Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: hitech on August 19, 2004, 11:26:26 AM
-
1. releasing ozkansas.
2. We have added 2 settings so we can change war resets on a per map basis.These settings are Number of fields and Number of airfields required for a reset.
For starting values the war will end when either a country is down to 3 air fields. Or has less than 6 fields of any type.
3. We have changed HQ from 120000 to 240000. As a referance one lancanster can cary 90000.
Also HQ can no longer be partialy damaged, All radar types will be lost when the HQ is destroyed.
4. Changing the me163 ENY value to 15.
5. Added a minimum total player count setting that is needed before the ENY values kick in.
-
Sounds like a weenier. wtg:D
-
Originally posted by hitech
3. We have changed HQ from 120000 to 240000. As a referance one lancanster can cary 90000.
meaning 1 single, or a formation?
also i thought hq was always 12,000 not 120,000.... i am assuming it was 12,000 lbs, but game setting of 120,000.
either way from the way you describe, it shoudl take approx. 3 lancs to "kill" HQ
last all radars down, meaning only once HQ is fully hit correct?
thanks sir
all sounds awsome!
-
Originally posted by hitech
3. We have changed HQ from 120000 to 240000. As a referance one lancanster can cary 90000.
Also HQ can no longer be partialy damaged, All radar types will be lost when the HQ is destroyed.
Sorry HT... don't understand what you mean here, 90000 what? :confused:
I thought a Lanc formation would have 14000 x 3 (42000 pounds) at the most.
-
One Single lanc. caries 90,000 units of damage.
The numbers are just units of damage and hardness nothing realy to do with LB's.
HiTech
-
Whoooooo Hooooooooo OZ!!!!!!!!!
-
Ah... thanks for the clarification :aok
Dang... I was really hoping it was a slip and you were using the numbers from a B29 that's in the works ;)
-
OZ is back!!!!
SWEET!
-
Sounds great to me, especially the # of reset fields and the HQ toughness.
-
Originally posted by hitech
5. Added a minimum total player count setting that is needed before the ENY values kick in.
what is that minimum?
-
Question...Does this mean dar wiil not go down till completely destroyed? If so, that means they will have dar back before you leave the sector by resupplying.
-
Originally posted by rpm371
Question...Does this mean dar wiil not go down till completely destroyed? If so, that means they will have dar back before you leave the sector by resupplying.
My guess is that is what it means.
-
Originally posted by hitech
2. We have added 2 settings so we can change war resets on a per map basis.These settings are Number of fields and Number of airfields required for a reset.
For starting values the war will end when either a country is down to 3 air fields. Or has less than 6 fields of any type.
[/B]
This might need more explaination HT. So if a country has 5 fields but they're all V bases, they get reset for example.
-
Since it takes double the damage to destroy HQ, Does that mean it also takes double the resupply trips/time to get it back up?
RHIN0
-
uuhhh, what's Ozkansas? (And I'm assuming this isn't where
Dorothy and Toto came from)
-
OZKansas is a 512x512 map named after an AH player who passed away after a long fight with cancer.
It is a very nice map too.
-
Originally posted by Finrod
This might need more explaination HT. So if a country has 5 fields but they're all V bases, they get reset for example.
I believe so.
Likewise if they have 8 total bases and only 2 are airfields, they get reset.
The intent (at least as I understand it) is to make the "final days" of a reset less of a pain for the outnumbered side. If you're down to 2 airfields, life pretty much sucks.
-
I'd like to say thanks to Hitech and HTC for making the effort, and that I like some of these new changes.
I'd also like to say that I appreciate the fact that they are asking questions, and taking reasonable and fairly stated criticism without harsh or heavy handed responses. Not just on my behalf, but for all of those who have stated their position in a reasonable manner either way.
-
Originally posted by Finrod
This might need more explaination HT. So if a country has 5 fields but they're all V bases, they get reset for example.
You couldn't get to that state. The reset would have happened once they got down to 3 airfields. There are two separate settings, number of airfields and total number of bases. Whenever either of those(not both of those) falls below the minimum, a reset is triggered.
-
I think the confusion came from the wording of 6 fields of any type ... which could be taken to mean of any one type. I think HT meant "6 total fields regardless of type".
-
Correct Dok
-
Interesting changes.
-
Thanks VERY MUCH for the HQ adjustment.
-
Got it, thanks Dok, Hitec, and Pyro. BTW, like these changes.
-
Originally posted by hitech
1. releasing ozkansas.
5. Added a minimum total player count setting that is needed before the ENY values kick in.
don't let it out who made this suggestion my..er his head will swell
Thanks::rolleyes:
-
I like grizzleys idea about randomizing the number of bases to reset, he posted in the ENY thread. I'm too lazy to learn how to quote.
A_Clown
-
So whats the minimum # of people that needs to be in the MA for the balancer to take effect?
-
i'd rather it be kept in the dark. you'll either be hit by it or not.
well, the popout MOTD stated min # is 140
-
OZ is BACK! WOOOOOOOOOOT :aok
-
Not a single moan,groan, or complaint here
Good Job and thanks for another map
-
Thanks, HT. Appreciate the thought going in to refinements -- adn not that one guy's opinions matter, but I agree with these adjustments.
Especially thanks for the big map!
-
Sounds good to me, lets go fly!
Mike
-
Good changes! Thanks HT!
Gunner
-
Excellent, I like the new changes HT. WTG!!!
-
Originally posted by hitech
5. Added a minimum total player count setting that is needed before the ENY values kick in.
I don't understand the reason for this modification. The MA tells me that the arena attendance must be 140 before ENY balancing takes effect. But this was the situation this morning at 0820 UTC (0920 local time here, 0420 eastern in the US).
(http://www.zen33071.zen.co.uk/imbalance.jpg)
This means that the Bishops can be gangbanged, if Rooks/Knits force them into a two front war, ie. 10 Bish to fight the 38 knits, and 10 Bish to fight the 41 Rooks. And because of this modification, those Rooks/Knits will probably be pork-hording in P51/LA7 etc.
Why should one side suffer just as they did in the bad old days (before last week) because of relatively low arena attendance? In the situation depicted above, Bish need the help of ENY balancing, but are not getting it.
-
Originally posted by beet1e
I don't understand the reason for this modification. The MA tells me that the arena attendance must be 140 before ENY balancing takes effect. But this was the situation this morning at 0820 UTC (0920 local time here, 0420 eastern in the US).
(http://www.zen33071.zen.co.uk/imbalance.jpg)
This means that the Bishops can be gangbanged, if Rooks/Knits force them into a two front war, ie. 10 Bish to fight the 38 knits, and 10 Bish to fight the 41 Rooks. And because of this modification, those Rooks/Knits will probably be pork-hording in P51/LA7 etc.
Why should one side suffer just as they did in the bad old days (before last week) because of relatively low arena attendance? In the situation depicted above, Bish need the help of ENY balancing, but are not getting it.
That's a very common occurance Beetle. I think it's because most of the Japanese squads are Rook and the US Bish squads have gone to bed and hence not many left in Bishop land. During this time Rooks often steam roll through Bishopland but by the looks of it, the new rule doesn't apply now unless it's prime time I guess.
-
I agree wth Beet1es post. Even if all countrys fought each other equally, the Bishops would be outnumbered 2-1 on both fronts.
ENY balancing should not be turned on in some cases and off in others.
-
Nice changes keep up the good work !
-
I'm sure the min # will be tweaked somewhat. personally i feel the 140 limit is on the low side. an arena is almost never reset with less than 300 on anyway... so perhaps it'll get tweaked upwards toward that #.
-
I saw that this AM EST, I log on for a flight or 2 before work during this time. Bishops were really getting a beating
-
Originally posted by beet1e
I don't understand the reason for this modification. The MA tells me that the arena attendance must be 140 before ENY balancing takes effect. But this was the situation this morning at 0820 UTC (0920 local time here, 0420 eastern in the US).
(http://www.zen33071.zen.co.uk/imbalance.jpg)
This means that the Bishops can be gangbanged, if Rooks/Knits force them into a two front war, ie. 10 Bish to fight the 38 knits, and 10 Bish to fight the 41 Rooks. And because of this modification, those Rooks/Knits will probably be pork-hording in P51/LA7 etc.
Why should one side suffer just as they did in the bad old days (before last week) because of relatively low arena attendance? In the situation depicted above, Bish need the help of ENY balancing, but are not getting it.
I can see your point , and if this happened regularly then another idea might be to half the eny penalty calculation when total numbers are low....
Here's why i beleive some total number adjsutment is necessary. When the totals are, say 40/30/30, the two low sides are outnumbered by 33% -- which would take away almost all planes for the high team, except amybe the goon. ;)
However, the total advantage is only 10 pilots, or 5 per opponent. That's not going to impact the gameplay AT ALL, and clearly doesnt deserve the draconian ENY penalty that would otherwise be in store with a % only calculation.
I suggest that under a set number, like 100 pilots total, the NEY be left in force but that its effects be rduced by 50-75%. That way there still is some help for the low guys, but the team with only afew extra players -- representing a disproprtionate % -- aren't hi too hard.
-
why did you make it almost impossible for a HQ to be killed?
i hope its almost impossible to resupply it now.....but i bet thats not the case
welcome to fighters high!!!!!! :rolleyes:
-
HITECH,
If you can do it for HQ, why not for CVs??!!
Lot of fun around CVs fights, but are going down too eassy
Me110 can kill CVs eassy with 30mm ,2-3 passes, but 8''guns, SB need 12+ hits!!?? Why??
-
Originally posted by Overlag
why did you make it almost impossible for a HQ to be killed?
i hope its almost impossible to resupply it now.....but i bet thats not the case
welcome to fighters high!!!!!! :rolleyes:
i do not agree with you overlag, before a single formation of B17s could destroy the HQ completely...which is completely gamey.
now you actually need to work for it... form a raid or something, that can be reral cool 5-6 forms of B17s..
-
Originally posted by ghi
HITECH,
If you can do it for HQ, why not for CVs??!!
Lot of fun around CVs fights, but are going down too eassy
Me110 can kill CVs eassy with 30mm ,2-3 passes, but 8''guns, SB need 12+ hits!!?? Why??
Ditto.
Plane cannons have limited effect on armored vehicles; why can they sink more heaviily armored ships? Unarmored gun emplacements should go down under cannon fire, but the 5" armored turrets should be tough as nails.
However, if the intent is to simulate loss of flight deck function, taking away the only reason to have a carrier, then "sinking" the ship would be reasonable stand in -- which allows us to have a replacement sooner. The armored big guns go down way too easy, though, especially in comparison to the protection GV's now get.
Even so, from a game play perspective, the carriers are removed from play too easily. (IMHO)
-
Forever changing
Just like the old days :aok
-
Originally posted by beet1e
(http://www.zen33071.zen.co.uk/imbalance.jpg)
I know of only one way to get that screeny there Beet.
Your retirement was what, a two whole weeks ??
:D
Glad your back.
-
Originally posted by Flyboy
i do not agree with you overlag, before a single formation of B17s could destroy the HQ completely...which is completely gamey.
now you actually need to work for it... form a raid or something, that can be reral cool 5-6 forms of B17s..
oh great, so we need to work for it, while you can get it up within 5minutes with just 6-10 supplys?
sigh:(
-
Originally posted by hitech
1. releasing ozkansas.
2. We have added 2 settings so we can change war resets on a per map basis.These settings are Number of fields and Number of airfields required for a reset.
For starting values the war will end when either a country is down to 3 air fields. Or has less than 6 fields of any type.
3. We have changed HQ from 120000 to 240000. As a referance one lancanster can cary 90000.
Also HQ can no longer be partialy damaged, All radar types will be lost when the HQ is destroyed.
4. Changing the me163 ENY value to 15.
5. Added a minimum total player count setting that is needed before the ENY values kick in.
Can you also add this for 2.1 or later...?
6. Added an option in Arena settings where H2H host or CMs can disable or enable ICONs for enemy AND friendly.
PS. I think this option will be great for CT or special events, ALLIES VS AXIS stuff, ect.
-
Originally posted by tikky
Can you also add this for 2.1 or later...?
6. Added an option in Arena settings where H2H host or CMs can disable or enable ICONs for enemy AND friendly.
PS. I think this option will be great for CT or special events, ALLIES VS AXIS stuff, ect.
Hey, don't forget us .... more chronologically mature, yeah that's it.... guys. In combat, vision is everything, and the icons let us pretend that our eyes arent over 40!
-
anyone here ever played EAW? There were no ICONs for enemy, its was fun imo
-
Originally posted by Overlag
oh great, so we need to work for it, while you can get it up within 5minutes with just 6-10 supplys?
sigh:(
agreed overlag...If the HQ takes so much to knock down now then dont let resupply happen but cut time it is down to half. We ran a huge HQ mission the other nite. B17s and escorts we got the HQ despite heavy resistance and before we even landed it was back up. That is BS. FIX THAT and FIX those CVS.
-
Originally posted by tikky
anyone here ever played EAW? There were no ICONs for enemy, its was fun imo
yes but in EAW not everyone flew niks and la7's
how do you know which to shoot if they are all enabled on the same sides?
-
Originally posted by Overlag
yes but in EAW not everyone flew niks and la7's
how do you know which to shoot if they are all enabled on the same sides?
This "ICON" proposal should only be enable in special roooms or Allies vs Axis stuff like in CT, SA.
Btw u can tell the difference between spits and 109s at D200 right?:)
-
sounds cool.
-
Originally posted by tikky
This "ICON" proposal should only be enable in special roooms or Allies vs Axis stuff like in CT, SA.
Btw u can tell the difference between spits and 109s at D200 right?:)
nope, i hope there dead before then
-
how about this...
imagine yer flying an F6F (in CT, ect), then you see "white planes" closing-in on you at D150 with ICONs disabled. Now you can tell which is friendly and the enemy right? :)
-
id much rather a icon than a ugly white plane???
icons are there for a reason
resolution
in real life most people can tell the difference between planes at very long distances. But in this game, at distance a plane is just 1 pixal...how are you suppose to know what it is when its just a black square?
-
Originally posted by nopoop
I know of only one way to get that screeny there Beet.
Your retirement was what, a two whole weeks ??
:D
Glad your back.
Thank you for your kind words. :) No, this thread was started in August. I posted that screenie on the 20th August, but I haven't played since before 29th August. Only one thing worse than an arena FULL of P51/LA7/NiK etc. is a board full of people whining when they can't have 'em. That, for me, was the last straw.
-
Originally posted by tikky
This "ICON" proposal should only be enable in special roooms or Allies vs Axis stuff like in CT, SA.
so you propose that in the MA (not a "special room according to your statement above) i have to randomally shoot every plane i see, trying to find out if they are enemy or friendly?
there would be no way to tell who is who, since all planes are available to each side, i could fight a spit one fight then a 109 next.
-
Originally posted by JB73
so you propose that in the MA (not a "special room according to your statement above) i have to randomally shoot every plane i see, trying to find out if they are enemy or friendly?
there would be no way to tell who is who, since all planes are available to each side, i could fight a spit one fight then a 109 next.
I think keeping the color and distance part of the icon and removing the plane type would be good. Ideally, you would see the color and distance like you do now, but the plane type only kicks in at 1K or so. This way you still know if the dot is a bad guy or not, but you have to get close before you can see the plane type.
Bazi