Author Topic: breif destription of AH gameplay of late.....  (Read 2188 times)

Offline beet1e

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breif destription of AH gameplay of late.....
« Reply #45 on: May 09, 2003, 06:26:28 PM »
Quote
Originally posted by lazs2
There are two types of players now... those who  battle other players and those who battle buildings.
lazs
That's an over simplification. You're wrong.

Offline mia389

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breif destription of AH gameplay of late.....
« Reply #46 on: May 09, 2003, 06:37:15 PM »
Quote
Originally posted by Steve
do they go that high??


LOL Steve you perfering me to an alt monkey?  Im not that bad only get real high if alot of enemy

Offline beet1e

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Bufo Marinus
« Reply #47 on: May 09, 2003, 06:41:59 PM »
Quote
Originally posted by Toad
LOL!

They just won't play your way, will they Generalissimo?
If you mean there are no other guys flying the field capture business, you're wrong too. Check my stats for the current tour. I have made two captures - one by Goon, the other by M3. I am ranked at about #500 on each count...

...which means, I am led to believe, that there are about 500 guys who have done more captures than me. And since a Goon cannot level town buildings, it follows that other guys did that. Anyone in the capture business knows (though I realise that excludes you, hence this explanation) that for capture to be possible, there needs to be about 8 guys involved - base capping, VH duffing, town levelling guys. So for those 500 Goon/M3 drivers, there would have been 4000 cappers/building battlers - the two roles overlap. Of course, some of those 4000 would be the same guys as on previous capture missions, but the real total is still around 2000 at least.

Which kind of blows your theory. :D

Anyway, Bufo - I'm outta here for the next week. Going hiking in the Yorkshire Dales - Dowding's county. :)

So Toodlus-Pippus, and don't let the bed bugs bite. :D

See ya on the 17th.

Offline hazed-

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breif destription of AH gameplay of late.....
« Reply #48 on: May 09, 2003, 07:04:40 PM »
thnx for replies guys.

To add a little to my idea of a possible change in the way the strat is handled I had a thought today about how to change the way the strat affects areas.

I got to thinking about how games like Risk work and i suddenly thought of how this could be applied to our game.

The idea is to have zones where you have a capital city,local factories to that city, local large bases close to city and as you get further away you have smaller bases where defences steadily get weaker.On a single map you place FIVE capitals so that at any one time one country has the extra city and therefore better resources.

The idea here is to make it possible for any country to own JUST one capital zone in order to be able to wage a decent war.
If you capture 2 or more capitals this rewards your country (perhaps more aircraft models available or better fuel supplies or even new weapons like V2 Rocket bombs or whatever )

The capitals would require total destruction in order to be open to attack and capture.This would mean in order to capture the capitals you literally have to use bombers to do it.However the much smaller and less defended bases and small towns further out from the capitals are easily taken and so change hands more often.This will hopefully mean the quick fix guys fight around the capitals and can essentially ignore the big picture war but at the same time they can help(by keeping enemy forces busy) the strat types who are trying to close down industries and take the capitals

Industry at these capitals is of utmost importance and is HEAVILY defended by AAA .It should require a large number of bombs to damage but AT THE SAME TIME once its hit it STAYS hit a long time. These factories should be placed in areas where they are easier to defend than to attack, ie on high mountainsides/hills or in valleys where to approach them you are FORCED to fly over many bases and AAA.

This is how a capital capture will work.
First you must capture a high percentage of bases in the capital city zone.(remeber there would be many zones on each large map)
You now need to subdue the population by destroying the capital in order to take it BUT the local factories running at full speed will resupply damaged city areas VERY quickly.Basically this will result in damage done by bombers to the capital quickly being repawned because the industries are running full speed.
SO as attacker You then will need to damage local industry in order to slow considerably the resupply of the capital.Now this should be a hard and dangerous job (due to static AA defence let alone enemy pilots)
BUT and this is the big but, ONCE you have hit these factories you will have a LONG time(hours even) to make further missions and finnish the job rather than the present way it is (where by the time you land everything you did manage to bomb has respawned.) The idea is to make the destruction of industry a highly difficult task but one that has a great deal of reward in that when you damage it it takes a damn long time to repair and leaves local enemy cities and bases vulnerable to capture.

Once Local Factories are all destroyed or are 75% or more damaged this causes resupply to SLOW or even STOP to the capital (and local bases).
(50% of your capitals factories destroyed? well guess what your whole surrounding bases/cities get resupplied 50% slower!!)
The point is to make sure there is a EFFECT felt by loss of production/resupply.

Now the Capital city is not resupplied at full speed bombing of the city causes a much more perminant affect to the respawning of buildings.
Now as the attacker you have a capital which , when you bomb buildings, they no longer respawn in 5 mins but instead stay down fo much much longer.You now have to destroy 80% or more of the capital and once that is done you can send in the troops.

The result i would hope for is this...

All maps can now be NON symetrical. Each capital would in effect be like a little self contained country and so surroundings wont have to be the same at each capital.
If you are not into strat play there should in theory be Plenty of small base captures and fights in the areas furthest from and between the capitals.Allowing people to fight AROUND the capitals freely even take all the bases surrounding the capital but unable to capture the capital itself and its larger local bases totally, plus the large capital bases wil be hard/impossible to close for long.(fuel/ammo/hangers wont stay down long unless factories are also leveled.)
If you ARE into strat then as a bomber you can try for these industrial targets but to go in alone would basically result in an almost garenteed failed run.If you send in the big bomber missions you can drop on those factories and EVEN IF you only cause 10% damage it wont be a total failure because you can set up ANOTHER attack to ADD to your first missions damage.It might take 5 or 6 major assaults to knock out that factory enough but not even a small drop is worthless.
Once the strat guys have damaged the factories enough suddenly a capital is a possible prize. Then the emphasis of all players will be the big push for the big prize :)

The whole thing should be a struggle to control the MAJORITY of capitals.
Countries with the most will receive bonuses to resupply or special weapons.(or if prefered the country with only 1 capital that is almost down receive a 'desperate' bonus and they receive the vengance weapons)
Maybe a country with 1 capital resupplies at 100% , with 2 capitals it ups to 120%(or gains 20% more AA empacements) , 3 = 140%(or 40% more AA emplacements) (obviously depending on the state of their factories)

do you see what i mean? you end up with 2 differently paced capture games.

the small towns and bases remain similar to what we have now but a NEW much slower progressing game of CAPITAL city captures progresses in the background.


It opens the possiblility of using REAL maps like europe or mediteranean or asia because basically you have a war for each 'capital zone' and the loss of one capital DOES NOT affect your ability to use another to wage war from (if you have more than one capital of course ;)).zones can be all sorts of sizes too.we could even have capitals which are easy to hold onto but have less industry and then very tricky to hold capitals that have massive industry areas (perhaps at lower alts too).The more industry at the capital the harder it is to slow it down enough to capturel because they require greater amounts of bombing.We could really have some wildly different areas whilst still not unballancing the whole arena. Holding each zone would in effect be a seperate battle and so holding the better territory at one capital doesnt mean its any easier to take the next capital. Also even a capital that is undefended is quite capable of surviving on ai AA defence alone(unless attack is determined) but the surrounding area and small bases/towns can be overun as normal.    

if you dont like the loss of fuel at bases meaning 25% limits to fuel loads it merely means you move to the areas between capitals where there are more bases and youre closer to other enemy bases. Capture of these is still usefull but it doesnt really affect the big war.If you dont care about the big picture you can fight at these bases all day long furballing away! but if you want to win the 'War' you concentrate on the capitals

like it?
« Last Edit: May 09, 2003, 07:43:50 PM by hazed- »

Offline Don

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breif destription of AH gameplay of late.....
« Reply #49 on: May 09, 2003, 07:36:34 PM »
>>OMG, you all must really be bored. You have more time to write than I have to read.

Anyway, I think it's not the game, it's the players.<<

Thats a major assumption on your part ccvi but, at least we agree on one thing...it's the players and not the game

;)

Offline Don

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breif destription of AH gameplay of late.....
« Reply #50 on: May 09, 2003, 07:46:33 PM »
>>what do you think?<<

Well, it's different Hazed :) Yet, with this bunch, yourself included, how long would it take for "us" to get bored with this method as well after a while?

One thing I think would work with any new applications to the game is this:
That HTC would present a new product (or version) and place it in open beta for an extended period of time, to guage it's affects on the players. I mean, the HTC people have seemed to bend over backwards for us most times, and after a while the BBs becomes full of whines, and complaints about the gameplay.  Maybe put something out there, and get some feedback from all of us over a limited period of time to determine if there is gonna be some longterm satisfaction with it.

Offline hazed-

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breif destription of AH gameplay of late.....
« Reply #51 on: May 09, 2003, 08:32:48 PM »
Quote
Originally posted by Don
>>what do you think?<<

Well, it's different Hazed :) Yet, with this bunch, yourself included, how long would it take for "us" to get bored with this method as well after a while?

One thing I think would work with any new applications to the game is this:
That HTC would present a new product (or version) and place it in open beta for an extended period of time, to guage it's affects on the players. I mean, the HTC people have seemed to bend over backwards for us most times, and after a while the BBs becomes full of whines, and complaints about the gameplay.  Maybe put something out there, and get some feedback from all of us over a limited period of time to determine if there is gonna be some longterm satisfaction with it.


yeah i guess you could be right but the point of this set up would be to create an arena where both the strat minded and the fuball minded have a part to play. The present set up Although as has been said it was asked for it was never really done right.
Yes HTC added more strat and made the factories more dense for easier bombing but they never really made the effect of bombing factories a worthwhile endeavor.For the strat minded player there is no resource war to affect. Especially on larger maps where there are more than one factory of each type, the bombing and even complete levelling of one factory doesnt really do anything.There isnt even a LOCAL reward, you have to kill all the factories of each type (ie fuel) to get a result, and even then there really isnt a visible result or even much of a detrimental effect on the enemies ability to fight.This is why no one bothers to even try.
With capitals you have a target which is too difficult to capture UNLESS you bomb large areas and factories but with many surrounding small bases you still have the ability to fly and fight without caring too much about the capital wars. The quick fix player will always find a base with all its fuel on the borders of the 'zones' because there will be many closely packed together.The strategy minded player will have to capture and hold a good few bases inside the capital zone in order to be able to launch the bigger raids needed to destroy first the factories then the actual capital and the big bases near it.

hopefully this will mean when i log on i can choose a quick furball on a zone border or join in on a massed capital capture in the old gang bang tradition or I could set up missions in order to capture the bases needed to start a new capital attack picking either busy bases or quiet ones, I could grab a bomber and go for factories or try my hand at a sneak attack on a factory with fast jabo's.The point with the longer lasting affects of damage to factories and the fact that hitting them means its possible to take a capital (and open up the new target of capital city buildings) means that even if i only manage to hit a few factory buildings the effort is worth while because i can fly again and add to it.

As it is now if i flew a long way to a fuel factory and bombed it by the time i get home and land and then take off again to finnish the attack the damage i had caused in the first drop is almost respawned.It makes it all very pointless.

Offline udet

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breif destription of AH gameplay of late.....
« Reply #52 on: May 09, 2003, 11:30:14 PM »
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!
RPS! RPS! RPS! RPS! RPS! RPS! RPS! RPS!

Offline lazs2

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breif destription of AH gameplay of late.....
« Reply #53 on: May 10, 2003, 08:13:02 AM »
RPS will get the numbers down to WB size.

people who log on for an hour or so don't want their choices severly limited... that is what is wrong with strat that attrits resources.   The strat should simply capture bases..   Not havoing a resourse like radar just makes the hour you are on less fun.
lazs

Offline hazed-

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breif destription of AH gameplay of late.....
« Reply #54 on: May 11, 2003, 08:28:26 AM »
Laz what i was thinking is the bases furthest from the capital (ie the smallest but more closely together bases) would be independant of the resource war.

Its hard for me to explain the layout i envision for this but a simple map idea would be like a Honeycomb. In the centre of each hectogon(?)is the capital and on the edge where each capital zone fits together(ie the walls of each honeycomb section) you would have small bases that always have enough fuel to launch from but can be captured quite easily.BUT there would be so many so close together that being forced to take the next base wouldnt add 20 minutes to flight times.
As soon as you move closer to the capital the bases increase in size but increase in distance from one another.Basically it means to attack the capital you break through the small bases, capture a medium base inside the capital zone and from there you can launch attacks on the capital (as long as you can hold the base and keep it fed with supplies when its damaged by the defenders.

This system would reflect the 'arms of the octopus' picture.Each country has their head(capital) and from it small narrow front penetrating land grabs (arms) reaching out toward other enemy capitals.

I really think this could work purely because it would not make much difference to any sized map. Players even on huge maps like pizza could either get involved with the large scale war or pick a capital and fly from the bases around it and just fight on the outskirts.Strat players would have to break through the furbal areas but would in theory be able to hop over/bypass them and go directly for the factories etc if they organise it well enough.
No single player could hope to capture the capital and so milkrunning would not happen yet if they like they can spend their time capturing the small outer bases(not so important for overal war and so it wont piss people off so much).All group attacks would have to first hit the factories then the AA and capital buildings then somehow get those troops in. As they successfully damage all the large bases those bases DO become resource starved and forces defenders to move out from the capital to the outer bases in order to get the fuel and ammo needed. A capital attack would take some time and would require big numbers to take on all the tasks. If no one wants to cooperate for the more complicated capital captures theres still plenty of fighting to be had grabbing small bases.

HTC any comment maybe? if you can be bothered to wade through my rather lengthy explanation of course ;)
« Last Edit: May 11, 2003, 08:48:11 AM by hazed- »

Offline lazs2

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breif destription of AH gameplay of late.....
« Reply #55 on: May 11, 2003, 08:44:09 AM »
well... I think the bases should be close together and fall pretty easy.. capture is fine for furballers it is the lying fallow that ruins the action... it is the lack of radar that is boring.   I like your idea fine (as much as I understand it) but it seems that there is a limit to the amount of fields a map can have.. You might be stretching that limit.

More CV's are a good thing too... two CV's in every group would be good.
lazs

Offline hazed-

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breif destription of AH gameplay of late.....
« Reply #56 on: May 11, 2003, 09:23:40 AM »
vv laz i agree on the CV being more substantial.

Also recently i ve come to realise that most warships in WW2 took many more hits than I'd realised. Maybe a slight increase in their strength wouldnt be unrealistic.

I did a little scetch of capitals on a doodled map and added in lots of small bases along the borders of each capital zone then as i got closer to the capital I added larger bases but less of them then finally the largest bases (ended up 3 or 4 around the capital itself). Its by no means as densely packed as the pizza map yet theres actually areas where the bases can be very close together.

Offline gunnss

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breif destription of AH gameplay of late.....
« Reply #57 on: May 11, 2003, 11:42:42 PM »
Sounds to me like this is doable under the current rules....  and is more of a make the map thing than a change the rules thing.  Ive hacked together a few maps but nothing as large as an Arena map,  It sounds like we need to hit up the map Gurus and see if its realy possable and try to talk them in to putting it together for us.

on another thought how long can a spawn line be?  I have visions of 400 mile spawns to a tank town for the armoured Quake set


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Offline Yeager

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breif destription of AH gameplay of late.....
« Reply #58 on: May 12, 2003, 10:57:27 AM »
Ships should require multiple hits to sink and be able to sustain varying degrees of damage and the fleet ack, especially the manned 5 inchers, really need to cause more damage and less catostrophic kills for better gameplay.

And then lets talk about Spit5s killing 3 B17s in a single high speed high angle pass.

Stuff tends to explode way too easily in this game.  I realize why but that doesnt necessarily make it a better game.
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