Author Topic: Capturing Fields: Opinions Wanted  (Read 5415 times)

Offline Bullethead

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Capturing Fields: Opinions Wanted
« Reply #165 on: July 27, 2003, 05:35:36 PM »
Thanks again for all the input.  Remember, as a map-maker, I can't do anything but use more or less of the stuff already in the game.  I can't change the perk system, nor the underlying strat and capture systems.  Stuff I can do, however, might mimic some sorts of systemic changes.  This might not be a good idea in all cases, due to the game systems still working underneath as before and assuming everything on top is still the same, which might lead to some strange results.  But there are possibilities.  For example....

Faking a Change to the Perk System

Somebody said we should have '42-'43 be the norm and perk all planes built after that time.  The idea here, besides getting some use out of the early birds, was to limit the availability of really fast planes armed with 1000# bombs and rockets, which are the kamikaze jabos of choice.  

Map-makers can approximate this by disabling late-war planes except at a couple of rear fields near HQ, like the 163 is now.  You'd still be able to fly late-war planes anywhere on the map, but you'd have to ferry them in from far away via rearm pads.  Then once you died, you'd have to do that again.  That would pretty much make using such planes for kamikazes impractical.  And if it didn't work out, it's easy to turn all planes on again.  An additional benefit would be a great reduction in the numbers of nikis and lamer7s seen :).

OTOH, it would have other effects as well.  The most obvious is that it would make resets much harder to achieve.  As 1 side is pushed back, the defenders would suddenly find the late-war planes close and handy, while the attackers would encounter longer and longer supply lines.  Still sound like a good idea?

There are various shades of gray in between this extreme and today's universal availability.  For instance, on large maps with multiple zones in each country, you could have late-war planes available only at the large fields in each zone.  This would scatter late-war bases evenly around the map and shorten all the supply lines in steps.

Anyway, what do you all think of that?

Offline culero

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« Reply #166 on: July 27, 2003, 07:39:32 PM »
Quote
Originally posted by Bullethead
snip
There are various shades of gray in between this extreme and today's universal availability.  For instance, on large maps with multiple zones in each country, you could have late-war planes available only at the large fields in each zone.  This would scatter late-war bases evenly around the map and shorten all the supply lines in steps.

Anyway, what do you all think of that?


A little related history: at AW, we had the problem in the Allies vs Axis ETO Historic terrain arena that one side or the other would milk-run the whole map when the other side wasn't there in numbers.

I worked up a setup doing pretty much what you suggest here, along with limiting ordnance - late-war fighters available in England and Germany only, B17s and jets also (jets limited in number as well). Each side had medium bombers and mid-war planes in France, but no bombers if they reached the other "homeland".

There were at times excursions by each country past France toward the other side, but no more roll-ups of the map. Most of the time, fast and furious action was focused in the "front lines" somewhere in France. With the relatively small numbers in that arena, it was a good result.

Point is, I believe 100% that you could really influence an arena favorably here by exactly the kind of setup "tweaks" you're talking here - just decide what you want to accomplish and go for it.

culero
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Offline Bullethead

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Capturing Fields: Opinions Wanted
« Reply #167 on: July 27, 2003, 09:12:14 PM »
culero said:
Quote
A little related history: at AW, we had the problem in the Allies vs Axis ETO Historic terrain arena that one side or the other would milk-run the whole map when the other side wasn't there in numbers.


Thanks for pointing that out.  It was that way in the main arenas, too, back when captures were relatively easy.  1 side always got steamrollered during non-peak hours by a bunch of milkrunners.  Which is why captures have gotten harder over time, in all games.  Folks seem to have forgotten that or came along afterwards.

Quote
Point is, I believe 100% that you could really influence an arena favorably here by exactly the kind of setup "tweaks" you're talking here - just decide what you want to accomplish and go for it.


Glad you approve.  I'm working up a design but am waiting for AH2 so I can build it with the new system instead of having to redo it.  In the meantime, I'm thinking about stuff like this.

Offline Bubbaj6

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late summarization
« Reply #168 on: July 28, 2003, 03:42:46 PM »
Sorry for the delayed reply, Muck, but I guess to summarize what I was thinking:

Capture is the same process as now.  deack field, establish air superiority, take down the town, etc.  The real difference is that it would take 3 goons (again an arbitrary number) to capture or a single M3.  

This would require a flag being set on troops being carried in a goon to mark them as different than those of an M-3 which I am not sure is possible.  If it were though it would have the effect of making base capture a little harder, require greater air supriority and give defenders a chance to up from an adjacent base and thwart capture (which would probably lead to more furballs).  As a side benefit it would also promote the land war a bit more.

Right now, a base can be captured in 3 minutes or so when an organized effort is under way.  This doesn't give any chance for the defenders to up and turn things around.  In other words the advantage is with the attackers.  

It also only takes one goon to get in and drop troops.  Most missions I have seen typically run only that one goon.  If manpower is available they will go with 2.  If the goon pilot is there when he should be this still denies the defenders a response from another base and is where I see the "easy" part of base capture because it can happen so quickly.  To further illustrate the point, think of the "carpet goon" method of capture on a well defended base.  This is where a bunch of goons up and come into a base and all drop troops hoping that 10 out of the 30 or 40 they dropped will make it in.  Essentially this is saturating the defenders.

Now imagine the above if it took 30 troops to get a capture:  more goons in the air.  More negative effect for the attackers if one is gotten, etc.  Couple this with the tendency for most goon drivers to play follow the leader and you can see how it would require more time to take a base.  This extra time would allow the defenders to up from an adjacent bae and turn back the attackers or to simply run the attackers out of gas and bullets before they succeed.  Either way a furball is probably going to happen.

Offline Charon

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Capturing Fields: Opinions Wanted
« Reply #169 on: July 28, 2003, 04:37:54 PM »
Quote
I was just wondering if ammo bunkers and fuel tanks in real WW2 fields could take as much bullets as they do in AH.

Devourer


A better question would be:

Did front-line airfields subject to regular air attack have "ammo bunkers" and "Fuel tanks" located centrally out in the open, in the same plce at every airfield? Realistically, damaging ammo or fuel at the specific airfield should probably not be modeled in AH, or should reflect limited ability to only destroy a fuel bowser or two unlucky enough to get caught out in the open.

When the LW faced fuel shortages for its tanks and planes it wasn't because of jabo "field" attacks, it was because of loss of territority, strategic attacks on refineries and interdiction attackes on supply routes. None of which matter all that much with the current strat model.

What is wrong with the idea of having to reduce a strat target first in order to make it easier to capture the bases in that zone? Otherwise, why bother with start targets (or heavy bombers, or trains or truck convoys etc.) given the fact that they are really not needed at all in the current game?

Charon
« Last Edit: July 28, 2003, 04:50:47 PM by Charon »

Offline lazs2

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« Reply #170 on: July 29, 2003, 08:05:43 AM »
What you guys are asking for with harder capture is that the field stay useless for even longer while the end game to captuire happens... the preliminary will still happen, de ack and de fuel... the field will sit useless... you will have in effect doubled the distance to any fight.

The real problem is that the people who like to have fun can't/won't  design maps and the enemies of fun and sky accountants love that kind of drudgery and attention.  so we end up with maps that are no fun.
lazs

Offline SlapShot

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« Reply #171 on: July 29, 2003, 11:11:07 AM »
Quote
Originally posted by lazs2
What you guys are asking for with harder capture is that the field stay useless for even longer while the end game to captuire happens... the preliminary will still happen, de ack and de fuel... the field will sit useless... you will have in effect doubled the distance to any fight.

The real problem is that the people who like to have fun can't/won't  design maps and the enemies of fun and sky accountants love that kind of drudgery and attention.  so we end up with maps that are no fun.
lazs


Lazs ... what I have been asking for is to make the fields harder to pork so that the fight/defense can continue. This implys "harder capture" ... the longer we are allowed to fight/furball, the harder it is to capture the field. As it is now, it doesn't take much to pork a field and put us "out of business".

Like last night when we were furballing our fool heads off with the CV planes, others snuck in from behind us and easily porked the field which eventually lead to our "loss of fun".

Had it been difficult for them to pork the field, who knows, we might have gotten an extra 15-30 minutes of fighting. It was inevitable that they were going to smash our field last night due to the shear numbers, but another 15-30 minutes would have been cool with me.
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Offline muckmaw

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Capturing Fields: Opinions Wanted
« Reply #172 on: July 29, 2003, 11:24:24 AM »
Anyone look at Charon's post?

Some interesting stuff there.

Consider this...

Though we know nothing will change until AH2.

A field stays at 125% fuel until all the current fuel bunkers at said field are down. ONce all down, fuel goes to 100% (of course, these numbers should be tweaked). Now, to bring the fuel down at said field to 25%, the attackers must destroy the entire zone refinery,  and any fuel convoys that are enroute.

There are some merits to this idea. It brings the buffs back into the game, makes a fields fuel harder to pork, and gives more fuel to the furballers. It also can lead to new missions like SEADs for fuel convoys and may even lead to furballs at the fuel refinerys.

Any thoughts?

Offline Toad

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« Reply #173 on: July 29, 2003, 11:24:41 AM »
Quote
Originally posted by lazs2
The real problem is that the people who like to have fun can't/won't  design maps and the enemies of fun and sky accountants love that kind of drudgery and attention.  so we end up with maps that are no fun.
lazs


:D

Makes perfect sense when you think about it.



Face it... us furballers came here straight from "Short Attention Span Theater". An hour ride in a buff has no appeal for me and neither does an hour spent designing a terrain tile. But a quick furball! Yeah! I'm in! Now, if we could only make a map in 15 minutes. ;)

OTOH, those that like the long drawn out missions and the detailed strategy of AH obviously DO have the patience to painstakingly build a map that will enhance their style of play.

BTW, thanks to the FreeBirds for allowing me to participate in the the rocking, rolling free-for-all in the DA last night! Most enjoyable!
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Offline lazs2

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« Reply #174 on: July 29, 2003, 11:43:59 AM »
slap... of course you are right but.... do we really want such a stagnant front?  If the field is hard to capture and hard to pork...  we will simply have very little or no movement...  huge insect like squads will simply spend more time in the tower organizinfg a "raid" that is larger... at any one time you will have 20% in GV's and 20% in the tower and another 20% in flight to mob a field.

with easier capture and closer fields you will have the front move more quickly... imagine if , instead of merely porking our field the attackers had captured it.  Now also imagine that the next field of ours was 3/4 of a sector back from the one captured....  there  would be no point in spending 20 minutes in the tower gathering an insect horde.... the scene would change to fast for that... more people would be in the air at any one time.   everyone would appear to be inmvolved in the 'war'..... sense of community would be better.    more chance for newbies to learn.

but what am I saying... the guys who design maps are  the enemies of fun...  if they had their way there would be a fight every hour or so...  look at the text buffer on the big maps and how seldom we see kill messages compared to the small maps.  

lazs

Offline SlapShot

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« Reply #175 on: July 29, 2003, 12:53:54 PM »
Quote
Originally posted by lazs2
slap... of course you are right but.... do we really want such a stagnant front?  If the field is hard to capture and hard to pork...  we will simply have very little or no movement...  huge insect like squads will simply spend more time in the tower organizinfg a "raid" that is larger... at any one time you will have 20% in GV's and 20% in the tower and another 20% in flight to mob a field.


Of course I am right !!! ... and at the same time so are you. They would probably have to amass a big/huge "raid" to affect a capture ... so what ... as long as we get decent amount of time to fight, prior to the inevitable, then thats fine with me.

Once the base is taken, we move onto the next "furball area". Its just that most times it takes too long to get a good furball, with balance, and it takes just minutes to have it ripped right out from under us. It took a good 20 minutes to get last nights furball to a good fighting state, prior to that, it was us clubbing baby seals. Then the word got out and BAMM ... fuel porked ... hangers porked ... fight over.

Quote
Originally posted by lazs2
with easier capture and closer fields you will have the front move more quickly... imagine if , instead of merely porking our field the attackers had captured it.  Now also imagine that the next field of ours was 3/4 of a sector back from the one captured....  there  would be no point in spending 20 minutes in the tower gathering an insect horde.... the scene would change to fast for that... more people would be in the air at any one time.   everyone would appear to be inmvolved in the 'war'..... sense of community would be better.    more chance for newbies to learn.


I am imagining lifting off, get into the fight, the field is captured in a blink of an eye, and I am sitting now more than a sector away from my nearest base in a Spit V ... I won't be getting home in a short amount of time, and as I try to RTB, every jamoke and their brother will be lifting off from the newly captured field looking to clean up the likes of you and me in early war rides. Another important point is ... I DON'T WANT TO AUGER just to get to the next field

Quote
Originally posted by lazs2
but what am I saying... the guys who design maps are  the enemies of fun...  if they had their way there would be a fight every hour or so...  look at the text buffer on the big maps and how seldom we see kill messages compared to the small maps.  


I think that you are painting the map makers here with a very broad brush. "Enemies of fun" is a little harsh and I don't believe for one second that they intentionally design/make maps to hinder the furballers ... they might not haven taken it into consideration, but not intentionally.

I have been here over a year and a half now, and only within the past couple of months is really the first time that I have seen "furballers" really stand up and make notice. I believe that the "voice" has been heard, and any mapmaker from this point forward would be negligent in not taking into consideration some of the requests/points that you/me/13th/furballers have brought forth.

NoBaddy took notice and took action ... a big <> to him all day long. Next time BigIsles is up, the author of that map, needs to watch and see where changes need to be made in the similar vein that NoBaddy did.  I think that AKDESERT can be salvaged, its just who wants to do it ... AKs or HTC.

I HATE  the small maps (Mindano the most) ... with the amount of people that we have logged on, and currently with the Knight's being short handed most of the time (NOTE: not a whine) ... I do more evasive work, dodging the gangs, than I do fighting. I get my share of kills, but most are defensive kills.

I do like Charon's ideas ... Problem is is that would probably require some recoding of the game, and that ain't gonna happen anytime soon. I met Bullethead at the con (a most enjoyable character), and I believe that if he is on the path of creating a new map for the MA, he will try to make it work for EVERYBODY, so we all can have fun ... right Bullethead ?
« Last Edit: July 29, 2003, 12:56:01 PM by SlapShot »
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Offline Bullethead

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Capturing Fields: Opinions Wanted
« Reply #176 on: July 29, 2003, 08:31:44 PM »
Slapshot said:
Quote
I met Bullethead at the con, and I believe that if he is on the path of creating a new map for the MA, he will try to make it work for EVERYBODY, so we all can have fun ... right Bullethead ?


Well, that's my eventual hope, but it might not ever see the light of day.  Making a map, especially one the size of Pizza or Trinity, is a gawdawful amount of work.  That's why we don't see new maps very often.  It's not the fault of the editor program, either.  That might not be the most user-friendly software out there, but it's still pretty simple to get the hang of.  Even folks with a furballer's attention span :D can, with a day or 2 of effort, begin turning out tiny H2H maps that work just fine.  Making a bigger map is really no different except in size.  

That's the problem--the nearly unimaginable number of things you need to put on the map, and check, tweak, re-check, and re-tweak ad nauseum.  Those who have never tried making a map just can't appreciate it.  That's why it kinda bugs me to see the Pizza map slammed so hard all the time.  Don't get me wrong, I don't like that map much either, but I know full-well how hard it was to make, and I've not yet done anything comparable myself, so I feel the only people who've earned the right to damn it are those who have made an equally big map.

And that, IMHO, is the bottom line when it comes to map-makers vs. fliers.  Because making maps is such an enormous investment of time that could be spent killing dweebs, chasing women, drinking, etc. (I'm talking MONTHS), those who build maps to completion get the opinion, and IMHO justifiably so, that the map should suit their own preferences above all, and if you don't like that, go build your own damn map.  The editor's there for free, all it takes is commitment.

So, if I ever manage to get a big map built, you can be sure it'll emphasize the things that I personally like the best.  At the same time, however, I want to make the map as attractive to everybody else as possible.  Which is why I asked for everybody's opinions in this thread.  However, there are real limitations to what you can do within the context of the overall strat, capture, and reset systems, so I can't implement everything I thought was a good idea.  And like I said, I might not ever complete my dream map.  Still, this thread IMHO will be worth it anyway because a) existing map makers might take its ideas into account, and b) it might encourage some more folks to make their own maps.

Now, finally getting to your specific question....

I don't really think it's possible to make a map that "works for EVERYBODY" simultaneously.  The land-grab/reset and strat bombing things are inescapable due to the underlying game systems, and CVs are pretty easy to work in.  The hard things are finding places for both furballers and GV vs. GV battles, where those types of fights can go on for a long time, and folks logging in at any time will usually find them available.  In fact, I'd say these goals are well-nigh unachievable as the game currently works.

The basic problem is, the GVs and furballers need fields to launch from, and in AH you can't make fields uncapturable.  So no matter what you do in the basic map design to make space for this type of action, the vast herd of landgrabbers who want the reset will eventually capture the bases set aside for these purposes.  

On top of this, you have the problem of AH geography.  Using terrain features to protect GV or furball areas causes other problems.  Look at Trinity and Pizza, which use terrain in different ways to protect GV areas.  On Trinity, the central GV area is surrounded by high mountains to deter planes from messing up the GVers' fun.  Problem is, these same mountains keep the furballers of all 3 sides from getting together in 1 place very easily.  Pizza, OTOH, has the canyons full of GV bases, hoping folks won't want to blow so much alt going down in there, and thus leaving the central area free for furballers.  However, the problem there is that to create the canyons, which can't be below sea level, the surrounding land has to be at very high alt, and to avoid big mountains the AKs sloped the ground up smoothly from miles away, so many airfields are at bizarrely high alts.

The other alternative is to put furball and GV area off in corners, so far away from the main play area that nobody from there could capture or pork them.  But this can't be done with fields out there because the fields have to be captured for the whole reset system to work.  The only way this might work would be to not have actual bases out there, but just spawn points from bases that logically should be among the last to fall in a reset.  But the problem then would be letting folks know about these corner areas, at least for plane spawns.  The plane spawn arrows wouldn't show on the map, and there wouldn't be field icons out there, either.

Offline lazs2

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« Reply #177 on: July 30, 2003, 08:05:26 AM »
I think the map makers heard only what they wanted to hear and that the next maps will be even worse than these with nothing for the furballers to do.
lazs

Offline Don

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« Reply #178 on: July 30, 2003, 11:21:08 AM »
>>As AH has evolved, HTC has made field captures harder and harder. That's why fields have gotten more acks over time<<

BH:

Yet it is still somewhat easy to capture a field, although more difficult than before. And for one reason in particular:
Yes, there are more field acks but, the field acks are only 37mm with a limited range. A low flying Buff, yet at least 5k can fly back and forth over a field and lay waste to important parts of that field. Cratering is a non factor, yet in RL it was very much a factor.
Field acks are way too easy to kill by a strafing Jabo; even with a dead on shot by a Field ack. A Jabo can start shooting at an ack from 1k and score hits, and simply fly off w/o so much as a scratch. A 90 mm or an 88 mm cannon would go a lot farther to make field capture tougher, than the 37 mm. And during the RL WW2, field acks were used for field defense and Bridge defense etc. at much larger caliber than is modeled in AH.  IMO, all that is needed to make field capture more of a challenge is replacement of 37mm filed acks with larger caliber guns for defense. We already have the building toughness and dispersed fuel storage facilities.

Offline Don

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« Reply #179 on: July 30, 2003, 11:50:12 AM »
>>There has to of course be a balance, but from reading through all of this people are so polarized to one extreme or the other that I can see it is a very very good thing that it is not we who decide how AH is designed and operated<<

Zanth:

Bravo! An objective opinion! And balance is a much argued point in AH as well.
There are other problems which IMO are country related, as well as specific to the nature of a field's defenses; it is still to easy to kill a field. Further, IMO a case in point is the Pizza map. Too large, and therefore too easily milked; a group of 2 or 3 can still milk a base on the pizza map, and prevent a reset into the bargain. That, and the prediliction for the Nits to go after Rooks regardless of whether they have a snowballs chance in hell of catching up to Bish for the reset:p Makes for a very boring experience at times. There are all kinds playing this game, some gamier than others. The purists want a different kind of gameplay, the fighter types want still another type of gameplay, the dweebs simply want to be recognized, and will do anything to gain perk points and kills (to include kamikaze attacks; HO ramming etc.)
For me, keep it simple, put in 75mm or 88 mm manneable acks, leave the 37mm acks unmanned, and the rest will take care of itself. Even the swarms will have to take a less hazardous approach to a field on the attack, rather than the overwhelming Tiffie attack, and the no ping a field ack kills by strafers.