Author Topic: How many you kill should matter in a war  (Read 1019 times)

Offline AKIron

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How many you kill should matter in a war
« Reply #15 on: February 27, 2003, 09:17:59 AM »
Didn't they do that? In the DA?
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Offline MANDOBLE

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How many you kill should matter in a war
« Reply #16 on: February 27, 2003, 02:27:43 PM »
Personally, I dont look for a deaths/capture ratio. I'm just looking for an alternative way to end the war, just obliteraring the enemy, not necessary taking all its bases. If you are doing well, and the enemy is doing well, but lossing bases, ok, lets look for the reset in the traditional way. But if you are doing well and the enemy is just sacrifying hordes in the process but taking your bases, you are worth the victory and not the enemy.

Offline Dead Man Flying

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How many you kill should matter in a war
« Reply #17 on: February 27, 2003, 02:32:42 PM »
Quote
Originally posted by MANDOBLE
But if you are doing well and the enemy is just sacrifying hordes in the process but taking your bases, you are worth the victory and not the enemy.


It worked for the Soviets, so why not have it work for the Bish/Rooks/Knights?

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Offline BlkKnit

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How many you kill should matter in a war
« Reply #18 on: February 27, 2003, 05:38:10 PM »
How 'bout if we all agree to attack only clockwise next pizza map.......then we can see who attacks / captures fastest. :D

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Offline wulfie

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How many you kill should matter in a war
« Reply #19 on: February 27, 2003, 05:38:52 PM »
Have player deaths per 1/15/30/60 min., averaged against total number of players on that team, modify the perk modifier that is used for side balancing.

In other words, if your side has 100 players and they are suiciding like madmen, have it affect perk point costs and perk points earned.

To avoid unfairly penalizing players who aren't suiciding, modify the 'penalty' based on the individual player's k/d. The k/d 'breakpoint' would ideally not penalize someone who is 'doing well furballing' because they are knocking down 3 or 4 or 5 enemy per death. Suicide anti-fuel ground attack pilots are going to be around 4 deaths/kill (?, no personal experience here). So make the 'break point' somewhere in between. Remove all penalties for someone on a 2 week trial, within the first 30 days of account activation, etc.

Just an idea...

Mike/wulfie

p.s. Here's another idea - allow players to spend perk points to repair facilities faster - so lazs2 can fix the fuel tanks at an airfield almost instantly by spending some perks. If those fuel tanks remain undestroyed for 15 min. or so, his perks are refunded (a reward for effective defense of a facility).

Offline wulfie

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How many you kill should matter in a war
« Reply #20 on: February 27, 2003, 05:41:47 PM »
An alternate idea to my p.s. above - allow players to spend perk points to get fuel, ammunition, etc. above what the current base has available - in effect you are turning your Yak-9U into a '15 perk fighter' because you are rolling with 100% fuel at a field that has 25% fuel available. And just like a perk fighter - if you land, you get the perks back maybe?

Mike/wulfie

Offline MotorOil

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How many you kill should matter in a war
« Reply #21 on: February 27, 2003, 05:45:19 PM »
Interesting concept MANDOBLE but you're talking about an entire new twist to the gameplay.  You would need a new theatre for it as it would change the game play.  Personally I like the field capture as it gives you another objective other than to shootdown as many planes as you can.  It gives me a reason to up bombers and avoid the oposition to take out the infrastructre.

Offline MANDOBLE

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How many you kill should matter in a war
« Reply #22 on: February 27, 2003, 07:15:20 PM »
MotorOil. field captures are ok, but an outnumbered country has little chances to recover territory and win the war.

On the other hand, a very good deffense may cause enormous casualities to the attacker and this should have some kind of strategic reward for the defending country (not just useless perks). For example:

- Too much looses and you loose the war.

- Too much looses and some fields are closed until that country compensates the ratio.

- Too much looses and first line fields are restricted to 1942 or older planes until that country compensates the ratio.

- Too much looses and no more perk planes availables until ratio is compensated.

- Whatever else.

Offline BlkKnit

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How many you kill should matter in a war
« Reply #23 on: February 27, 2003, 08:36:06 PM »
Yes, but, Mandoble....with this you institute the primacy of the Defense.....in a game that is basically all about offensive action.

How many would even try to attack an enemy base if its gonna be so costly?

I like yer thinkin though, just addin my opinion

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Offline Arlo

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How many you kill should matter in a war
« Reply #24 on: February 27, 2003, 08:57:23 PM »
Heck ... aircraft attrition. Even for unperked rides. Endless lives - throw them away as much as you want. The war goes on ... still need to wipe out someone for a reset. Start crossing off planes available when your side's k/d ratio reaches a certain point and even more as it drops. You'll all be forced to do it in nothin' but P40bs and SBDs eventually (after enough other rides got crossed off the list for the K/D hittin rock bottom - whatever rock bottom is).

Offline J_A_B

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How many you kill should matter in a war
« Reply #25 on: February 27, 2003, 09:10:36 PM »
Wulfie--

That is such a great idea you should start a new thread about it.

J_A_B

Offline Dead Man Flying

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How many you kill should matter in a war
« Reply #26 on: February 28, 2003, 08:05:35 AM »
Quote
Originally posted by Arlo
Heck ... aircraft attrition.


What you're suggesting would hurt the side that's already outnumbered and being vulched.  Now you want them to only be able to fly SBDs?  Oy!

-- Todd/Leviathn

Offline lazs2

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How many you kill should matter in a war
« Reply #27 on: February 28, 2003, 08:19:34 AM »
aircraft attrition sucks.. it would not work for those who don't live online... the majority of the players would just log on to see more restrictions that they had nothing to do with...  be a lottery for them.

wulfie had two great ideas... the first was great but complex.   I would go for it in a second tho if it were possible..  the second...

"An alternate idea to my p.s. above - allow players to spend perk points to get fuel, ammunition, etc. above what the current base has available - in effect you are turning your Yak-9U into a '15 perk fighter' because you are rolling with 100% fuel at a field that has 25% fuel available. And just like a perk fighter - if you land, you get the perks back maybe?

Mike/wulfie"...

Is also very well thought out and simple.   And... a way for perk points to have some value for most of us.


last night I watched the rooks hit 2 fields of ours... they came in in huge suicide jabo waves and died to the man but... each wave took out one or two "strat" targets.   Heck... they were so bad that I upped an A20 and was shooting down their "fighters"  so perhaps it is simply a lack of skill that makes em so insecure?
lazs

Offline Innominate

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How many you kill should matter in a war
« Reply #28 on: February 28, 2003, 08:48:01 AM »
I'd like to see attrition set up per-player.
i.e. Each player gets x number of each of the 10-20 ENY planes per hour  y number of each of the 20-39 eny planes, and z number of everything else.

I did a writeup of it some time ago maybe I'll dig it up.

Offline gofaster

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How many you kill should matter in a war
« Reply #29 on: February 28, 2003, 10:26:26 AM »
You mean if you kill a bunch of enemy guys you should win the war?  Its called "Tours of Duty" and was held on Friday nights.  Its also called "Scenarios".

You guys are trying to fix a problem that doesn't exist.