Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Mister Fork on November 18, 2005, 03:12:48 PM

Title: Big strategy change
Post by: Mister Fork on November 18, 2005, 03:12:48 PM
From the fields
- remove ordinance hangars
- remove fuel bunkers
- remove troop barracks

Ordinance Factories % up
100% - all ordinance is available including torps.
75% - all rockets and bombs 500lbs and smaller are available including torps
50% - all rockets and bombs 250lb and under are available
25% - all rockets and 100lbs are available
0% - ordinance and supplies/resupplies are disabled from all fields

Fuel Factories
100% - all fuel is available
75% - all fuel is available
50%-0 - only 50% of fuel is available for ALL fields

Troop Camps/Factories
100% - 10 troops are available
75% - 7 troops are available
50% - 5 troops are available
25% - 3 troops are available
0% - troops disabled from all fields

Thoughts?
Title: Big strategy change
Post by: Mr No Name on November 18, 2005, 03:22:11 PM
It would make strats and defense a lot more important... at face value, i like it
Title: Big strategy change
Post by: Tails on November 18, 2005, 04:02:41 PM
You mean, it would give people a reason to actually bomb factories? And it would make the zone system useful? And it would also mean a single La-7 or typh can't pork four fields by itself? That actually makes sense!!

That's why it will never happen.
Title: Re: Big strategy change
Post by: Solar10 on November 18, 2005, 04:16:48 PM
Quote
Originally posted by Mister Fork
From the fields
- remove ordinance hangars
- remove fuel bunkers
- remove troop barracks

Ordinance Factories % up
100% - all ordinance is available including torps.
75% - all rockets and bombs 500lbs and smaller are available including torps
50% - all rockets and bombs 250lb and under are available
25% - all rockets and 100lbs are available
0% - ordinance and supplies/resupplies are disabled from all fields

Fuel Factories
100% - all fuel is available
75% - all fuel is available
50%-0 - only 50% of fuel is available for ALL fields

Troop Camps/Factories
100% - 10 troops are available
75% - 7 troops are available
50% - 5 troops are available
25% - 3 troops are available
0% - troops disabled from all fields

Thoughts?


Love it.  Makes the strat targets meaningful and eliminates pinpoint porking of troops.  Would still be good even if it were only the Troops camps that were implemented.  This might also break up the frontline hordes as some may be diverted to defending the strat.

Question though.  What would happen a base that has lost it zone base and so to its supply to troops, ord, fuel etc.  Do they all set to zero or what?


Solar10
Title: Big strategy change
Post by: Tails on November 18, 2005, 05:11:19 PM
I would hope so. Or maybe the old field strat can be kept, but its destruction only effects anything if the base is off the zone?
Title: Big strategy change
Post by: Oleg on November 19, 2005, 01:20:04 AM
Quote
Originally posted by Tails
You mean, it would give people a reason to actually bomb factories? And it would make the zone system useful? And it would also mean a single La-7 or typh can't pork four fields by itself? That actually makes sense!!


But leave FH & VH in field and single lanc formation still able to blow them in one pass? While you will need up 5 lanc formations to drop ordnance factory to 25% to prevent FHs porking?

Hope it will never happen.
Title: Big strategy change
Post by: Mr No Name on November 19, 2005, 02:22:36 AM
Oleg, you missed the use of sarcasm bud...  He was in agreement with the idea.
Title: Big strategy change
Post by: Oleg on November 19, 2005, 02:55:56 AM
I believe i understood him right. I dont agree with idea.

Hmm... Not exactly. I just want to say FHs & VHs must not to be porked easier than ords/fuel/troops. If you want to remove ords from fields, you must remove FHs & VHs also. Add airplane & tank factories to list and whole idea will ok for me.

Say factory >80% up - all planes available, <80% up - some planes with low ENJ becomes unavailable. Planes with ENJ > 45-50 (for example) always available.
Same for GVs.
Title: Big strategy change
Post by: Oleg on November 19, 2005, 05:36:30 AM
And few more thoughts.

If you remove ords, fuel, troops, fighter, bomber and vehicle hangers what will remains in fields? Acks only? That is neither realistic nor "gamey". I believe "factory system" must supplement current system, not replace it.
For example, if you pork ords in one field - no bombs & rockets here; if you pork ordnance factory - no bombs & rockets in all zone fields. Or something like this.
Title: Big strategy change
Post by: Ghosth on November 19, 2005, 07:55:58 AM
Well MrFork I for one like it.

As a matter of fact I like it so much I'd like to see this setup tried for a month.
If not in the main itself in a backup arena.

I don't know how much of this is possible. I suspect HT would have some rewriting of code to do. But the theory is fine IMO.

Oleg, as to the hangers, they have already been toughened twice that I know of.
Plus rearranged so as to be harder to take out with a single bomber.
It used to be a 500 lb bomb placed well would take out a hanger.

Now it takes 3k and the hangers are scattered around the field. Making it impossible for a bomber to take them all out in one pass. Thats good enough in my opinion.

Its high time that bombers had a legitimate target.
Take the attention off the hangers & citys. Leave the Jabo boys to mess with them. Give us a target, a real target, one that accomplishes something.

And then give us credit for it on landing same as the fighters get.
Title: Big strategy change
Post by: Tails on November 19, 2005, 01:08:25 PM
Quote
Originally posted by Ghosth


And then give us credit for it on landing same as the fighters get.


I was going to post a faux system message for that, but honestly I cant think of how they would summerise a successful bomber sortie in one line :(
Title: Big strategy change
Post by: Ghosth on November 20, 2005, 08:31:24 AM
Host Tails seriously whacked the bishops in lancaster

Host Tails slightly damaged the rooks in Ju-88

Host tails NUKED the Knights in b24

Tie it to perk points earned for the sortie, make up 4 or 5 good lines like above.
5 points for slighty damaged, 25 points for nuked.
Title: Big strategy change
Post by: Mr No Name on November 20, 2005, 06:23:03 PM
I had suggested using a system message for tonnage (HITS/DAMAGE Only) With say a 2 Ton Minimum of actual hits.

XXXX Landed 13 Tons In a Lancaster IV of XXXX


I'd really love to see the game change to increase the importance of strategic bombing and bomber defense.
Title: Big strategy change
Post by: Martyn on November 22, 2005, 12:51:04 PM
I'm all for increasing the role of strategy in the game. Would it not be better to try it a bit by bit - just in case the changes affect game play so much that it puts some people off?

Just another thought - carriers seem a lot 'cheaper' in AH than in real life - i.e. if you lost one you didn't just get another one pretty soon after. They took a long time to lay down and build.
Title: Big strategy change
Post by: Tilt on November 22, 2005, 01:03:00 PM
This would work IMO............

rather than remove those field objects just call them field supplies and allow a player to resupply his own field (rebuild his own hangers) as well as others.
Title: Big strategy change
Post by: Mister Fork on November 22, 2005, 01:05:12 PM
Good point Tilt.

Hitech - can't we do that now with our map editor or are coding changes required?
Title: Big strategy change
Post by: Glasses on November 23, 2005, 02:12:31 PM
I like the idea.

I hath spokenth .
Title: Big strategy change
Post by: Octavius on November 23, 2005, 02:16:36 PM
I dunno.  Everything else is fine, but the fuel factories concern me.  

It seems like reverting to the old system.  A small group of players have the ability to affect an entire country now, worse than merely nailing HQ (when it was down for 2-3 hours).

How many fuel facilities per map?  2? 5? 10?  A higher number might balance things out.  I'd be happy with that.
Title: Big strategy change
Post by: Hornet33 on November 23, 2005, 03:48:18 PM
The question I have is how long are those things down for? You send in a flight of bombers and level a barracks how long before it comes back up?

Also would it be posible to resupply those targets in the event it gets hit? If so where from?

I'm asking because I actually spend quite a bit of time flying around in goons or driving M3's doing resupply runs.

Overall I like the idea however.
Title: Big strategy change
Post by: viper215 on November 23, 2005, 04:42:03 PM
i dont like it...next
Title: Big strategy change
Post by: Mr No Name on November 23, 2005, 10:00:25 PM
i hope this idea doesnt die off, its one of the best gameplay changes i have seen suggested
Title: Love it
Post by: TalonX on November 24, 2005, 10:10:51 AM
Hitech, Skuzzy, do it please!
Title: Big strategy change
Post by: Mister Fork on November 24, 2005, 11:44:25 AM
Hey guys,

Thanks for the support on this...I need to clarify a couple of things.

1. When I say factories, I mean FACTORIES, lots of them.  It should take at least a 15 buff raid to flatten them.

2. They should be located DEEP inside the country with no ME-163 intercept support.  Away from the HQ's, but still deep inside the country.

3. There should be at least 6-8 core factories with a dozen or so smaller factories in each target area with support buildings.

4. Troop factories would be a series of large HQ type buildings and tents. Lots to destroy.

The idea is to force the enemy to take strategic actions to hurt the infrastructure of their opponents.  It puts the word strategy back into Aces High and improves gameplay.  

It also prepare us for escort and bomber missions with Tour of Duty :D
Title: Big strategy change
Post by: Slash27 on November 24, 2005, 01:01:17 PM
Quote
Originally posted by Oleg
And few more thoughts.

If you remove ords, fuel, troops, fighter, bomber and vehicle hangers what will remains in fields? Acks only? That is neither realistic nor "gamey". I believe "factory system" must supplement current system, not replace it.
For example, if you pork ords in one field - no bombs & rockets here; if you pork ordnance factory - no bombs & rockets in all zone fields. Or something like this.



 Are you disagreeing with something that wasnt suggested and then agreeing with what Fork suggested?




  Great idea Fork, would be a shot in the bellybutton for the MA.:aok
Title: Big strategy change
Post by: Jester on November 24, 2005, 02:58:32 PM
Quote
Originally posted by Mister Fork
Hey guys,

Thanks for the support on this...I need to clarify a couple of things.

1. When I say factories, I mean FACTORIES, lots of them.  It should take at least a 15 buff raid to flatten them.

2. They should be located DEEP inside the country with no ME-163 intercept support.  Away from the HQ's, but still deep inside the country.

3. There should be at least 6-8 core factories with a dozen or so smaller factories in each target area with support buildings.

4. Troop factories would be a series of large HQ type buildings and tents. Lots to destroy.

The idea is to force the enemy to take strategic actions to hurt the infrastructure of their opponents.  It puts the word strategy back into Aces High and improves gameplay.  

It also prepare us for escort and bomber missions with Tour of Duty :D


Sounds like a plan.  :aok
Title: Big strategy change
Post by: Mugzeee on November 24, 2005, 11:23:29 PM
Quote
Originally posted by Octavius
I dunno.  Everything else is fine, but the fuel factories concern me.  

It seems like reverting to the old system.  A small group of players have the ability to affect an entire country now, worse than merely nailing HQ (when it was down for 2-3 hours).

How many fuel facilities per map?  2? 5? 10?  A higher number might balance things out.  I'd be happy with that.


------------------------------------------------------------------------------------------------

Quote
Originally posted by Mister Fork

1. When I say factories, I mean FACTORIES, lots of them.  It should take at least a 15 buff raid to flatten them.

2. They should be located DEEP inside the country with no ME-163 intercept support.  Away from the HQ's, but still deep inside the country.

3. There should be at least 6-8 core factories with a dozen or so smaller factories in each target area with support buildings.

4. Troop factories would be a series of large HQ type buildings and tents. Lots to destroy.

The idea is to force the enemy to take strategic actions to hurt the infrastructure of their opponents.  It puts the word strategy back into Aces High and improves gameplay.  

It also prepare us for escort and bomber missions with Tour of Duty :D

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At first glance i liked the idea. I figured that a lot less base captures would result Why? Because there would be more resources occupied with bombing and defending and re-supplying said factories and less fighting right over the Bases. Would seem to create an environment where there would be a lot more Air-to-Air combat.
I personally like an end to the means. Winning the War.
Adding so many factories to the point of saturation would seem to create a stale mate, especially on the large maps. BTW large maps usually have 3 zones per country, each zone consisting of one of each kind of factory. Usually.
:lol
g/l :aok