Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: NCLawman on August 15, 2007, 10:17:21 AM

Title: Map Reset Characteristics
Post by: NCLawman on August 15, 2007, 10:17:21 AM
Respectfully submitted:

A side point that came up under GHI's thread regarding HQ raids discussed the ability to "reset the map / win the war".  The point is the ability to "win the war' and reset the map under current conditions is near impossible.  I would like to open a thread to discuss the issue.

I am curious as to the general consensus on the topic.  Would the populous as a whole support an easier reset?  Not for the purpose of "Win the War" but for the purpose of rotating the map.  Now, before we go bashing the question let me make this point....

I recently saw on the LW-Blue where we (BISH) and Knights had the rooks pushed back to about 5 bases on their main island.  The next day the role was reversed on the same map... rooks and knights had us pushed back to about 5 or 7 bases.  the following day... right back where it was before.

Point is this... when one side is pushed so completely far back that they are limited in places to up or the only place to up is a vulch-fest, is it still fun for them?  Used to be that in those circumstances, the map would reset (yes it said so and so won the war) and we get a new balance of bases.

As I said in the previous thread, I would certainly support a return to the old criteria of map reset.  When one side is down to a limited number of bases, reset the map.  I don't care about the "BISH/ROOK/KNIGHT won the war.  You have been awarded perk points" thing.  I would just like to see a more frequent rotation of the maps to keep them from getting stale.  As far as I am concerned just indicate the map is reset... no "won the war or perkies message needed."

Any thoughts or ideas on this subject?  I do think it would improve gameplay and enjoyment for all (but that is just my opinion  -- and we all know about opinions :lol )

{The floor is open for discussion}

>S<
:aok
Title: Map Reset Characteristics
Post by: SlapShot on August 15, 2007, 10:23:58 AM
I thought that the new "Win the War" parameters were a good idea ... but ... I have to change my mind and agree with you. Change it back to what it was ... just so we get a map reset/turnover.

I would also like to make a proposal too ... the first country that captures a single field in the Uterus map ... WINS THE WAR ... and we get a new map.

I'm not sure if I have said this before ...

I HATE, WITH A PASSION, THE UTERUS MAP !!!
Title: Map Reset Characteristics
Post by: NHawk on August 15, 2007, 10:26:28 AM
There is nothing wrong with the current requirements to reset a map.

The problem is with the players. They don't seem to realize that each country must split it's forces and fight both countries/fronts at once.

The "gang-bang" of a single country no longer results in a reset as it did in the past. What happens instead is that a country is whittled down to a few bases, the other countries realize they have to get the other countries bases to win and the front shifts to the two leading countries. This allows the one with the fewest bases to regain their territory on the now undefended fronts.

It's a vicious cycle that only the players can stop by fighting on both fronts at once.
Title: Map Reset Characteristics
Post by: SlapShot on August 15, 2007, 10:37:13 AM
Quote
Originally posted by NHawk
There is nothing wrong with the current requirements to reset a map.

The problem is with the players. They don't seem to realize that each country must split it's forces and fight both countries/fronts at once.

The "gang-bang" of a single country no longer results in a reset as it did in the past. What happens instead is that a country is whittled down to a few bases, the other countries realize they have to get the other countries bases to win and the front shifts to the two leading countries. This allows the one with the fewest bases to regain their territory on the now undefended fronts.

It's a vicious cycle that only the players can stop by fighting on both fronts at once.


Correct ... but time has shown that they aren't going to change their "gangbang" mindset. I swear that mice are more trainable than most in this game.

If we had ALL "great" maps ... then I would not have changed my mind, but since that is not the case, we need something that will generate map resets/changes more often than what we have now.
Title: Map Reset Characteristics
Post by: Lusche on August 15, 2007, 10:44:48 AM
The new map win criterias are among the best changes ever introduced.

Prior to the new arena setup, we often had to rely on the weekly Skuzzy reset for map change. People tend to forget that when playing on the same map for 3 days only. Playing every day, I can say it's quite rare when a map survives much longer than a week now.

And remember the constant hammering on one specific country without having ever the chance to fight back? Quite boring...

Now the two "big" countries have to face each other at one point. Improved the gameplay tremendously.
Title: Map Reset Characteristics
Post by: SFCHONDO on August 15, 2007, 11:10:30 AM
The reset criteria as it is now is fine. I would rather Skuzzy reset the maps every week like he used too, actually I wish he did about every 4 days. Playing the same map longer than that gets boring.
Title: Map Reset Characteristics
Post by: Max on August 15, 2007, 11:25:02 AM
Somewhat off-topic but...........

why no more Mindinao? It isn't THAT large of a map given the current MA population limits.

HTC?
Title: Map Reset Characteristics
Post by: rogerdee on August 15, 2007, 11:39:54 AM
from what i can gather mindi was more a one sided map,who ever was in the middle got hit hard and who ever was on thewest side didnt lose bases or get very far.

they changed the map so the fights could be more equal and more far.

All new maps have to be bulit o this fairness same amount of bases same sort of spacing ect ect.

all ads up to a boring map
Title: Map Reset Characteristics
Post by: Zazen13 on August 15, 2007, 11:58:53 AM
The new reset requirements are fantastic. It forces a team with reset on its mind to fight both the other two countires, not just gang horde the low guy. In my opinion this single change has had the most positive impact on overall gameplay of any HTC has made, far more significant than ENY limiters or perk bonuses. It makes the fundamental balancing principle of having three countries actually work in practice.
Title: Map Reset Characteristics
Post by: Shuffler on August 15, 2007, 02:42:28 PM
Maps???? I see lots of planes..... lots and lots of planes.... I shoot the ones that don't shoot me first..... sometimes....
Title: Map Reset Characteristics
Post by: RELIC on August 15, 2007, 03:48:59 PM
I agree with NCLawman - the map reset is better than it used to be but the 40% reset rule is too high IMO.  I think dropping that to 33% would be better.
Title: Map Reset Characteristics
Post by: SlapShot on August 15, 2007, 03:54:47 PM
Quote
Originally posted by Zazen13
The new reset requirements are fantastic. It forces a team with reset on its mind to fight both the other two countires, not just gang horde the low guy. In my opinion this single change has had the most positive impact on overall gameplay of any HTC has made, far more significant than ENY limiters or perk bonuses. It makes the fundamental balancing principle of having three countries actually work in practice.


Well ... from what I have seen as of late ... the 2 stronger teams continue to pound the lesser team even if there are no capturable bases left on the lesser teams side.

In theory, it's a fantastic idea but it doesn't appear the HT is getting the mice to move thru the maze IMHO.
Title: Map Reset Characteristics
Post by: FALCONWING on August 15, 2007, 05:49:12 PM
Quote
Originally posted by Zazen13
The new reset requirements are fantastic. It forces a team with reset on its mind to fight both the other two countires, not just gang horde the low guy. In my opinion this single change has had the most positive impact on overall gameplay of any HTC has made, far more significant than ENY limiters or perk bonuses. It makes the fundamental balancing principle of having three countries actually work in practice.



it is hard to type this and my fingers are trembling as i do so......













I agree with zazen!


the most positive change to gameplay has been the new map reset rules and the forcing of countries to fight both opposing countries to get a reset...pure brilliance and has subtley forced the game away from pure capture to more dogfighting....

:aok
Title: He's got it right.
Post by: TalonX on August 15, 2007, 05:51:23 PM
Quote
Originally posted by NHawk
There is nothing wrong with the current requirements to reset a map.

The problem is with the players. They don't seem to realize that each country must split it's forces and fight both countries/fronts at once.

The "gang-bang" of a single country no longer results in a reset as it did in the past. What happens instead is that a country is whittled down to a few bases, the other countries realize they have to get the other countries bases to win and the front shifts to the two leading countries. This allows the one with the fewest bases to regain their territory on the now undefended fronts.

It's a vicious cycle that only the players can stop by fighting on both fronts at once.


In fact, it specifically prevents ganging one country.    As much as I want to reset maps quickly, just for the variety, the old way was flawed.

Title: Map Reset Characteristics
Post by: RELIC on August 15, 2007, 08:27:58 PM
Prevents ganging?  Ummm that hasn't been my experience in the game lately.
Title: Map Reset Characteristics
Post by: MWL on August 15, 2007, 10:19:33 PM
Greetings,

  I know I am about to get flamed, but hey, here goes.  I liked the concept of the thread maps.  (one base leads to another that can be taken).  With one comment.

  I think the threads should not lead from one base to another, but some bases should lead to 2, 3 or 4 other bases.  Create a grand tactical (or operational) reason to attack a given base verses blindly following a single thread.

  In addition, each map could have 2 - 5 thread designs that would change the operational requirements to 'take' a map.  In effect you could get 2-5 different campaigns while using the same terrain map.

Regards,
Title: Map Reset Characteristics
Post by: hubsonfire on August 15, 2007, 11:24:34 PM
I actually like the new parameters, but I will agree that your average AHer has the mental faculties of a small rodent. However, I don't think dumbing it down any, or returning to the previous setup, will help at all. The only way you'll change the players' tendencies, is to offer a path of even less resistance, and I'm not sure that's a good idea, to be honest.
Title: Map Reset Characteristics
Post by: Anyone on August 16, 2007, 03:00:22 AM
Quote
Originally posted by SlapShot
Correct ... but time has shown that they aren't going to change their "gangbang" mindset. I swear that mice are more trainable than most in this game.

If we had ALL "great" maps ... then I would not have changed my mind, but since that is not the case, we need something that will generate map resets/changes more often than what we have now.


its gona take a few more months(years?) for people to learn new ways....
Title: Map Reset Characteristics
Post by: Anyone on August 16, 2007, 03:12:38 AM
Quote
Originally posted by rogerdee
from what i can gather mindi was more a one sided map,who ever was in the middle got hit hard and who ever was on thewest side didnt lose bases or get very far.

they changed the map so the fights could be more equal and more far.

All new maps have to be bulit o this fairness same amount of bases same sort of spacing ect ect.

all ads up to a boring map


i dunno, trying to take the West country was fun, doing noe raids across the water to take 28 (i think?) was a laugh, stealing there cv etc... ive seen them reset a few times (mostly when it was my country....lol).

id like for it to come back, but i think it was poor on gv wars.
Title: Map Reset Characteristics
Post by: straffo on August 16, 2007, 03:12:54 AM
IMO a successful HQ raid should reset the map.
Title: Map Reset Characteristics
Post by: Anyone on August 16, 2007, 04:39:22 AM
Quote
Originally posted by straffo
IMO a successful HQ raid should reset the map.


hq would need to be changed... but i kinda agree...... strat targets need more importance, then fighters will wana attack buffs more often.

right now people only attack buffs because they get kills, but alot of the time u see buffs flying towards totally undefended strat targets... and these strat targets could easly be defended but to be honest, whats the point?

if the HQ was larger, ie maybe a city tile next to it sort of size, and u carpet bombed the whole lot to 0% then.... war won? that would kinda work well
Title: Map Reset Characteristics
Post by: badhorse on August 16, 2007, 06:44:32 AM
Quote
Originally posted by SlapShot
II HATE, WITH A PASSION, THE UTERUS MAP !!!



AMEN!
Title: Map Reset Characteristics
Post by: Lusche on August 16, 2007, 06:55:17 AM
Quote
Originally posted by SlapShot


I HATE, WITH A PASSION, THE UTERUS MAP !!!


I used to feel the same way, but actually I like when Nits end up being the southern "Gang Me!" country.

Suffering from the attractíon of the great A1-A19 furball, it will invariably pushed back to the uncapturable base in the east by the NE country. And that means tons of fun flying the 163 :aok
Title: Map Reset Characteristics
Post by: gpwurzel on August 16, 2007, 07:03:10 AM
Having been on the receiving end of one of Ghi's masterplans..........gotta say I prefer the new way...lol........was intense fun, fights everywhere you looked, bases capped, vulched, deacked etc............got my backside handed to me a load of times, got a few kills, most importantly, had a vast amount of fun (even if I was sweating heavily.....got a bit into it....)

Ghi


Wurzel