Author Topic: Proof that Big Isles Needs to be Removed  (Read 793 times)

Offline Drunky

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Re: Proof that Big Isles Needs to be Removed
« Reply #15 on: October 01, 2003, 10:07:53 AM »
Quote
Originally posted by F1Bomber
La7 Travels at 400Mph so to travel the full distance would take you 8 hrs JUST Flying



You take of from the same base every time no matter what?

I thought you were a strat guy.  That's not very strategic.
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Offline DmdNexus

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Proof that Big Isles Needs to be Removed
« Reply #16 on: October 01, 2003, 10:23:47 AM »
400 mph? Is that cruising speed for an La7
How can that be with out being in a constant dive?

There's one factor missing from all this analysis - for what ever reason, in all of these maps... the country in the south looses!

Offline whels

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Proof that Big Isles Needs to be Removed
« Reply #17 on: October 01, 2003, 10:40:46 AM »
Quote
Originally posted by DmdNexus
400 mph? Is that cruising speed for an La7
How can that be with out being in a constant dive?

There's one factor missing from all this analysis - for what ever reason, in all of these maps... the country in the south looses!


id like to know why he has bigger squares then i do, my squares are only 25 miles, his is 625 miles.

Offline F1Bomber

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Proof that Big Isles Needs to be Removed
« Reply #18 on: October 01, 2003, 10:54:23 AM »
A square is made up of a length of 25 miles, by a width of 25 miles. Giving a Area of 625

so if you got 251 fields accross a 50 square area, you have an area of 251 * 625 = 156 875 ( Area )

If your flying the La7 in a linear style, flying from one square to the next for example.
Square6, Square5, Square4
Square1, Square2, Square3

Flying from one side to the next, each square will be 25 Miles. so 6 squares * 25 Miles = net result of 150 Miles.

For the remarks that people fly towards the fields and not in a linear patter, i hope. The data was to show, the amout of time required to reset each map with the same forumla. The furumla shows that big isles requires 2x times the amout of time required than other big maps.
« Last Edit: October 02, 2003, 09:05:16 AM by F1Bomber »

Offline Dantoo

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Proof that Big Isles Needs to be Removed
« Reply #19 on: October 01, 2003, 12:19:40 PM »
to the mapmakers for they have a thankless task.

It's good to see somone trying to quantify what makes a map tick.  It is obviously as thankless a task as making the maps.

HTC obviously have some kind of formula for the new series of maps.  That new maps are/were needed isn't the subject matter of the thread - rather whether the formula is adequate or needs revision.  I deduce this from the worthwhile attempt to quantify maps rather than just say, "I hate this map because its bad."

Maps must rather obviously cater to gameplay - if they don't then no players - no money - no HTC.

Gameplay has been perhaps oversimplified to strat and furballing.  Clearly there are at the very least sub-types as well.

Can these preferences be catered for in a single map?

Surely they can (as I understand it) because each type is attracted to particular geographic layouts.  Define those layouts and write them into a formula.

Classic furballers like to mix it up within minutes of taking off - the more cons around the merrier!  Conversely, the "wolves" like to get up from a safe base, get up very high and hunt one v one or perhaps 2 v2 etc.  The first type can be catered for with an adaption of the tank-town principle in Trinity.  Place 3 fields in the centre of the map.  Make them at about 5k in altitude.  Give them double the usual ack.  Most important - remove them from the strat equation.  Make sure their capture is not counted toward a map reset.

The latter group, the "wolves" are not likely to wander into that scenario any more than the strat players.  It would keep the guys begging for a fight at any price happy though.  The wolves need an area where they know they have a good chance of meeting low to medium numbers of opponents with a similar bent.  The strat fighting front can provide this as long as it isn't too narrow (overcrowded) or too wide (can't find anybody).

For the strat players - whether a front moves forward or not depends on more factors than simply "organisation".  The length of the front is critical.  Mindanao gives quality examples.  If you draw the western portion then your defensive fighting is always on a narrow front.  This portion can be reset, but only with a combination of numbers and organisation.  It rarely happens. Unfortunately and conversely you can only attack along a narrow front too.  In the middle of that front is of course A44 which is a one field "furballers heaven".

The southern portion of Mindanao is the unlucky straw.  You have a much wider front to defend (and yes attack across).  The eastern half of this area has a series of high fields to the north so is often lost fairly quickly.  Once its gone however the front narrows - there are high fields at your back and you can defend effectively.

The East section also has a long front to defend.   A few clever strat players can reduce that front by removing the supplies of fuel at just a couple of fields and the game bogs somewhat.

Big Isles (the map in question in this thread) has fronts 500 miles long!  There is certainly opportunity to attack but unless there are 600 players on there is some chance that you only get opposed on about every third base.  These long fronts do not suit furballers of either variety.  There is rarely quick action and even then it normally is provided by a cv popping up next to a field.  The wolves could fly around all day and never find a fight.  I've heard it said that the CT offers much more excitement for them.  Can't comment - don't know.

Do these long fronts suit strat players then?  No!  It takes time to take even an unopposed base by an efficient team.  Put in a 4 hour session and whilst you have collected a heap of captures - you've actually gone nowhere.  Log back 20 hours later and of course you have to start again as your opposition counterpart in another timezone has just repeated your effort and moved you back.  It's mindless and very disatisfying.

In addition to the length of the front there is field type and layout to consider.  Somebody in this thread asked why does the South cop the hiding?  Well it's demonstrably layout in Trinity.  If you look at the fields in the south, the towns are generally located on the northern side.  GV spawn points therefore favour the side travelling south.  You don't have to fight past a field or a vh.  Just spawn, kill the town, get the troops in, move on.  The front is wide enough so that where you meet resistance you simply prod somewhere else.  Gv's used in combination with planes will roll south no matter how hard you defend.

In D'isles it's placement of ports that causes the southern weakness.  The ports in the north are harder to attack than the other sides.  On this map CV's are powerful, more so than the others.  Lose your CV's on d'isles and you are defending until the reset.

How should this be addressed.  Well F1bomber hit it on the head.  Map designers need to lay out the fields first, get a balance and then add the coastline - not the other way round.  You can take a piece of real world coast and get some sort of balance but it can't be easy (Baltic works ok as an example).

There is a formula that can provide satisfactory enjoyment to the majority of players.  It just hasn't been fully defined yet - well not out here in public anyway.

to the mapmakers and to those who try improve the enjoyment others get from the game.
I get really really tired of selective realism disguised as a desire to make bombers easier to kill.

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Offline empty

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Proof that Big Isles Needs to be Removed
« Reply #20 on: October 01, 2003, 03:31:51 PM »
I don't believe the problem with big-isle's is quite as you have described, though the time-distance is certainly part of it.

The most difficult part is getting to the other sides mainland.  You have to island hop.  This provides plenty of opportunity for even the slowest players to figure out what's happening and defend while the enemy is still in the channels.  The flight distance allows the defenders to achieve actual advantage over the attackers.  Bases that are 3-5 minutes away from the enemy are harder to defend than those 10-15 minutes away.  To get to the mainland you have to use CV's or C47s.  CV's are used a lot for this task.

I don't use the time-of-flight of La7's, but rather C47's.  I takes a C47 approx. 7-min (@200mph - SL) to travel 25-miles.

If the defenders are playing smart, they kill barracks at the nearest fields attacking them and keep sinking CV's.  The attackers can do a lot of damamge, but it is very hard to get someome to fly a goon 100-150 miles.  The attackers can do a lot of damamge but it's very difficult to shut down the defenders without very good team-work.

AKDesert is a GV map, good teamwork with GV's can do a lot of damage very quickly.  The hard part is keeping the air-support where it is needed due to GV spawns.  These allow the front to move faster than you can fly there.

Trinity also favors GVs for the same reason.  Once the fight has reach the choke points that requires an aircraft capture the front slows down.  This will last until a side captures and holds a base that flanks with a GV spawn.  You see a lot of bases with no GV spawns (leaving) being bypassed for those with more strategic value.  This will leave a hole for the defenders to recover from if they are paying attention and playing smart.

Another note, maps that allow the front to move quickly strongly favors countries with large numbers.  It is almost impossible for a small group of defenders to protect both land and air approaches.  This is why the Brit's were able to defend when all the rest of Europe fell to the axis.  It doesn't always work here, but this is do to the method of capture.  If all the Germans had to do was drop 10-troops into London's map room history would have probably been different.  There was never a real chance that the Germans could have invaded England from the air.  The quantity of troop transport required is unrealistic.  Even today the logisitical effort required to invade another country by air alone is not practical.  That's why you need a friendly country next door to stage from.

Offline bj229r

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Proof that Big Isles Needs to be Removed
« Reply #21 on: October 01, 2003, 08:56:14 PM »
It's an incredibly large, unremarkable, FLAT, unfriendly map--few places for gv-types to toil, and as for the places that DO exist, most the spawn points flawed--(i.e. land in water....end up wrong side ocean..etc) when ya try to bomb something, fly to the yellow dot, look down....WATER! No fediddlein town! Then proced to orbit about, searching for said target for a minute or 2 whilst a bunch of La7's chase ya down....---VERY hard to cross the water to get on opponents landmass without a gangin...that cant suck enough
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Offline Kommandant

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Proof that Big Isles Needs to be Removed
« Reply #22 on: October 14, 2003, 01:54:21 AM »
Europe... Ring a bell?

How long do you think it would take you to fly from Portugal to Moscow in an La7?

What the hell does it matter? I like the bigger maps, it spreads out the enemy

Offline Boozer

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Proof that Big Isles Needs to be Removed
« Reply #23 on: October 18, 2003, 08:45:08 PM »
One gameplay aspect no one has piped up to endorse or discount on the bigisle map is the carrier operations. The field/island distances are great for NEEDING the CV, and all that goes with it (gunning/high cap/low cap etc).  It's the one piece of gameplay that's unavailable on any other map in the same crucial degree.
 
    Honestly I like it, whether we ever reset it or not.

    just another opinion,
   *hic*