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General Forums => Aces High General Discussion => Topic started by: simshell on January 26, 2004, 04:49:33 PM

Title: fuel factorys control the fuel at fields?
Post by: simshell on January 26, 2004, 04:49:33 PM
i think this idea has been done before but im going to do bring it up


instead of having the fuel at fields why not make it so the fuel level at bases is controlled by the factory

so if the factory was bombed to 50% it would make the bases in the zone at only 50% fuel

to make sure the factory is not just milked

when the factory is closer to a enemy field it is held by that country

and when the factory is taken bye the enemy

the side without factory now would only have 50% fuel at its bases in that zone


this would turn those fuel porker typhoons P51's into bombers having to fly behide enemy lines to hit factorys and this would make it harder for them

because sense there flying slow bombers fighters now would be able to try to stop them before they got to there target

unlike the typhoons and P51s thats so hard to stop from porking

to fixe low level bombers you could add tons of ack to ensure even a lancaster would not live at the factory
Title: fuel factorys control the fuel at fields?
Post by: Shane on January 26, 2004, 05:00:17 PM
no.  not good.  think about it longer. a jabo-kazi is even harder to stop than buffs. those "fuel factories" would be constantly porked 24/7.

i think a simple solution other than increasing fuel bunker hardness would be to reduce the fuel burn modifier. the current modifier has been based on small maps with overall closer bases. reducing the fuel burn would still allow someone with 25% a decent flight time. and might even lessen the overall fuel porking.
Title: Re: fuel factorys control the fuel at fields?
Post by: simshell on January 26, 2004, 05:02:38 PM
Quote
Originally posted by simshell


to make sure the factory is not just milked

when the factory is closer to a enemy field it is held by that country

 ha
Title: fuel factorys control the fuel at fields?
Post by: simshell on January 26, 2004, 05:04:17 PM
trying to pork factorys with jabos wont do almost anything bombers are way better for this and those jabos would turn into bombers
Title: fuel factorys control the fuel at fields?
Post by: simshell on January 26, 2004, 05:05:55 PM
and fuel is already geting porked 24/7 anyway only its at bases


you could allways have more then 1 factory in a zone to make harder for them
Title: fuel factorys control the fuel at fields?
Post by: simshell on January 26, 2004, 05:08:02 PM
and it would put more BOMBERS INTO THE AIR! and give them something to do


besides trying to hit hangers
Title: fuel factorys control the fuel at fields?
Post by: Shane on January 26, 2004, 05:16:44 PM
Quote
Originally posted by simshell
and fuel is already geting porked 24/7 anyway only its at bases
you could allways have more then 1 factory in a zone to make harder for them


you're talking about affecting all bases *within* a zone!!  not just the front line bases.  there's a difference.  besides not all maps have zones (yet, if ever).

b17 6-1k eggs *3 =18k worth of eggs which is basiaclly over kill anyway.

2 p-47d30 jabokazi's = approx 6k (more if straffing).

or even a flight of 2 a-20's = 8k... great 2 dweebs in havoc-kazi's can affecting the whooooooole zone in a fairly short amount of time.

considering ftr speed vs buff speed, a jabo-kazi could make 4 to 6 runs in the same amount of time buffs could do one (esp if the buffs rtb).

there are plenty more willing jabo-kazi's than there are buffers.

let's not even go into the coding involved to track who the depot belongs to.
Title: fuel factorys control the fuel at fields?
Post by: Shane on January 26, 2004, 05:17:56 PM
Quote
Originally posted by simshell
and it would put more BOMBERS INTO THE AIR! and give them something to do
besides trying to hit hangers


you still have many things to do.  you can still bomb strat targets and have an effect. no one says you have to hit hangars. you can level the town.
Title: fuel factorys control the fuel at fields?
Post by: lasersailor184 on January 26, 2004, 05:18:57 PM
Bad Idea.  The first thing someone would do in a map is to pork the fuel.  The first people to do this would win the map in **HOURS**.  It would completely screw over everyone else.


Not only that, but there would be constant flights to pork the fuel.  One side would have 125 fuel everywhere, the others 25 everywhere.
Title: fuel factorys control the fuel at fields?
Post by: simshell on January 26, 2004, 05:23:05 PM
Quote
Originally posted by Shane
you still have many things to do.  you can still bomb strat targets and have an effect. no one says you have to hit hangars. you can level the town.



yes i know that
Title: fuel factorys control the fuel at fields?
Post by: Blammo on January 26, 2004, 05:46:19 PM
How about this:

Use the fuel factory idea, but make it a processing plant.

Each field has a certain amount of reserves (in tanks) at the base and each plane/vehicle originating from that base uses a certain amount of fuel.

Now, when the fuel processing plant goes down (or has reduced capacity) then that would affect the available supply at any base.  At first, fuel would be pulled from the tanks, but eventually that reserver would start to be used up.

Just an idea...if you really wanted to get more strategic elements involved.
Title: fuel factorys control the fuel at fields?
Post by: lazs2 on January 27, 2004, 08:16:31 AM
25% is plenty of fuel for..... pee 51's..  that is the fuel "strat" in AH.  

Soo.... best to pretend that you have allways admired peee 51's..

once the factorys or fuel cans or whatever other gamey fuel "strat" feature is milkruned/suicided into and killed by the talentless....

everyone can fly....

peeeee 51's

lazs
Title: fuel factorys control the fuel at fields?
Post by: DREDIOCK on January 27, 2004, 01:13:27 PM
Better yet

Planes/gvs  supplied by fuel at fields.
Fuel at field goes down. Stays down for X amount of time.

Fuel at fields is supplied by several different fuel depots (lets say 2)
Killing one depot has little to no effect on resupply to base. Killing both  has the effect of fuel staying down for XX amount of time. Provided nobody manually resupplies

Fuel at Depots is supplied by fuel factories (Again more then 1)
Now if Fuel depots are porked and fuel factories are porked then fuel at effected feild/s says down for XXX Time and so on and so forth.

Also the farther up the chain you go the more heavily defended by AAA they should be so that by the time you reach a factory, you should be able to walk on the amount of Flat that is thrown up.
No bombing raid on a major factory or HQ should be a cakewalk.

Same thing should hold true for everything else, Ammo, Troops, Dar etc.

Kinda like a pyramid scheme.. but different. :)
Title: fuel factorys control the fuel at fields?
Post by: Vipermann on January 27, 2004, 02:54:54 PM
Here's an idea.

Fuel Depo has to be completely destroyed before any field in that zone can have it's fuel reduced below 125%.

If the fuel depo is at 98% destroyed it doesn't matter how much you bomb the field fuel it doesn't do any good.

Once the fuel depo is COMPLETELY destroyed then bombing the fuel at the bases in that zone has an effect on that field.

Strat guys have more targets, but it takes more work to reduce the fuel levels at the fields.
Title: fuel factorys control the fuel at fields?
Post by: hitech on January 27, 2004, 03:26:38 PM
Here's an idea.

Fuel Depo has to be completely destroyed before any field in that zone can have it's fuel reduced below 125%.

If the fuel depo is at 98% destroyed it doesn't matter how much you bomb the field fuel it doesn't do any good.

Once the fuel depo is COMPLETELY destroyed then bombing the fuel at the bases in that zone has an effect on that field.

Strat guys have more targets, but it takes more work to reduce the fuel levels at the fields.


Hmm somthing along this lines has potential. Not sure if i like the all or nothing thing. But factories could change how much is available i.e. Factory totaly down (25% min) Factory full up. 100% no drop tanks if fuel at field is destroyed, and ramp inbtween.

HiTech
Title: fuel factorys control the fuel at fields?
Post by: Shane on January 27, 2004, 03:39:02 PM
yes this is as good as an idea that's been expressed so far.

also... the fuel mod is 2.0  and this was based on the earlier smaller smaps, right? proportions and all that.

would it be possible to reduce the fuel mod to say 1.5 or even 1.0 on the bigger maps?
Title: fuel factorys control the fuel at fields?
Post by: hitech on January 27, 2004, 03:50:18 PM
Not realy smaller maps shane , but normal flight times. We still want to have planes range be an effect. Large maps don't realy change how far you fly. With a 1.0 no one would ever take off with full fuel in lots of planes.


HiTech
Title: fuel factorys control the fuel at fields?
Post by: Shane on January 27, 2004, 03:59:23 PM
not many do, anyway, many take 50/75+dt's. only time someone might take 100% are planes w/o DT's.  just my casual observation.  how about an online poll?

but a mod of 1.5-1.75 wouldn't cause as much frustration with the fuel porking seen on some of the bigger maps. it'd give people upping a little increase in flight time. a b-17 could up with 25% and the fuel involved with those 3 planes would fill up how many fighter tanks to max?

the fuel mod would be easier to affect with AH1, while the above idea would be better for AH2...  ???
Title: fuel factorys control the fuel at fields?
Post by: simshell on January 27, 2004, 04:03:11 PM
Quote
Originally posted by Vipermann
Here's an idea.

Fuel Depo has to be completely destroyed before any field in that zone can have it's fuel reduced below 125%.

If the fuel depo is at 98% destroyed it doesn't matter how much you bomb the field fuel it doesn't do any good.

Once the fuel depo is COMPLETELY destroyed then bombing the fuel at the bases in that zone has an effect on that field.

Strat guys have more targets, but it takes more work to reduce the fuel levels at the fields.




i like this idea alot but you dont understand how hard it is to copmletely destroyed a factory to 100% me and a other player had to milk a factory with lancasters then had to get a20s and blow everthing up and this is hard we were able to get it to 5% and left

how about this if the factory is 75% up then you can only take the fuel at base s to 100% and if the factory is at 50% then you can pork  bases to 75 and if the factory is at 25 then you can pork the bases to 50 and if the factory goes to under 10 then you can pork the bases  to 25%
Title: fuel factorys control the fuel at fields?
Post by: Batz on January 27, 2004, 04:14:57 PM
Sounds like a great idea HT but you may not have to go that far. If the fuel factory is 75% then the lowest amount of fuel available at the fields could also = 75% etc...

 Or just add more fuel tanks, fuel mod at x1, make it easier to resupply fuel and reduce fuel rebuild times. :p



ADDED EDITORIAL ON SUICIDE

The game is where it's at because the "rules"  make suicidal attacks a valid tactic. While these "rules" worked well in the beginning, and in past games, but the growth of the player base has changed the nature of the main. The emotional confrontation about strat vs. furballers divides the players between those who accept suicide tactics as part of the game, and those who reject it based on the unbalanced impact it has on them. I don’t think anyone on either side of the issue cares if a player wants to kill himself over and over. All that matters is having fun.

Despite all the rhetoric that may arise from suggesting the re-design of the strategic parameters of the game there is a way to restore balance. Not only in terms of game play but also with those in the community who are entrenched in one side or the other.

IMHO the smart thing to do would be to change the game's rules to eliminate the reason for the emotional confrontation and do away with the split in the player base. Again IMO moving the reset trigger away from the airfields to the factories and cities will do just that by shifting the direction of the "strat" players away from porking airfields but not eliminate it completely.

The key is not to please one group over the other, but to make both of them happy. The strat player will still have value in base capture to get closer to the enemies factories and cities and to create some space between the enemy and his. I won't go into details but there have been a number of good proposals in the past.

Some have advocated multiple arenas. Multiple arenas will only validate the split within the community. We all can imagine the  banter on the board if this happens:

Those suicide gang bangers in the main vs. the suicide furballers in that other arena.”

My 2 cents......
Title: fuel factorys control the fuel at fields?
Post by: simshell on January 27, 2004, 04:19:40 PM
its not making porking harder im trying to make


but its making the factorys have more of a inpact on the game

if they could not pork fields because of factorys they would have to bomb factorys or they could do nothing to fields when it comes to fuel
Title: fuel factorys control the fuel at fields?
Post by: bj229r on January 27, 2004, 09:37:42 PM
Dweeb plane factory. enough said.
Title: Hey HiTech
Post by: T1loady on January 28, 2004, 01:32:38 PM
HiTech,  I like your idea,  what can we do to make it so?  I like to fly La-5's and Typh's.  Fuel at 25% is a real big problem.  I would love to see a fix to this. Where do I send the check? While I am on the subject of change, can I bring up the all players on a vox freq being a diffrent color again.  I know that this is an option in AH2 but can you throw it into AH1?  Thanks for your time..


SkipNutz
Title: fuel factorys control the fuel at fields?
Post by: DREDIOCK on January 29, 2004, 02:03:42 AM
only problem with  the idea of making fuel harder to pork is it will do nothing to aleviate another problem.
That is the mass hoarding steamroller.

Making it harder to pork a feild will effectively take away  the only effective defence against the billion pilot hoards that steamroll everything in sight. marching from base to base with such overwhelming numbersGreat fun if your on the giving end of the steamroll. Kills come real easy when you outnumber your opponent 10-1 and all your gotta do is make sure ack is down then vulch your little hearts out.  But being on the receiving end gets old..REAL fast.

The steamrollers rarely pork feilds though. They dont have to. Again Kills come real easy when you outnumber your opponent 10-1 and all your gotta do is make sure ack is down then vulch your little hearts out.

Now Im sure arguements will be made with something along the lines up "well why dont you just up more pilots to fight them."
Not always possable. You can only up with as many people as are online in your country.
Now Im using the rooks as an example but all countries do it from time to time
I remember once a few weeks ago Rooks had more pilots on them Bish and knits combined. In fact I seem to remember at one point there were actually double the amount of rooks as there were knits and bish combined.
Those kinda odds make a numbers defence next to impossible.
As it stands right now The best and only way to really stop or at least slow an advance like that is to pork the feild/s the hoards are upping from.

Hey Im a strat guy. Idealy I'd rather take a base as intact as possable. But if my country is being attacked then I'm going to do whatever it takes to protect my country. And if that means more often then not that  I haveta pork your feild then thats the way it is. And hey you an always resupply it. only takes a few runs to bring gas back up to a tolerable level.

You wanna make feilds harder to pork hey fine. but if we're gonna do that then we haveto make them also ALOT harder to capture. Say 6 times as many troops within a certain timespan as opposed to 1 load.
Make the buildings in the towns tougher by 4
Also make feild ack tougher and more accurate or at least have alot more of it.
As it stands now an undefended feild can be taken with 3 pilots in one run.

Coarse there are other options.
We could take a page or two out of the AW book and limit the amount of planes that can take off in any one zone at any given time.
Orrrr
we could create a fighter town for both aircraft and GVs in the center of every map with uncapturable/ unporkable basesand just leave the rest as it is now. then everyone gets to do whatever they want to do and never have to leave the MA.
Title: fuel factorys control the fuel at fields?
Post by: Shane on January 29, 2004, 02:30:07 AM
the aw zone limit was due to internet/coding constraints; it was in no way in place for gameplay limitations... we've progressed beyond the need for that.

just sayin'
Title: fuel factorys control the fuel at fields?
Post by: Mugzeee on January 29, 2004, 02:37:50 AM
Is there a problem?
Title: fuel factorys control the fuel at fields?
Post by: lazs2 on January 29, 2004, 08:15:09 AM
figuring out how people will react to changes is allways difficult but... the timid group we have now will probly just huddle up more and get even more gamey.   Hope I'm wrong.

lazs
Title: fuel factorys control the fuel at fields?
Post by: DREDIOCK on January 29, 2004, 09:30:48 AM
I fully understand how the zone limit worked.
But it was though unintentional a step in the direction of realism.
We keep reading on the boards how this plane or GV could or couldnt do this or that in real life.
Well in real life bases still to this day only can only support and put up so many aircraft at any given time. Planes, Fuel,ammo, parts, and the groundcrew needed to fuel, re-arm and maintain planes is not limitless at any base or airport even.
Not to mention food, beer,bartenders, And Sheep availability.


Quote
Originally posted by Shane
the aw zone limit was due to internet/coding constraints; it was in no way in place for gameplay limitations... we've progressed beyond the need for that.

just sayin'