Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: hitech on December 05, 2006, 04:47:09 PM
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Please post your thought on how the new revision is working.
HiTech
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I like it gives more options then the first one and gives other places to fight on each front beside on big hoard :)
P.S yay first to replie!
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I like it.
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Looking good:aok
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Have to say that with the combination of increased ack, and only a few bases under attack -- I've been seeing real defenses continue for long periods.
Used to be that when the normal ebb and flow of advantage swung against the defenders briefly, the attackers could maintain the advantage indefinitely (with the vulch, etc.) Now that the vulch is less likely, players that would have moved on keep upping to enter the fray....this is a good thing,
Still problems when things are significantly imbalanced -- and multiple arenas let those who prefer the swarm to shift till they find the arena their team is "winning". If all other players randomly distribute themselves among arenas, the net effect will be guaranteed imbalance in each game zone -- by mathematics alone. This is not a good thing.
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Nice fight was going on when dinner called , seems like my frame rate is gonna love this update :aok
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Not very fun. IMHO.
:)
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1. Don't make the area around HQ be in the base taking path until it is in the area of the very last bases to be taken. Rooks took the bases nearest to the HQ early on and deprived the Knights of radar most of the time. Without radar it's hard to get an idea of where the enemies are. Tends to dampen the willingness to counter attack being blind.
We aren't flying in the squad ops arena where scouts are activley looking for the enemy and everyone is blind. Two hours of that once a week is enough. The rest of the time I would like to have a littel bit of FUN with my mayhem.
2. With imbalanced sides and "0" radar, counter ofensives are not in the equation for your average player. In the least don't allow radar to go completely away under any condition for any country.
3. Include some specific way or ways for the blind out numbered side to tacticly disable the steam roller effect against them with a foolish but heroic(stoopid) raid or raids to buy real breathing room. This game is not "AH the Thermopoly Version".
4. Add a feature to radar that will give alt on incoming cons. Limit it to a sector and a half....distance would be worked out..... I think the Brits had that in 1940. It could help players to make decisions about how they up in terms of real defence against bomber raids.
5. Make the 163 perk price equal to the 262. In AH2 it is the uber wet blanket from heck. It works like only Willy could have dreamed it would here in AH because it has none of the real dangers related to the fuel. Try an experiment. Give it unlimited fuel and 1000 rounds ammo with no weight issues and no perk on it for a week in Orange arena. In the AH environment it's the air superiority fighter and turn fighter from HECK.
Other than my comments your new direction is great. Just wish Nomde had taken the 56th Rooks this time. Be nice to be on a non-blinded super hoard side for a change. :)
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8:15 PM
Peak time and you can not get into Blue arena, That should tell you how the masses feel about your new Test arena.
That is All.
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I think a minimum of 6 capturable bases per country at a time (3 on each front) is needed. A little over a week ago,a couple of my squaddies flew NOE 5 grid squares to capture a base right next to nit HQ, simply because that was the only option they had, besides attacking the same base all the other Bish/nits were stuck fighting over. I think the system works, we just need a few more options i.e. more bases to work with. Right now 90% of the map is not getting used with the current setup. Seems like a huge waste to me. Also, the capturable bases should be no more than 2 grid squares from the nearest enemy field. This will prevent having to do moe 5 grid NOE missions just because we HAVE to.
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Always fixing things. Improveing stuff. Updates and patchs. What nonsense. Giveing players a choice in testing his ideas. Listening to his players. Who does this Hitech think he is? I tell ya the nerve of some people. Its unreal.
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Originally posted by BansheCH
Always fixing things. Improveing stuff. Updates and patchs. What nonsense. Giveing players a choice in testing his ideas. Listening to his players. Who does this Hitech think he is? I tell ya the nerve of some people. Its unreal.
That pretty much sums things up for me too...pure imitigated gall to keep screwing with things...we could have been stagnating by now...sheeesh!
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Originally posted by Edbert
That pretty much sums things up for me too...pure imitigated gall to keep screwing with things...we could have been stagnating by now...sheeesh!
Oh, jeesh, I sure hope you guys aren't going to start threatening to not quit again! Darn Guppy/Dan/Corky had gotten into all of your heads now!
Now stop not complaining and don't quit already!
I haven't been able to play with the new system yet, so I may or may not not quit with you.
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I just played for an hour or so, having multiple fronts is a big improvement.
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This is a VAST improvement over the first test. I tried attack missions against currently capturable VB's, lone VB defense at a currently capturable VB and furballing at a currently capturable airfield on different parts of the map and had a great time every time up. While it's still not totally to my liking it is a huge improvement and I'll go give it another try this time.
The one thing I noticed was that, when I was furballing it was at a friendly base that was on a spur off the main line on the Knights side of the map. The Knights had moved beyond the spur along the main line and, while our base at the end of the spur was capturable for them, their base at the spur was not capturable for us. I think these have to go both ways. In reality we should have given up the base at the end of the spur and worked to take back the three bases we needed to get back to the spur. I think those bases at the spurs on the main line should remain capturable until the enemy takes the base(s) along the spur, otherwise there's no real way to fight out of them. Once back at the spur we should then have the option to go either way.
That was the only glaring thing I noticed though so mostly good job. I'm sure other things will come up as test part 2 continues.
Nice work Flayed1
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couldn't get into orange, it was full. (1pm PST, 120/120)
Just played in blue all afternoon/nite.
Maybe relax the per-arena limits during this "test", so we can actually test??? When I first logged on this afternoon, orange was 120/120, and I think blue was 56/120 or some such.
Might I add, some of us ARE NOOBS.. I've been playing AH2 for a month or so after not playing a combat sim for 10 years.. I did however play AW/CK/WB 1994-1996, so I'm somewhat familiar with the basic idea of the game.
What some of you think of as "easy", alot of us, may not.. I had my second base capture (of my AH life) today. In a M3. With probably 20 people capping the base. I don't think my M3 would have had a chance in orange arena without that kind of supression. I don't know how some of you say you can take 4 people and take a field.. I've never done it... I guess I never will!
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Originally posted by BansheCH
Blah blah blah :cry :cry :mad:
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I like the idea someone posted about making rear bases capturable, BUT if you do they have to be MANUALLY resupplied. Anything that you knock down to take the base REMAINS down until enough base supplies are brought in to repair the field. If the opposing country retakes the field, it resumes normal repairs.
That way, guys who like to do the deep-penetration NOE strikes can still have their fun, it will make supply runs by M3/LVT/Goon more important and possibly even get people to DO them and will probably still keep the heavier fighting over the main avenues of advancement because it will make holding that base behind enemy lines much more difficult.
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Over all it looks much better and I saw a lot less complaints on 200.. I saw a couple spots thar I would rerout now that I have played on it but nothing real horible... And I think if I redid it I would have some 3 way splits here and there if I could fit them in... :)
"The one thing I noticed was that, when I was furballing it was at a friendly base that was on a spur off the main line on the Knights side of the map. The Knights had moved beyond the spur along the main line and, while our base at the end of the spur was capturable for them, their base at the spur was not capturable for us. I think these have to go both ways. In reality we should have given up the base at the end of the spur and worked to take back the three bases we needed to get back to the spur. I think those bases at the spurs on the main line should remain capturable until the enemy takes the base(s) along the spur, otherwise there's no real way to fight out of them. Once back at the spur we should then have the option to go either way."
That is the point of the one way's... This system requiers team work more than the free form MA's do and this is a good example...
You say you should have given up on the base and worked on getting back down the line but from a war prospective would we really want to give up on a perfectly good base? You can still up everything on it it has a supply of troops and bombs so I would say it is still an aset to uyour side....
What really needed to happen was while you were defending another group needed to be working on the main line trying to get back to the fork..
What I saw was when we got organised and attacked we took bases but after people got done with the capture they just sat on it and defended untill they lost it again.... There was no fighters trying to push the NME back off the base and the biggest problem was NO ONE WAS PORKING A FREEKIN THING!!!!! I was like a one man demolition crew going around as fast as I could killing troops... First because bish were getting a foot hold on rook territory I went and took grunt training down to 49% so the baracks would stay down longer then it was kill troops the rest of the time..
At the end tonight knights were trying to get A83 I think it was on one of those fingers and they kept hiting it over and over, so I in two flights with an attack plane took down all Barracks at the medium field NE of it. Then I took 26's to the air field directly E and made 2 passes killing all barracks....
After that they stoped trying to take 83 for the most part because the only option they had left was a goon fron the other side of the water.
Any way my point is now more than ever squads will be very important or at least individuals that understand what needs to be done. The old way does not work well on this new system.
Any way back to how well it was working.... Looked like good fights all around and when one country started moving in at one point and the other country started moving in on the inner line the first country stoped dead on the outer line to deal with the invasion :)
I personally think it should work well but maybe with a few more options thrown in hear and there.. Nothing real big of course.
EDIT: I did find the fact that Rooks continue to have the 2 to 1 #'s a cause for some concern.... At one point Rooks were up to something like 110 and Bish had 49.... Though the perk planes were well.... the 262 though I don't like it was 79 perks and the Chog and F4U-4 were like 6 and 8 perks respectivly.. :D
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Originally posted by Flayed1
EDIT: I did find the fact that Rooks continue to have the 2 to 1 #'s a cause for some concern.... At one point Rooks were up to something like 110 and Bish had 49.... Though the perk planes were well.... the 262 though I don't like it was 79 perks and the Chog and F4U-4 were like 6 and 8 perks respectivly.. :D
Noticed the same thing when I was on.
Dont know if the numbers imbalance was that way all night long or if I just happened to hit it when it was.
After a couple flights I gave up and switched to blue arena.
Now if it was that way all night long Im gonna make a suggestion that not alot of peole are going to like.
But.
Keep in mind this arena I am assuming is for testing the new system.
The new system cant be accurately tested with widely uneven numbers. You only going ot end up with he same results we had with the old system.
Horde atacks base. horde smothers base horde captures base.
In the interest of testing. I propose HTC place some sort of concrete balancing side limiter on the countires to at least keep them roughly even or at least within 10-15 players of each other.
I am NOT proposing this as a permanent change but only for the purpose of testing
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Only real complaint at this point is the numbers. No matter what HTC changes, people aren't going to enjoy fighting 2 to 1 odds forever.
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Only on for a bit earlier in the evening. No problem with the map, but the numbers imbalance was definately there with almost 40 more Rooks then either Bish or Knits.
Laughed when someone said go fly Blue if you don't like it :)
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Considering that for the a good chunk of the time since the arena split it was the Rooks that only had the 40 guys in LW...
*Shrug*
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how bout once a base has been captured, it can be recaptured at anytime? I also liked someone else's idea about a pathfinder who could "paint" the base by successfully dropping a marker on the town thus making the base capturable for a set amount of time. Just imagine upping missions just to protect the goon that has to mark the base! That would be awesome.
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I still think that this trial system has turned cv's into pleasure cruises. Once the line goes inland, they're useless. Or they have to steam 2 hours to get near a capurable base
If you allow cv's to capture any bases., you could bring up a new front, and follow the line(s) from the new 'invasion' point. sort of like, oh, I don't know....North Africa, Sicily, Anzio, Normandy......
A cv could capture any base within a certain radius, and the base would show enlrged icons on the cv countries side, but remain small on the intended country's map....allowing for the surprise.
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We need a waaaaaaaambulance to LWOrange.. STAT!
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Originally posted by Saxman
Considering that for the a good chunk of the time since the arena split it was the Rooks that only had the 40 guys in LW...
That was probably in the other LW arena :D
Seriously, the extra options loosened the front lines a bit but after logging into the rooks and flying one sortie it became clear they were rolling up nit territory rather handilly with 5-7:1 odds in the southeast. I saw there were 90+ rooks and about 40 nits (bish were in the 60s) so I switched to nits and saw that the nits were rolling up bish territory while the bish were attacking and capturing rook bases easilly up north somewhere.
Just goes to show that until the players decide on their own to even up things and make for a better GAMEplay more draconian measures will need to be implemented. Yeah I know, this is how they want to play and it's all about their freedom to dweeb out...got it already. While I like the blue line and appreciate HTC trying to force the players of an online combat sim to actually fight each other, I think this is insufficient to get the game back into the game. We need AH-player 3.0 (who will strive to make the player versus player action the best and fairest possible), or even just get back to 1.0, these 2.0 guys are all about capturing bases with the least effort necessary.
FWIW, when I logged in about 9:30 central time the orange was almost full ands the blue had over a hundred fewer players. Of course side balance was non existant in both, and in both the players were using the strategerie of flying where the enemy was not present...errr "path of least resistance" I mean.
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Originally posted by Bode
8:15 PM
Peak time and you can not get into Blue arena, That should tell you how the masses feel about your new Test arena.
That is All.
QFT
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In the old Red Baron II online game, we used to have to "recon" an airfield before it could be captured. To recon a field, an unarmed aircraft (goon) would have to fly from one border of the sector to the other of the target field. Once that happened, the field would show up on the map as capturable.
That was a lot of fun.
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Originally posted by Flayed1
I did find the fact that Rooks continue to have the 2 to 1 #'s a cause for some concern.... At one point Rooks were up to something like 110 and Bish had 49.... Though the perk planes were well.... the 262 though I don't like it was 79 perks and the Chog and F4U-4 were like 6 and 8 perks respectivly.. :D
Map reset is the primary game play goal of many. Factors in the game encourage ganging:
(1) The prize for map resetting (symbolic even for those who don't "need" the perks).
(2) Score has no factoring for side inequities.
(3) Multiple arenas it is easier to hunt for favorable conditions.
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Originally posted by Bode
8:15 PM
Peak time and you can not get into Blue arena, That should tell you how the masses feel about your new Test arena.
That is All.
At about 9:30PM central it was reversed, Orange was almost full and almost twice the population of Blue, maybe the latter hour had a lot to do with the juxaposition of your figures. Why the later hour seemed to attract a different type of player, I'll leave up to you guys to guess.
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Originally posted by Edbert
That was probably in the other LW arena :D
Seriously, the extra options loosened the front lines a bit but after logging into the rooks and flying one sortie it became clear they were rolling up nit territory rather handilly with 5-7:1 odds in the southeast. I saw there were 90+ rooks and about 40 nits (bish were in the 60s) so I switched to nits and saw that the nits were rolling up bish territory while the bish were attacking and capturing rook bases easilly up north somewhere.
Just goes to show that until the players decide on their own to even up things and make for a better GAMEplay more draconian measures will need to be implemented. Yeah I know, this is how they want to play and it's all about their freedom to dweeb out...got it already. While I like the blue line and appreciate HTC trying to force the players of an online combat sim to actually fight each other, I think this is insufficient to get the game back into the game. We need AH-player 3.0 (who will strive to make the player versus player action the best and fairest possible), or even just get back to 1.0, these 2.0 guys are all about capturing bases with the least effort necessary.
FWIW, when I logged in about 9:30 central time the orange was almost full ands the blue had over a hundred fewer players. Of course side balance was non existant in both, and in both the players were using the strategerie of flying where the enemy was not present...errr "path of least resistance" I mean.
LOL Bish rolling up Rook bases in the north easily???? Ummm you need to spend some time as a bish for a while... We were having one hell of a fight up there the rooks almost had our base from a cv but we sunk it just when they were getting LVT's feet dry. Then our CV finally got to their base and there was a good battle and I and some other BOP's managed to roll LVT's the long way around the west side of the base but just as we got there a bunch of con's showed up right over town but I got 9 troops in and a squad mate let his go just outside of town and all but one died but that last heroic grunt made it in...
Problem was bish stoped attacking and the rooks took it right back untill some bish actually ran a mission and took it again.... if you call that easy well ok.
As far as the knights went they started making head way on bothe of their Bish fronts untill rooks started pounding on them and shifted knight attenton from attack to defend. and really concidering the #'s most of the night to the Knights for a good defense.
Really the only problem was rooks trying to use the #'s but even then I think they were to unorganised to really take advantage of them.
I was in Orange from the time the change was made and for a good share of that time while making dinner I was just scrolling around the map waching the show and seeing how things were working. The biggest problem I saw was that the Bish Rook front in the center of the map was seeing little action I guess because the dar circles wern't touching and people didn't want to fly that extra 1/8 of a sector.... this could be solved by shifting the line to the bish base to the north as it's a bit closer to the rook base.
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Originally posted by Geary420
We need a waaaaaaaambulance to LWOrange.. STAT!
Dude.
Well thought out intellegent debate on what is fair to everyone is needed here.
Not flames and trash talking.
What may seem as a whine to you. Is a legitimate concern to others.
And should be taken as such
Rest assured you at some point will be on the other end of the complaint tree. And rest assured when the complaint comes from you. You will want to be taken seriously and legtitimately.
this is suposed to be a thread on testing the capture system. And peoples thoughts of it.
Opinions will vary. That is fine.
But if you disagree then I would suggest posting that dissagreement in if unable to do so in an eloquent way, certainly a manner that conveys intellegence or at least something that resembles maturity
In being sarcastic in the manner you have. You only succeed in painting a picture of yourself to look every bit as infantile then those you would seek to redicule.
If not moreso.
And will accomplish nothing but in creating yet another flame war
Perhaps something more resembling something constructive is called for in this thread
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Originally posted by Edbert
At about 9:30PM central it was reversed, Orange was almost full and almost twice the population of Blue, maybe the latter hour had a lot to do with the juxaposition of your figures. Why the later hour seemed to attract a different type of player, I'll leave up to you guys to guess.
Anyone know what the numbers per side were during this time?
Like I said.
We arent going to be able to get a feel for how well this system works if one team has 2-3 times more players then the other teams.
For that we are going ot have to have at least a close to reasonable numbers distribution to find out.
Does this encourage a fight while still allowing some sort of strategy to be used other then the old horde the unoccupied base routine.
for one side to just storm from base to base to base with little to no opposition or just token resistance will not answer nor prove anything.
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Don't recall exactally Dred but the rook started the change with an ENY of 21 and the rest of the night hung around 10 or so I think.
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I placed this in another thread I had started a few days ago with these suggestions.
I am reposting here as Hitech wisely didnt want tooo many seperate threads going on the same subject and closed the thread.
Perhaps they or parts of them would fit well in combination with the new system now in place
As opposed to only 1 feild per front per country being available for capture I propose this
3 country feilds captureable to the opposing side per front at all times. 2 Airfeilds 1 GV feild
ANY feild captured by an opposing side is recaptureable to the side that feild originally belinged to at the beginning of the reset.
Example
Red side captures 6 feilds that originally belonged to Blue side.
All 6 feilds would remain capturable to Blue side because those 6 feild originally belinged to the Blue country while Red side would still only have 3 Blue feilds available for capture.
What you would have is this
Blue would have 9 feilds to choose from to capture. The 6 that originally belonged to them. Plus the 3 country feilds that belong to red.
While Red would only have the 3 choices of feilds to go after.
This would force the attacking force to also defend the bases they took
In a nutshell. Any and all home feilds once captured always remain recaptureable to the home country. While only 6 feilds(3 per front) of an opposing country are captureable at any given time
this would provide for some interesting gameplay.
1 by upping the nuber from 1 to 3 per front it provides a larger choice of feilds to go after initially. It also makes it possible for a country to attack rear areas.
Another example.
Lets say Blue country has driven 10 feilds deep into Red country.
Members from Red country would still be able to do some sort of NOE mission to attack and capture feilds on Blue counties home turf because there will always be 3 avalable
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Deleted simply for getting off topic.
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Originally posted by Flayed1
LOL Bish rolling up Rook bases in the north easily???? Ummm you need to spend some time as a bish for a while... We were having one hell of a fight up there the rooks almost had our base from a cv but we sunk it just when they were getting LVT's feet dry.
I think it all depends on the specific time. I logged in as a rook and took off on one sortie against nit, actualy went behind the lines to a support base looking for prey since their main front base was a sea of green icons. After my hop I looked around and saw two full sectors of red bardar up north with about one third of a single green bardar. I mentioned that some of the crowd fighting nits should redeploy up north and was told nobody wants to fight bish. So I changed to nits. During the time I was on (very limited...about 9:30PM central until about 10:45 central) there rooks lost 3 bases up north to the bish, and despite a numerical superiority in the arena the rooks were way outnumbered up there, by choice of the rook players mind you. There was more enjoyment in being on the larger numbered front.
I'm not blaming rooks mind you, the nits were losing bases like crazy to the rooks while they were taking them from the bish, so all the fearless chesspeice generals were winning the war via the path of least resistance. I am also not disputing any of your claims, but during the time I was on the bish steamroller was in full force up on the rooks northern side, and the numbers at the point of conflict were vastly favorable to the bish.
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Deleted for simply getting Off topic
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Originally posted by Flayed1
That is the point of the one way's... This system requiers team work more than the free form MA's do and this is a good example...
We'll come back to this but my comment was my opinion and I think it would improve gameplay.
You say you should have given up on the base and worked on getting back down the line but from a war prospective would we really want to give up on a perfectly good base? You can still up everything on it it has a supply of troops and bombs so I would say it is still an aset to uyour side...
Valid point.
What really needed to happen was while you were defending another group needed to be working on the main line trying to get back to the fork...
That's a great idea if you're in a squad. I choose not to be.
What I saw was when we got organised and attacked we took bases but after people got done with the capture they just sat on it and defended untill they lost it again.... There was no fighters trying to push the NME back off the base and the biggest problem was NO ONE WAS PORKING A FREEKIN THING!!!!! I was like a one man demolition crew going around as fast as I could killing troops... First because bish were getting a foot hold on rook territory I went and took grunt training down to 49% so the baracks would stay down longer then it was kill troops the rest of the time..
At the end tonight knights were trying to get A83 I think it was on one of those fingers and they kept hiting it over and over, so I in two flights with an attack plane took down all Barracks at the medium field NE of it. Then I took 26's to the air field directly E and made 2 passes killing all barracks....
After that they stoped trying to take 83 for the most part because the only option they had left was a goon fron the other side of the water.
That was the same area I was in. As you describe it I'm sure it was 83 I was helping to defend.
Any way my point is now more than ever squads will be very important or at least individuals that understand what needs to be done. The old way does not work well on this new system.
Now let me comment on this as a whole. I'm not in a squad because I choose not to be. I once lead one of the largest squads in Air Warrior 1 (60 players) and, while I had a great time doing that, now i just want to go do what I want to do where I want to do it and not have to feel obliged to anyone else.
As a loner I usually try to find a place on the map where I can make an impact on the war while still having fun. That said, sometimes I don't care about the war and JUST want to go have some fun.
There have been many times that I've been that lone buff taking strat targets and knocking strategic targets down at bases. Last night I just wanted to have some fun and wanted to see if the new system would allow for that.
If "the old way" is having the freedom to just go out and have fun and the new way means people have to tell you what to do to be successful, then I'm opposed to the new way.
This has to work for everyone.
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S!
flew from 1:30am till 5:30am this morning. 21ish people on. had fun, captured a base. more fronts are better imho. even more would be great :aok
i think we are getting to the happy medium place (ooo sahhhby... rubs ears....)
hope no more "undefended" base whines start. i would not be able to understand how u could call 30 something acks at a town and base "undefended".
one thing though, i would not like to see blue line capture on small maps. i dont think that will happen anyway because the maps are.........small
keep up the good work ht and crew flayed1 :aok
S!
p.s. leave the price of 163's alone :D
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Deleted
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Deleted for off topic, feel free to have another on arena balance if you wish
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Deleted Keep this stuff on topic, and not a balance issue
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Originally posted by doc1kelley
Deleted Keep this stuff on topic, and not a balance issue
Hmmmmmm....mmmmmm-kay.
The addition of more places to fight makes it easier for two countries to attack places with overwhelming numerical superiotrity even at the expense of the other country doing the same and losing bases elsewhere for the same reason.
I think the players need to be limited as in the old way (single branch on the blue line) until they learn to fight for terrain in roughly equal (local) numbers, or until something else can be constructed to force fairplay on those players who seem to clearly prefer playing with uneven odds.
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Hitech, Great job on the new system. I have a question or two. I was talking with some squad mates and they brought up a good idea I think. Since the new system CV's are restricted on what they can do now. So I was asked these two questions. When you pull up country status it shows what bases you can take. All the cv's are listed but no ports. I was asked is it possible to make a change so that any port can be captured and if not is it possible that cv's could have a a blue line? So when the cv gets in a certin range of a field you may take that base that its pointing to.
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S!
intresting question banshech. nice ideal too.
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Originally posted by BansheCH
Hitech, Great job on the new system. I have a question or two. I was talking with some squad mates and they brought up a good idea I think. Since the new system CV's are restricted on what they can do now. So I was asked these two questions. When you pull up country status it shows what bases you can take. All the cv's are listed but no ports. I was asked is it possible to make a change so that any port can be captured and if not is it possible that cv's could have a a blue line? So when the cv gets in a certin range of a field you may take that base that its pointing to.
Better use of CV groups was discussed in the "Flayed1 can you do me a favor?" thread.
This is what I was thinking of ...
Originally posted by SlapShot
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.
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Deleted for off topic, feel free to have another on arena balance if you wish
Rgr no problem HT.
Can't wait to get in and check it out! :aok
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Please could someone post where the changes are listed?
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Originally posted by doc1kelley
Deleted Keep this stuff on topic, and not a balance issue
Was trying to remember what it was I had said that might have been off topic.
This reminded me.
I respectfully dissagree
Testing the new system has alot to do with arena balance.
I wasnt advocating any change to the balance issue outside of that needed to properly test the new system.
I beleive I emphasized that and even pointed outmyself that arena balance belonged in another thread.
As for the testing of the nw system
If you dont have some sort of balance in that particular arena to test then you might as well just have a seperate arena with just a bunch of pilots on one side taking bases
Thats not intended to sound as sarcastic as it may.
But rather points out what kind of test your getting without some sort of balance....
again..For the test.
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Great job flayd and hitech!
my thoughts...
like a few more capturable on each front...also vbases need to have some form of nearby airfield support or they get overun too easily.
other than that pretty nice!
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Good job on the new system, I agree about the CV problem making them able to start a new line of advance would seem a good idea though. Id still like to see the GVs loose the icons and loose the big black dot thing so they can hide. As for the numbers problem it does speak to the idea of doing away with one of the sides. I don’t know, it’s hard to really say how it would work but looking at the numbers Id think it would help. As for the base hopping, I do tend to agree that limiting the avenue of attack just means you take away some tactics, Fainting an attack to one base to draw off enemy and divert attention while sneaking in the back. It’s a blast but perhaps the CV idea would help in that regard? Again it’s hard to tell.
You get to a certain # of people and predicting how things will happen is nearly imposable. I hope to see more maps and even more terrain features. From the GV point of view its great to see some new stuff to play around. Perhaps make it so the guns of tanks cant poke through buildings so people would really see why a tiger was just meat for the grill in those narrow streets back then.
:aok
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Welll from what people have said in game when I ask how they like it I havn't had to many complaints other than the usual wanting a few more bases open (I think more for an ocational base sneak than anything) and the CV issue.
I think these problems can be solved with a little thought.
I think we could make a few of the branches 3 way and maybe make some spetial bases like the zone bases capturable at all times. These bases would give your side a great advantage when attacking and would be great targets for an NOE mission, I even had one guy suggest we make the 163 base one of these open for a sneak, now wouldn't that piss the other country off when that base went LOL. Maybe a few one ways going across the water for other options for NOE missions.. Of course these would only be able to take a base or two because we wouldnt want to devide the fronts to much but they could give the attacking side some advantage if used right. At the very least we can make more of the coastal bases attackable so people would find the CV's more usefull.
Just some ideas but over all looks like it's working better. :)
EDIT: making more of the coastal bases takeable would also help with the guys that want some NOE fun.
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had a great tank battle at 180 last night.
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S!
great ideal bout the coastal bases. it's been fun in orange lately. :aok
S!
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Id limit the base sneaking thing due to #s and that the game cannot duplicate the reality of taking and holding bases like that. Now allowing the CVs to open a new AV of advance would be great and realistic in that it also shows the line of supply. Id like to see the basses get shifted around to now that I think about it,, buffs have it to easy now they know just where every thing is. Want to path fiend that’s why the Germans made the pathfinder raids, to Reacquire a target for marking with Wight phosphorus flairs for buffs inbound. As it is there is no way any one would leave a base set up the same every where all the time, its like advertising *PLEAS BOMB HERE, Thank you*. NOT.
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Not enough folk playing to do it justice during my time frame.
Bish were doing quite well steam rolling Rooks in the east whilst a knit invasion was stalled in the west.
Had some fun. Left and came back later and the Bish/Knit front line was unchanged.
A large field has been left unlinked at the west end of the northern territory.
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The map we're using in Orange right now works ok in this serup, But I'd like to see how it works with another map.
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Well from comments here and in game, over all I think people don't have many problems with this system other than a few thing that could be tweeked a bit and are now worried about #'s balance in this system....
I think we're getting some where HiTech :aok
NOTE: this is not an opening to talk about arena balance in this thread just an observatin on the general mood of this thread.
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Originally posted by FrodeMk3
The map we're using in Orange right now works ok in this serup, But I'd like to see how it works with another map.
Tell me about it. :) Maybe after a few tweeks HT will release the editor....
I would LOVE to take a crack at Trinity :D
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Greetings,
CVs - run a capture line from a port to other ports on the same coast or pond and the two bases (regardless of type) beside the ports.
This would allow a 'Normandy' or 'Anzio' type of maneuver but would keep CVs focused to a small area for seaborne invasion.
Regards,
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Deleted by me , opps wrong topic :(