Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Citabria on January 21, 2004, 03:00:18 PM
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im designing another terrain that is centered around carrier fights but i have not decided on the distances of land bases from eachother.
they need to be greater than on a land based map to give power to the carriers but not as far away as on maps like bigisles.
thoughts anyone?
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just mix if up fester have base far away and bases close
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Thats a good question, more often than not you'll find the fuel porked on all the land based fields so they are a non factor anyway. If there was a way to increase the fuel's hardness or increase their regen time you could place the fields farther apart.
IMHO, anything more than 1.75 sectors is too far. Then again, I'm mostly a furballer that has to hotpad his P38 on the CVs in BigIsles.
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feater... in my opinion CV maps won't work... they are a whole lot of fun when there is a cv fight but...
The way things are modeled and the way the reward system works... your map would simply be a paracise for suicide bombers.. They would kill every CV, and hence, every fight, they found.. even if it took em 4 or 5 trys. If the CV's were fighting each other the suicide guys would still do everything in their power to kill the fight.
The fields would need to be close to the shore to have enough places for fights that those who enjoyed the fight could allways find a place the enemies of fun hadn't wrecked.
lazs
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Originally posted by lazs2
The way things are modeled and the way the reward system works... your map would simply be a paradise for suicide bombers.. They would kill every CV, and hence, every fight, they found.
Which is why the land bases should be close to the ports, and the land bases should be no more than 1.5 sectors away from each other. Add more ports, yes. Weaken the importance of land bases, no.
I would suggest, if you want carrier battles, that there be at least 2 small airfields, or 1 large airfield, next to every port. That way, the suicide CV killers wouldn't eliminate an airfield from the field of play for very long before another carrier was brought in. The idea being that before the carrier should be killed, the port should be captured first, and to get the port the adjacent airfield should be captured. That would mean at least an hour of fighting over the country assets, even with a steamroller effort.
Just my thoughts.
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that would be great if it would work gofaster.
lazs
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bases by water could be far from aid....then farther back, other bases could be close.... maybe this would get what you want?
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Folks will just continually suicide the cvs. Then you get stuck with a map with long flight times.
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Originally posted by Citabria
thoughts anyone?
Hide the ports.... imagine a natural harbour with separate defences (with SB's and 88mm) at the inlet and the port its self at the rear of the bay.
Make the walls of the inlet such that visual shelling from the sea is difficult.
Place GV spawns at both sides of the inlet and PT spawns in the bay.
Think of Danzig, Southampton, Portsmouth, Plymouth, Pearl.
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I fear that batz is right. I can't imagine having enough CV's so that there is allways a good fight with the suiciders around.
lazs
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SUBMARINES!!!!!!!!!!!!!!!!!!!!!!!
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lets say you took a map along the lines of smfa "uterus" and divided the 3 countrys by 4-8 grids of water .
leave a fairly vast ocean in the middle with a large group of small islands close together in the very center, (1 to 1.5 grids apart 7-15 isle's for each country or so )
so this creates a furball zone in the center . (just a guess here but id figure on it being 8-15 grids away from the main isle's )
you place 10- 15 cv groups w/ ports and a small field by each port for each of the countrys main isle's .
on these main isles you set up a normal amount of bases ,and gv hangers dividing the airfields . (perhaps limit the higher alt bases to the interior ) i like Tilts idea of placing some of the ports in coves or small inlets , with a couple of shore batterys to protect them, and pt spawns just off shore perhaps.
now dont place cv groups for the center islands , but make them have to travel to get there .
I'll put my idea on paper if your interested . but i think it could work strat wise .
(like any idea its open for comment/improvements )