reply #66 on: June 11, 2026, 07:27:28 PM »
DmonSlyr not disrespect intended, but I wish  you would make up  your mind,   :headscratch:. One minute the fronts are to small/large, the next they are to far away, or they are to well defended. THERE IS NO PERFECT MAP. Every map is an exercise in, balancing the terrain for all 3 countries, locating bases in a functional layout, locating Strats accessible and yet defensible. Insure there are not to many trees for the GV players and here again making the towns/bases accessible and still defensible. It takes me between 3 1/2 to 5 months to create a new map, and just as long to update an old existing map.

You hear about the Country #1 taking undefended bases in the morning and rolling the map.  You have the Country #2 and Country #3 ganging up on the Country #1, in the afternoon. In prime time, Country #1s numbers go up and they start taking numerous bases, Country #2 players start logging off. Mean while ENY for Country #1 starts going up, floating around 19 to 25. This happens no matter what chess piece is #1/#2/#3. It's frustrating for everyone. I am no fighter pilot by any measure, and I have slipped a lot as a Tanker, but I never have a problem finding a fight and I dare say they are all fun, win or loose with very few exceptions.

Here is a question that I have no answer for, Why is it the Bishop player base numbers seems to be higher than the Knights or Rooks?
Is a new players first login always assigned to Bishop? Does Team Balance come into play for their initial Login? Does it rotate, Bishop to Knight, to Rook?

As always the solution is more players, if you see a new player in your country, Greet them and help them. Remember, If you would have friends, you must be friendly.

 :salute

I've been calling for removal of CraterMA, Oceania, and BowlMa for a very long time because they are horrible for the #s during off hours due to their size and layout and have tiny small dars scattered all over the place. Fronts shouldn't be too large, but canal fronts work okay if there is a couple horn points. Maps like 3 points you would think would have huge fights on the islands sometimes dont and I find that map to be suffering too. My overall point is that usually when one side cannot reach the action of the other side and is left to its self, that is usually due to the map being too large and player #s stall for that map. Maps like Crags that are on right now are IMO maps that are the better size for current player base and have fronts that show where the battles are and create much better team play for all sides throughout the day even the #s are lower.
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Offline Dadtallica

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Re: End Crater map
« Reply #67 on: June 11, 2026, 09:09:07 PM »
There is no need for the removal of any map everyone has their reason they play and many have several.

You would have a hard time convincing me that most people only fly fighters to dog fight. I feel it’s much more 50/50 or less. I could be wrong and I don’t exactly know how to quantify this but I do know a guy…

Not sure how the summoning exactly works but I think I read that if you say Lusche three times in a row, then after the third time you say Lusche, somehow Lusche appears. It’s not an exact science.
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Online Oldman731

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Re: End Crater map
« Reply #68 on: June 12, 2026, 08:20:23 AM »
Not sure how the summoning exactly works but I think I read that if you say Lusche three times in a row, then after the third time you say Lusche, somehow Lusche appears. It’s not an exact science.


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Offline DmonSlyr

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Re: End Crater map
« Reply #69 on: June 12, 2026, 08:22:21 AM »
Huge maps like like the 3 i mentioned are detrimental to the weekend afternoon hours when they are up. No one wants to fly on a huge map with no battles and have no idea where the action is. It creates very low afternoon #s which translates into prime time, and causes early log offs after prime time due to lack of battles. Especially if one side has no action. There are way less bombers in the game than fighters and most of the fighters have left the game due to poor battles on the map. Yall have to understand today's players and the majority of them dont want to sit around climbing or twittling their thumbs flying long distances to field that has no battle gojng on, only for them to waste 10 minites because one manned ack instantly blows them up before they can even get a bomb out. You have may all day to take off again and try again, but most don't and saying that its 50/50 now that most players have left the game isnt a good thing at all, but its not really 50/50 its more like 90/10. No one is saying we dont want bombers and tanks, but running off the fighters due to lack of battles on too big of maps is the single most cause that fighters will get bored and log off.
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Offline Animl-AW

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Re: End Crater map
« Reply #70 on: June 12, 2026, 01:10:55 PM »
Huge maps like like the 3 i mentioned are detrimental to the weekend afternoon hours when they are up. No one wants to fly on a huge map with no battles and have no idea where the action is. It creates very low afternoon #s which translates into prime time, and causes early log offs after prime time due to lack of battles. Especially if one side has no action. There are way less bombers in the game than fighters and most of the fighters have left the game due to poor battles on the map. Yall have to understand today's players and the majority of them dont want to sit around climbing or twittling their thumbs flying long distances to field that has no battle gojng on, only for them to waste 10 minites because one manned ack instantly blows them up before they can even get a bomb out. You have may all day to take off again and try again, but most don't and saying that its 50/50 now that most players have left the game isnt a good thing at all, but its not really 50/50 its more like 90/10. No one is saying we dont want bombers and tanks, but running off the fighters due to lack of battles on too big of maps is the single most cause that fighters will get bored and log off.


Morning - Afternoon hours has been low. No matter the map.

To a point, large maps don’t produce fights is a myth. They are just more spread out, yet many times still large battles at todays standards.

Distances between bases are the same. Basically 1 per sector, sector is 25 miles. 5 min to cross.

Dwnunder is a very productive map by illusion, because it condenses the same numbers/ battles into a smaller area. And that does change dynamics to a positive. Map size smaller tends to produce more fun. Wish we had more like it and dump symmetrical maps. >IMO<


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