Originally posted by Flayed1
Rgr Ill read in more detail after I'm through with the 20K lanc run I'm on. takes sooooo ling to get these up here. :)
Originally posted by Ball
where are you, i can help speed things up :t
Originally posted by hitech
Correct as make sure you pay attention to arrows on both sides or one.
Also was think you could set up 2 capture chains with this system just like we have now. And then add 1 link in each country between the 2 chains.
HiTech
Originally posted by navajoboy
and Flayed1,
while your at it.
some coffee might be helpful. :)
Originally posted by Flayed1
Slap I'm thinking on this and wonder if it might be possible to keep more of a costal line going and an inland line, thus alowing the CV's to serve their purpose.
I think this new system may work out better in this regard.
Originally posted by Flayed1
LOL for who me?? I'll most likely be sitting here all night scratching my head on this one :) Already I have erased things a few times and started over.
I like the challange though.
Originally posted by Flayed1
BTW I've been thinking on this so hard that I actually got a head ache lol. This is a rare thing for me.. I think I found the cure though by going down to the store for a tallboy to help me relax :D
Originally posted by hitech
Basic goal is to create pinch points. I.E. only 1 point of attack at some places.
And up to 3 fields available for attack at other times. Most places I would like to see 2 points of attack only.
HiTech
Originally posted by Donzo
Question:
Would the intent be to have all of the bases on the map linked in this way?
Originally posted by bj229r
OBViously to hinder the Bop's even MORE:lol
Originally posted by FTJR
Agree with Hajo on this, great to see this interfacing,to all involved.
Once question, is hitting the strats going to affect this game play in any meaning full way? Or is that too early in the equation?
Regards
Originally posted by Flayed1
Hitting the strats will have the same effect it always has and espetially if you are the invading force into another country.. If you don't pork city and troops then the NME barracks just keep poping up every 15 min. (I think HT shortened barracks down times but don't quote me)
While being on the defending side the attackers take bases on your land there for the strat on these bases should not resup automaticly. So if you do an agressive porking campane on fields that they have taken it can be a real pain for the attackers.
The problem I and some other squad members found was with the current setup in LW Orange was that no one was looking any place else other than the 2 fields they could hit. thus very boring strat runs with no threat of anyone coming up to hiy your bombers.
I would hope that having 2 seperate lines, inner and outer in this case would spread peoples awareness and thus mount more of a defence.
Originally posted by Traveler
The strat game is totally dead under this one base capture system. all resources will just fight at the choak points. All other attacks are meaning less.
Originally posted by Flayed1
Think it will work better Donzo?
Originally posted by Flayed1
Hmm when you said 3 fields for attack did you mean that base 1 could attack base 2, 3 and 4 in front of it on top of the 1 base that is behind it like
.........2
....... /
0---1----3
....... \
.........4
Or the more toned down verion I just cooked up?
I went with the toned down version thinking that you wouldn't want to many fronts but I may have been mistaken. :)
Let me know and I'll redo if I need to.
Originally posted by hitech
Hub: was tring to describe that ports could only be captured by CVs, But how I was thinking of could not be implemented under the current design.
I.E. Never mind my thought.
Originally posted by EagleDNY
Might I suggest that lines of attack to multiple bases / thread crossing points be set up at Large Bases where possible?
This sets up the largest battles at the large airbases, which have the ack and hangers to be able to survive a big battle (for a while) when the bomber stream starts coming in, and provides an actual strategic reason for the large base to exist - it guards a key defensive point.
I know this might not work perfectly on the maps we have now, but if you try to make it a point to do this and implement it on future maps I think it would be a good idea.
EagleDNY
$.02
Originally posted by whels
HT,
is it possible under current setup to have it where the enemy can not see what bases are available to be captured by you side. example:
Knits see bases 1 4 8 and 10 captureable on thier map but on bish or rook
side all they See is regular base icon. this would allow diversion attacks, to setup the real strike. as it is right now. they have no reason to check/defend the non captureable bases, just pigpile defend the 1 or 2 captureable. this would force you to defend the whole map, cause u wont know which bases are takeable on your side.
whels
Originally posted by Traveler
Here's a thought, design a base capture system that allows member of a country to attack at points that they chose to attack at and defend at bases that they chose to defend at.
Originally posted by hubsonfire
Don't get baited, Slap, that's not a suggestion nor an idea.
Originally posted by Flayed1
Slap I was thinking on your setup and the problem I see is that HT seems to want loops.
Currently in orange it is a single loop and he basicly gave me the option to double it and add forks to expand the front a bit..
On your example though I like it, it looks like you would have about 10 different lines...
Hmmm I just had a thought.... I bet I could run the lines some how to have the seperate countries really fight over controll of a line giong into the third country..
At least in the center of this map.. With HT's new idea it may be possible for one country to cut off an invading country and start follwing it up the line if they could hold on to the (T) base.
Ahhh brain strain again LOL
Originally posted by Flayed1
Slap what I am having to do is cut and paste screen shots of the clipboard map togeather in photoshop that have no field info on them. and take seperate screen shots of the clipboard with info displayed and keep that beside my working map as a referance. Kinda a pain. :)
Originally posted by Simaril
An aside --
I really like the idea of using the map itself as a template, and having a variety of the attack chains. It'd be the same as, say, Risk -- where troop placement makes strategy different every game, even though the board doesnt change.
Think of the advantages:
1. Significantly less "monotony effect" since the maps would play differently
2. Increased opportunity for community design participation.
3. Makes the arenas into HUGE TESTING LABS to let designers see how different approaches affect actual gameplay (like "Gee, if the V base were at a little lower altitude it might let aircraft do a sneak on the rear base"; or "I think the version with more unchained, isolated bases is more fun than the one with straight lines converging on a choke point"). That in turn would greatly increase the success of future designs.
4. Strategically minded players would get more fun from each map, since there wouldn't be a "best approach" that worked on, say, Trinity's chain sequence every time.
Originally posted by hitech
Thanks flayed1, That should work for the next round. Btw hope to have the system in place, along with releaseing the terrain editor that lays out the paths.
And yes it wouldn't be to big of deal to have multiple path sets per terrain, even thow they are made in the TE, the are not int the terrain file itself, but just reside on the host.
HiTech
Originally posted by hitech
Flayed1: Will get into the details of layouts next week. It can take a while, I'm sure you know, to look at possible out comes from different links.
SlapShot: Isn't really any one system i'm looking for. But what ever systems is used it needs to keep the fields available for capture on 1 front at anyone time down to 2 or 3. More than that, the forces just start by passing each other.
Originally posted by Flayed1
Actually the more I think about it there is no reason that we cant have long range NOE missions to take some bases a long distance from the main fight...
The way the system works is any base left out of the chain is capturable by all right. So NOE could happen but the base/ bases left off the line and capturable at any time need to have a perpose.. With the old system you did NOE runs usually to sneek a base in order to start a new front and roll in from behind, with the new system that won't work so well. so what I'm thinking is that in order to give an NOE mission some function we put a capturable at any time (CAAT) for short base/bases next to strat targets... This would give usefullness to sneaking a long distance base. You sneak that base so you have easier access to the factory/city it sits by at least as long as you can hold it :)
I think actually if creative enough use is made with the 1 way lines we could even set up some bases that could be nice NOE mission targets and open up small fronts in an NME country and if done right would allow for the defending country to slam the door behind the attackers if they started moving inland.
Originally posted by BaldEagl
I finally relented tonight and tried the orange arena. One thing I noticed was that zone bases are no longer capturable to cut off enemy supply lines until you get to them in the chain. Maybe zone bases shold be off the chain(s) and always left capturable. Another thought.
Originally posted by eagl
To help out the NOE types, how about making the "end" fields from every active chain always attackable? That way you get the 2 or 3 "front line" fields HT requires, plus a handful of rear area fields that the sneek attack types can take to open up a new front by taking the end field of a chain.
If it's too hard to do this at the end of chains, make a few offshoot fields in at various interesting parts of the chain. For example, if you have a rear area field in a valley, that might make for a cool place to allow attacks at any time, and from there the attacker can jump off into one of the normal chains.
If this would still allow too many attackable fields, how about implementing this but only for the country that has the fewest numbers online? That would give the outnumbered country the special advantage of being able to attack a non-front-line field. Might help level the playing field a bit when the numbers get out of whack.
Originally posted by whels
HT,
is it possible under current setup to have it where the enemy can not see what bases are available to be captured by you side. example:
Knits see bases 1 4 8 and 10 captureable on thier map but on bish or rook
side all they See is regular base icon. this would allow diversion attacks, to setup the real strike. as it is right now. they have no reason to check/defend the non captureable bases, just pigpile defend the 1 or 2 captureable. this would force you to defend the whole map, cause u wont know which bases are takeable on your side.
whels
Originally posted by Zanth
Can we also have gv spawns from/to all fields in these links?
Originally posted by Tilt
HT OK I know I'm not Frayed1
From 4.17 to 7.17 you have a very long cul de sac of bases.
Might I suggest you link between the two Vbases 6.16.5 to 6.17.5 (V254-V52)
break the link between A255-A34
Connect V52<>V51<>A44<>A33->A34->A21
Leave A33<>V32 (etc)
Break A34<-A21(this seems wierd as you have it any way..its a unique link on the map)
Break V254<-V252
Make V254<>A253
Make A253->A255
The cross links between inner and outer invasion routes are
1 link long in the NE
2 links long in the West
3 links long in the South.
Could they all be 2 links long? and sort of more equi-distant from the HQ on each continent.
eg in the south cross link from v122<>v115
break v122<>v123
Make v123<-a??(13.2.7)
Also look mat the long cul de sac in16.15 to 18.16
jeez this is complicated I better draw it
Originally posted by hitech
Thanks flayed1, That should work for the next round. Btw hope to have the system in place, along with releaseing the terrain editor that lays out the paths.
And yes it wouldn't be to big of deal to have multiple path sets per terrain, even thow they are made in the TE, the are not int the terrain file itself, but just reside on the host.
HiTech
Originally posted by SlapShot
Frayed1
I'll bet he is ... after all his hard work ... :rofl
Originally posted by hitech
Just had a thought , some one else might have mentioned it, it is how I was thinking CV's could be extra.
We could take all the ports off the link chain, that way CV's could attack other ports at any time.
HiTech
Originally posted by SlapShot
That would be cool ... but what if the current map layout doesn't have any GV spawn points from a port ?
What about letting CVs attack any coastal base ? ... stealth CV attacks would be great.
edit : Let me see if I understand you ... if a base IS NOT in the chain ... it is always attackable ?
Originally posted by hitech
Just had a thought , some one else might have mentioned it, it is how I was thinking CV's could be extra.
We could take all the ports off the link chain, that way CV's could attack other ports at any time.
HiTech
Originally posted by hitech
Frayed1: Please check my work.
(http://downloads.hitechcreations.com/comptest2.JPG)
Originally posted by Flayed1
2 things right off is a 21 suposed to be hooked to A34?? I don't show this link on mine. Also I missed an arrow head on A22 to P23 that was going to be a 2 way.
I also missed the arrow heads on the north A10 to A4 was going to be a 2 way and V7 to A3 was going to be a 1 way but we could let it be and se how that works out, it could get interesting there if the attackers try to move past without taking A3. :D
Other than that I think you got it right on...
EDIT: I like the idea of having the ports left out of the line. Currently on my lines there I have no CAAT bases because I was concentrating on getting the line right.
Originally posted by hitech
Just had a thought , some one else might have mentioned it, it is how I was thinking CV's could be extra.
We could take all the ports off the link chain, that way CV's could attack other ports at any time.
HiTech
Originally posted by Widewing
Gent's, after reading most of this thread (whew!), I have one suggestion that would really make things interesting, IMHO. It would also place a new and historically accurate importance on sea power.
My suggestion is simple: Any CV can capture any base regardless of the progression designed into the map. I believe that this will place greater importance on CV task groups, and add a degree of uncertainty and opportunity not there with the current proposal. It also means that some resources will need to be allocated finding and destroying CV groups to prevent a 'second front' situation from occurring.
My regards,
Widewing
Originally posted by SlapShot
I have been pretty much asking for the same thing ... but I think that there has to be some limitations as to what CVs can attack.
Because the system works with a "list" I was thinking that ...
CV groups and what they attack would be maintained in a separate and dynamic list that is generated by the server due to the fact that CVs move ... DUH !!!
A couple of options ...
Once a CV enters a sector that has a base, that base is added to its "capture" list. This pretty much focuses the CVs only on coastal bases.
or
Once a CV enters a sector, all enemy bases that border that sector are added to the CV's "capture" list. This would open up more bases (not too many) than just coastal bases.
Also ... bases that become CV capturable are seen as larger icons on the team that owns the CV ... but not a larger icon for the enemy ... this would make the CV somewhat stealthy and provide the element of surprise that a lot of people are asking/looking for.
What would be cool about this notion ...
With the "map designed" capture list, a CV group, if commanded correctly, would look to attack bases that have a 2-way route ... if they attack a base with a 1-way route, they could travel forward up the chain, but not back down the chain ... another strategic element/decision added to the process.
Originally posted by Flayed1
Ya know we could just leave most of the coastal bases as CAAT bases... If any type of rolling of bases did happen it wold only be at bases on the coast and would still be capturable from the chain...
Basicly the CAAT bases would make up their own chain around the coast or groups/lines of bases that pushed inland a bit. CV's would then have many targets.
We would just have to rework chains yo allow for this.
Originally posted by SlapShot
That would be very cool ... CV groups are an integral part of this game (when available) and should not be left behind and neutered.
Originally posted by Simaril
I really appreciate you guys working on this in a way that lets us all see. Even though lots of things cant be done this way, it IS nice to get an idea of what that development process looks like.
and an extrato Flayed and the many others who volunteer incredible time for the love of the game!
Originally posted by whels
HT,
is it possible under current setup to have it where the enemy can not see what bases are available to be captured by you side. example:
Knits see bases 1 4 8 and 10 captureable on thier map but on bish or rook
side all they See is regular base icon. this would allow diversion attacks, to setup the real strike. as it is right now. they have no reason to check/defend the non captureable bases, just pigpile defend the 1 or 2 captureable. this would force you to defend the whole map, cause u wont know which bases are takeable on your side.
whels
Originally posted by Tilt
This system decides what is available for capture.....................
It does not decide what can capture it................... troops can come from any base.........
Originally posted by hitech
Flayed1: Nothing in the system makes them be that way. But rember if you dead end somthing, It needs a way to be taken back.
HiTech
Originally posted by hitech
Flayed1: Nothing in the system makes them be that way. But rember if you dead end somthing, It needs a way to be taken back.
HiTech
Originally posted by Flayed1
Yes exactly that would make the base that started the split extreamly important now wouldn't it? :t
with this meathod if you want to hold onto the bases in the one way you need to maintain controll of that splitter base.
Originally posted by SlapShot
EVIL ... PURE EVIL (I like the way this man thinks)
Originally posted by hitech
(http://downloads.hitechcreations.com/comptest2.JPG)
Originally posted by Killjoy2
As we have it now, the highest ranking player can command the the CV and attack were he wants. Of course anyone can take control of the CV until a higher ranking player wants it.
In the future, what about having the highest ranking player being able to plot an attack pattern on the land bases. When he logs, the attack plan can be changed by the next highest ranking player. It's worked for the CV's
Strategy on the fly.
Originally posted by scottydawg
How does one get a map this big (without the links)? I've got an idea and want to try and visualize it.
Originally posted by Laurie
(http://C:\Documents and Settings\All Users\Documents\My Pictures\myidea.jpg)
my idea flyd, dont know wether image will show but here goes,
coloured spiders= small zone,
Coloured large dot next to each spider='supply base/depot, has vh, maybe a grass airstrip for a cetain low end plane, (p40?) low end plane. bit like a port. NO DAR tho.
black circled base's= close enough to homlend for water couriered supps, so can be taken anytime.(perhaps maybe if city above 75% or sumthing??)
now in deatil of supply depot's, these would have to be captured to enable corresponding zone to be available for capture, BUT once this depot is captured, all bases in that zone are avialable.. get the idea i hope. the independent bases help make it easier to get foot on enemy 'home land'
CV's, these are base availability triggers, when within half a grid sqaure of a base, it becomes available, but owners do not know.
The navy blue line at rear of territory by HQ works similiarly to current method, its a trail, but there are a few starter bases here, and it can be started at each end.
hope u like it and if you dont, CONSTRUCTIVE criticism is always welcome, CONSTRUCTIVE.(http://C:\Documents and Settings\All Users\Documents\My Pictures\myidea.jpg)
Originally posted by Laurie
damn picture wont upload, wish there was a browse option for images... :cry
Originally posted by hitech
Just had a thought , some one else might have mentioned it, it is how I was thinking CV's could be extra.
We could take all the ports off the link chain, that way CV's could attack other ports at any time.
HiTech
Originally posted by Laurie
my idea flyd, dont know wether image will show but here goes,
coloured spiders= small zone,
Coloured large dot next to each spider='supply base/depot, has vh, maybe a grass airstrip for a cetain low end plane, (p40?) low end plane. bit like a port. NO DAR tho.
black circled base's= close enough to homlend for water couriered supps, so can be taken anytime.(perhaps maybe if city above 75% or sumthing??)
now in deatil of supply depot's, these would have to be captured to enable corresponding zone to be available for capture, BUT once this depot is captured, all bases in that zone are avialable.. get the idea i hope. the independent bases help make it easier to get foot on enemy 'home land'
CV's, these are base availability triggers, when within half a grid sqaure of a base, it becomes available, but owners do not know.
The navy blue line at rear of territory by HQ works similiarly to current method, its a trail, but there are a few starter bases here, and it can be started at each end.
hope u like it and if you dont, CONSTRUCTIVE criticism is always welcome, CONSTRUCTIVE.