Author Topic: Problems and Solutions for the Main Arena:  (Read 3413 times)

Offline eskimo2

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Problems and Solutions for the Main Arena:
« Reply #120 on: February 21, 2002, 11:22:53 AM »
Quote
Originally posted by lazs2
...If... A lone, suicide fluff or two dropping fighter hangers at the only field that is good for a close furbal is "organized' then organized players don't deserve to play.  


So players who use planes for what they were designed for shouldn't be allowed to play?
We're getting awfully judgmental here.  If every player who ever porked a fighter hanger weren't allowed to play.. Who would be left?  Might as well just limit AH to a 3 indestructible-base fighter only arena.  Would that really make everyone happy?

Quote
Originally posted by lazs2
5 minutes more of flight time is 10 minutes round trip... doing nothing..  


Why can't you fly back to the closer base?  You might even catch an enemy goon on the way.
Why do you bother flying home in the first place if time is so precious?  
You must spend a lot of time flying home... doing nothing by your own choice.
I get bored too, and sometimes auger when I am out of ammo.
One of my favorite things to do is to land at a hot enemy base when I'm out of ammo.
It's almost always a death sentence, but when you pull it off... what a thrill!
Live or die, it's much more exciting and your back in action much faster than wasting time flying home.

Quote
Originally posted by lazs2
15 minutes hangar  downtime is 1/4 or so of the time most guys spend in a AH session.  
 


I must have missed this info.
Where did you get the stats on how long most players play per session?
   
Quote
Originally posted by lazs2
I have never seen a good furball last more than 15 minutes or so before some talentless, suicide fluffer comes over above the fur and tries to kill the fighter hangers only.  
 


I've seen them last for hours... often.  
It sounds like you want to make the MA available for the "elite" fighter pilots only.

Quote
Originally posted by lazs2
If you are lucky there are 2 places that have roughly even fites (good furs).
 


I've seen more... often.  I would even say most often.

Quote
Originally posted by lazs2
--organizing and winning bases is fine but porking bases till they come up again is entirely different.   Personally I don't want to see organized gangbanging..  from either end.  


Do you even want an overall war?
Do you want bases to ever get attacked or captured?

Quote
Originally posted by lazs2
-- newbies may or may not want to fight.   If they want to get good in fighters tho they got to get down and dirty and die a lot.  HQ raids and joining an "organized gangbang" won't teach em 1/10 as much.


This is assuming that all anyone is interested in is furballing.
Some folks enjoy attack.
Some enjoy escort.
Some simply enjoy flying in a large formation.
In general, lots of folks enjoy variety.

Quote
Originally posted by lazs2
The whole thing comes full circle.   1 or 2 players should not have a huge impact on the many in a 24/7 game.   There should not be a huge imbalance in resources when people log on unless the "war" is very close to being "won"   as was pointed out... having the radar down longer and more often effects the normal player too much.
lazs


How huge is the impact?
How often are 1 or 2 players successful at changing the resources?
This is a war game.  Each country spends time at an advantage and disadvantage.  Do most folks really want things to be pretty much the same every time they log on?  
Are you a "normal" player?                  
Are you sure that you are speaking for the "normal" player?

eskimo

Offline eskimo2

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Problems and Solutions for the Main Arena:
« Reply #121 on: February 21, 2002, 01:41:40 PM »
Quote
Originally posted by pbirmingham

I think people will be forced to choose between furballing and losing all their bases, much as beet1e predicts.

There is an easy way to resolve the conflict, though.  If there were this "fightertown" area in an isolated area of the map, where you could always go for a quick furball, I would care little what was done with the rest of the map.  I'd still goon, jabo, tank, whatever, but I'd always be able to step out of the war and just have a little dogfight.


Thanks for the response.
I think I (and probably others) am/are getting a better feel for your "side".
I can't say that I clearly understand where you are coming from.
Why are people "forced" to choosing between furballing and anything else?  Don't many folks choose to furball whenever they are in the mood no matter what is going on with the war?  I furball when I want, ignoring the war, and I'm a strat-guy (self-proclaimed).  I don't get it.  Hence the "obligation to country" question.
Do you feel that the war currently moves at too fast of a pace?
Would it move to fast if the above ideas were implemented?

As far as the "fightertown" concept goes, isn't there always a few furballs going on anyway?
I think many of "us" see almost perpetual furballs taking place, some often for hours on end, so we consider the "fightertown" thing already in existence.  You do not seem to see it this way and I can't figure out why we see it so differently.  This alone may be the biggest factor separating our two "sides".  Perhaps the definition of "furball" varies from player to player as well.
I consider a furball a big dense mix of friendly and enemy planes between two fields.  When it moves directly over one field, and the ack goes down, it becomes a vulch, gang-bang or what-ever.  Yes?  No?  More to it than that?

Quote
Originally posted by pbirmingham


I don't care much for the overall war effort, I must say. Basically, I think that the "war" is highly sensitive to imbalances in the number of players. If your country is outnumbered, there is no way you can avoid losing lots of territory. If your country is the largest and the other two concentrate their efforts on you, again the defense of your territory is very difficult. In my opinion, this is an integral flaw in the notion of a war that can be won by taking most of the opponent's territory -- you can be forced to fight every fight at a disadvantage, because if you do not fight, you will be at an even worse disadvantage later. The greater the fraction of your fields are capturable, the more slippery this slope becomes.  


When you are down to just a few fields it is also easier to defend them.  100+ guys and 4 fields, no one is going to sneak one away from you either.
No Bar-Dar under 500', however, means that you stand a chance of getting a raid close to an enemy field.  Even at a numerical disadvantage, you stand a chance of making a counter-strike.  Nearly impossible now.
Yes?  No?

Quote
Originally posted by pbirmingham

There's a basic tension here between people who want to win the "war" and people who, for various reasons, do not. Remember that "strat" here is another way to say "thinking about winning the war." To win the war, you have to take the bases.
 


Do you think some people don't want to win the war?  Or just don't care either way?

eskimo

Offline eskimo2

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Problems and Solutions for the Main Arena:
« Reply #122 on: February 21, 2002, 01:59:48 PM »
Quote
Originally posted by Seeker

80% I do the odd buff sortie, but to honest it's mainly an attempt to improve my pathetic ranking. And I don't like the fact the the rankings are slanted towards the "total cyber warrior"; and that to gain a high rank one is forced into activities that have no real interest; such as buffing, GV etc (the corraly is that buff drivers are forced into fighters for the same reason - do they like this?)


Why are they forced?
It is generally agreed that rank doesn't mean much.
And if you are only a fighter guy, you can look at fighter stats and ranks only, Yes?

Quote
Originally posted by Seeker

"How much do you care about the overall war effort?"

Absolutly nothing. And I find the constant exhortations by the arena generals one of the most irritating aspects of online play.

"How much do you care when the base you are fighting from is captured from you. "

Marginaly - not at all if there's a good furball somewhere else.

"How much do you care when one of your country's bases, that you are not involved in, gets captured?"

Not at all.

"How much time to you spend defending bases?"

About 50/50 - depends where the fights are.

"Do you like defense? "

I like the fights - defense/offense is irrelevant in that context.

"Do you feel obligated to do anything in particular for you country? "

Absolutly not. I've been flying rooks recently because they seem outnumbered. Should that change - so would I.


So you don't seem to care about the war, but then you say:

Quote
Originally posted by Seeker

General response to the big cut n' paste:

My personal opinion is that the landgrab war/strat thing sucks; and I object somewhat in being dragged into it. It promotes gang banging, and an obsession with kills rather than fights. I've no interest in being #7 in a conga line to finish off one lonely enemy, I've no interest in bouncing people unawares - where's the challenge in that? I'd check 6 them if I could.


That sounds like someone who does care about the war... "landgrab war/strat thing sucks"
How are you dragged into it?

Quote
Originally posted by Seeker

My position is there's nothing to win or lose - only experience to be gained. My perfect night is a series of great, challenging fights where I feel I have a fair chance of winning and that I'll learn something - regardless of whether I win or not.

All the above is to be taken in an MA context - Scenarios and events are a totaly different thing.


This is a healthy attitude.
Salute!
I'm not sure, however, why you care what others are doing?
Or if I'm reading that wrong..?

Thanks for your response,

eskimo

Offline lazs2

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Problems and Solutions for the Main Arena:
« Reply #123 on: February 21, 2002, 02:19:27 PM »
eskimo on early war area idea... "I wouldn't mind seeing this either.
But isn't this really a form of limiting the plane set?
Wouldn't it take less SA and skill to fight in such an environment?
There would be less variety of planes to oppose... Yes?
Sounds like a little CT in the middle of the MA...?
Again, your idea is fine, but it sounds like you are contradicting what you have said in the past about the CT.

eskimo"

No.. not in the least.  I have allways been a fan of early war rides and against perk planes.   I want as much parity as possible.   How to do that?   RPS is fine but it leaves out people who would only fly certain planes...  In the "area" idea... you could still have all the choice you wanted you just couldnt fly your D9 or 51 against P40's and a6m2's or 109e's etc..   This would differ from the CT limitations in major ways...  Even the most limited early area with say 6 early planes available would have way more combinations than any CT axis vs allied setup.   Plus the icons would remain the more realistic MA ones as would the radar.   The CT guys have finally caught on to the fact of  some of their built in limitations and have tried to get away from them by a "sliding perk set" kinda deal whereby everyone can be assured that they will be fighting a lopsided fight.    Area arena would have 6 or so early war planes all with parity fighting each other.   If one tired momentarily or permanently of this matchup they could simply click on a different field and be flying a mid or late war plane.... just not against early ones.
lazs

Offline jconradh

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Problems and Solutions for the Main Arena:
« Reply #124 on: February 22, 2002, 06:58:07 AM »
As defense goes, my brother (LtBlogs) and I will log on and then perform a CAP on the CV that needs it most.  I don't mind defense, there is usually not much of a wait for someone to make an attack on the CV.  The CV gets a defense, I get a fight and things seem pretty cool.  I don't think that we should have a "Hold Flight" rule for CV's as how would we allow for CAP?  I don't think we could have any reasonable defense of a CV w/o CAP, and I find it hard to believe CV's in wartime went too long w/o launching a CAP in enemy territory.

My 2 cents...

Jeff
aka
JconradH (AW- Luke%)

Offline Tjay

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Re: Problems and Solutions for the Main Arena:
« Reply #125 on: February 22, 2002, 03:03:55 PM »
Quote
Originally posted by eskimo2

Strat;
With the last major release (1.08) of Aces High, strat was drastically changed.
Strat targets now rebuild automatically (Via trains) and can be rebuilt by players (Cargo Sorties).

eskimo


Yep, that's the thing that gets up my nose. If one or more of your fields is being attacked from a certain nme field, a massive counter attack that totaly destroys that field, its fuel, ammo and services should result in more disruption than the five minutes it currently takes for a train, convoy or C47 to arrive and totally rebuild it.

Offline Sabre

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Problems and Solutions for the Main Arena:
« Reply #126 on: February 22, 2002, 04:04:29 PM »
Yep, me too, Tjay.  Guess I'll repost this here, though it is also in the Gamplay forum...My "new" strat system idea:

The concept laid out here has been heavily influenced by the on-going debate on the AH strategic system.  When HiTech chimed in the other day in Eskimo’s thread, I was at first disappointed on his views on the subject.  Re-reading them however has lead me to better understand both sides of this whole issue.  The central issue as I understand it is how do you change the strategic game system to provide more game-playing fun for the strat/immersion crowd without negatively impacting the enjoyment of the A2A purists?  This is the acid test that any change must pass.  I’ll start by laying out restrictions and assumptions.  I ask that the reader give them careful consideration, and frame responses with them in mind.

Restrictions:

1. Any change in the strat system must be no more restricting to the individual pilot in the cockpit than the current system.  By this I mean the ability to choose an aircraft, take off, find a fight, and engage the enemy in A2A combat.  This is the toughest restriction, and may require compromise.  However, any compromise should be weighted towards the A2A crowd.

2. Any wide-scale impact (action at point A effecting operations at point B) must require more than a couple players to accomplish, and must be of limited duration.  The idea is to create a window of opportunity for the offense, rather than open up a gaping whole in the defense.  I used 10 people as a base line figure when defining “more than a couple.”

Assumptions: These are the things that have already been announced by HTC as coming down the pipe in the AH development cycle.

1. Larger Maps will be the norm in the MA, with more fields and objects allowed in the TE.

2. The newly eluded to “Attack Warning” system will be in place, allowing changes to radar coverage in the MA without hobbling the defense too much.

3. Bomber enhancements implemented.  Particularly I mean the addition of bomb dispersion, multi-aircraft option, and (hopefully) a fix for the “firing through your own plane” bug.

4. The re-arm pad code would be changed, such that re-arming on the re-arm pad would be tied to damage at that base.  Example: if base fuel is down to 75%, then you could only load 75% fuel by hitting the re-arm pad.

Concept:

Rather than the “Proxy War” idea put forth by Preon1, we instead divide up each of the three countries’ territory into three “strategic provinces.”  Each strategic province, or SP, will have it’s own organic strategic infrastructure (HQ, city, refinery, troop training camp, ammo factory, flak factory, depots, and train stations).  Attacks against these facilities will only affect rebuild times and resupply in that province.  The nature of those effects will be similar to what they are now, but with some important differences.  Arena reset would occur when any country completely looses two of their three provinces (i.e. all bases and depots in those two provinces captured by enemy forces).  This localizes the impact of strategic strikes.  Kill a regional HQ – let’s call it the Provincial Air Defense Center, or PADC (pronounced “pad-see”) – and you affect radar only in that province, in effect creating a hole in coverage.  The attack warning system would be completely unaffected by HQ damage.  Strat target size and hardness would be such that approximately ten B-17s would be required to completely destroy it.

Rebuild and Resupply – This is the meat of the changes.  First, you totally eliminate the player resupply (via goons and M-3s) of strategic targets, including depots and train stations.  Each strat target would have a maximum down-time, assuming no convoys or trains reach them earlier.  For a city (now a provincial capitol, rather than the country capital) we make that, say, 120 minutes.  Now, for every train that reaches the city 15 minutes are subtracted from the down-time.  So, if a city is completely destroyed (and assuming a train arrives every 15 minutes), the city would normally be rebuilt in one hour (2 hours – {4 x 15 minutes/train} = 1 hour).  Kill the first train feeding the city, and the rebuild time will be an hour and fifteen minutes; kill two trains in a row and the rebuild time is an hour and a half.  The point is, the city will rebuild no later than two hours, and could rebuild 60 minutes earlier if the enemy ignores the trains and/or train station.  Other strat targets like refineries would have maximum rebuild times that would be dynamic, that is, the max rebuild time would be affected by the status of the provincial capitol.  Again that maximum time would be shortened by timely arrival of their trains.

How would all this affect rebuild times at the pointy-end of the spear, i.e. the airfields, ports, and vehicle fields?  Hanger down-time would remain 15 minutes as it is now, and would be unaffected by convoys or goons/M-3s.  Other field objects (fuel, radar, barracks, ammo) would have a maximum, un-supplied rebuild time just like strat targets which would be at least a half hour to an hour.  There are two ways to speed up rebuild: convoy/barges or goons/M-3 resupply.  We’ll deal first with the first method, convoy/barge resupply.  Arrival of a convoy or resupply goon/M-3 will immediately (within 3 minutes that is) rebuild field objects.  The difference is that the level they can rebuilt to will be dictated by the level of damage to that province’s like-item strat facility.  Taking fuel as an example, let’s say field A20’s max fuel load-out has been reduced by enemy attack to 50%.  The provincial refinery complex for that area was also attacked and stands at 75%.  When a convoy arrives, the fuel will be immediately restored to 75%, the maximum that can be supported by the provincial refinery.  Ammo would have to be subdivided to allow for a gradual loss of offensive weaponry, rather than the all-or-nothing availability we have now.  A possible correlation between ammo bunker status and ordnance availability might look like the following:

Ammo Bunker Status-
0-25% = MG/cannon available
26-50% = MG/cannon and rockets available
51-75% = MG/cannon, rockets, and light bombs available
76-100% = All ordnance available

The second method, goon/M-3 resupply would work somewhat differently.  Resupply by goon or M-3 represents a redistribution of supplies between front-line bases, rather than resupply by the province’s strategic infrastructure.  Goon/M-3 load-outs would be changed such that instead of selecting “field supplies” as a load-out option, the pilot/driver would be able to select up to two “cargo pallets,” similar to how Jabo pilots can select load-outs for multiple hard-point.  There would be fuel pallets, ammo pallets, radar pallets, and barracks pallets.  Successfully delivering a pallet by goon or M-3 (oh, and LVT’s…almost forgot those) would completely restore that resource at the field.  HOWEVER, each type of pallet would only be available from fields where that resource type is undamaged!  In other words, you couldn’t select a fuel pallet to load in your C-47 if the field you’re launching from has damaged fuel tanks.  So each goon/M-3/LVT could only rebuild two types of damage per trip.

The above system works fine until you start talking about captured enemy bases.  How does rebuild/resupply work for bases you capture in enemy provinces?  Well, in all cases any base will eventually rebuild on its own, regardless of whether they receive resupply via convoys or goons.  Resupply by goon/M-3/LVT would work exactly like the same, too.  To re-establish automatic supply by convoy/barge would require you to capture the enemy depot feeding that base.  Depots would be dynamically assigned to a province (the closest friendly one) upon being captured, to insure rebuild limits for newly captured bases would have the same restrictions as home-country bases.

Conclusion: The above system would allow a reasonably sized strategic strike to create a window of opportunity for the capture of bases.  Yet the effects on the individual defending pilot’s freedom of action would be no more than they are now under the current AH system.  Less so in some ways, as they would only affect things on a provincial level, not the entire country.  The key is that damaging strat targets would not impact the current status at any bases, only the rebuild times of things already damaged there.  The player resupply system would still be there to speed repair, but only to the level dictated by the current strat targets in that province.  No more spawning a C47 on the runway or hitting the re-arm pad repeatedly at a damaged base to speed rebuild it.  No one or two players could have much impact by attacking strat targets, either.  Why?  Because in general one or two players could not do damage fast enough (fly to target, drop bombs, rtb or auger, repeat) fast enough on their own to keep up with the train resupply.

I invite your comments and critique.  I also ask that when you review this you remember that strat used to have more impact than it does now, and this simply seeks to redress that loss of impact.  For the A2A purists (I dislike the negative connotation that the term “furballer” has acquired), I ask you that you be honest with yourselves when deciding if the above suggestions would truly spoil your enjoyment of AH, or simply inconvenience you a bit.
Sabre
"The urge to save humanity almost always masks a desire to rule it."

Offline Mino

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Problems and Solutions for the Main Arena:
« Reply #127 on: February 23, 2002, 03:00:39 AM »
Quote
The other thing that always needs to be guarded against is the ablity of 1 or 2 players being able to greatly impact the game play, and enjoyment of others.


This is probabably the most important issue for me.   Nothing makes me want to log off at a faster than 2 or 3 players from an opposing team effecting my gameplay for hours on end.  It totally sucks worse than any gang bang.

Any loop hole in the game system will be abused.  What one player calls a well played (planned or what ever) sneak, is just in reality the abuse of the game system.

Thanks HiTech

Offline pbirmingham

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Problems and Solutions for the Main Arena:
« Reply #128 on: February 23, 2002, 10:02:54 PM »
Quote
Originally posted by eskimo2

I think I (and probably others) am/are getting a better feel for your "side".
I can't say that I clearly understand where you are coming from.
Why are people "forced" to choosing between furballing and anything else?


Because if all your fields look like this:



you will not be able to furball very effectively.

Anything that makes it easier to make fields look like that means that you will have to spend more time avoiding it if you want to get any furballing in.

Quote

Do you think some people don't want to win the war?  Or just don't care either way?

eskimo


Don't care either way.  Lots don't care about the war at all, except that the other guys can't win it without chewing up a lot of fields.