Aces High Bulletin Board

General Forums => Axis vs Allies => Topic started by: Mister Fork on January 22, 2008, 11:40:20 PM

Title: Map for Round 3: ITALY
Post by: Mister Fork on January 22, 2008, 11:40:20 PM
(http://i56.photobucket.com/albums/g185/s0da72/italy.jpg)

There will be some lofty objectives... :)
Title: Holy crap ! WTG !!!!
Post by: Phil on January 23, 2008, 05:14:40 AM
Mister Fork !

When is the 3rd round starting ???

Phil / OPP7755
C.O
Canadian Eagles Fighter Squadron
Title: Map for Round 3: ITALY
Post by: VWE on January 23, 2008, 06:46:12 AM
As soon as round 2 ends...
Title: Map for Round 3: ITALY
Post by: MjTalon on January 23, 2008, 06:49:19 AM
yesh... finally we can use the long range bombers effectively now.

Can't wait for this, some good missions are going to be made on italy :) .
Title: Map for Round 3: ITALY
Post by: bongaroo on January 23, 2008, 09:00:04 AM
Or, you'll log on at 5 or 6 in the afternoon to find 7/8's of the map in the hands of one side who landgrabbed undefended bases all night and day while you slept and worked.  :(
Title: Map for Round 3: ITALY
Post by: whiteman on January 23, 2008, 10:59:02 AM
works both ways
Title: Map for Round 3: ITALY
Post by: indy007 on January 23, 2008, 11:29:17 AM
Quote
Originally posted by whiteman
works both ways


It shouldn't work at all.
Title: Map for Round 3: ITALY
Post by: indy007 on January 23, 2008, 11:41:53 AM
I'll go a step better, this entire unbalanced side problem could easily be fixed with probably 2 lines of code.

If a side has 25% more people than the other side, disable C-47/Jeeps.

10 vs 7 - game goes on.
10 vs 6 - capturing is temporarily halted until sides are re-balanced.

Not perfect, doesn't take into account spies, idlers, etc, but it's better than just letting people wail on the pinata.
Title: Map for Round 3: ITALY
Post by: whiteman on January 23, 2008, 11:44:31 AM
Quote
Originally posted by indy007
It shouldn't work at all.


agree, not a whole lot you can do about it. can say i was surprised to get on and see allies had a lot of land last night. we promptly lost it as the shift change occurred.
Title: Re: Map for Round 3: ITALY
Post by: republic on January 23, 2008, 11:49:37 AM
Quote
Originally posted by Mister Fork
(http://i56.photobucket.com/albums/g185/s0da72/italy.jpg)

There will be some lofty objectives... :)



Italy!!!!  Oh this is going to be so awesome.  A real map with a real war....  I can scarcely contain my glee.  I'm going to be walking around all day like Bob from the Enzyte commercial.

If only we could stop the off hours base takers....it might be near perfect.
Title: Map for Round 3: ITALY
Post by: indy007 on January 23, 2008, 11:50:28 AM
Quote
Originally posted by whiteman
agree, not a whole lot you can do about it. can say i was surprised to get on and see allies had a lot of land last night. we promptly lost it as the shift change occurred.


CheckAxis()
{
CurrentImbalance = (AxisPlayers-AllyPlayers) / (AxisPlayers+AllyPlayers)
If (CurrentImbalance > .25) then DisableAxisCaptureStuff
else AllGoodForAxis;
}

CheckAlly()
{
CurrentImbalance = (AllyPlayers-AxisPlayers) / (AllyPlayers+AxisPlayers)
If (CurrentImbalance > .25) then DisableAllyCaptureStuff
else AllGoodForAllies;
}

A bit more complex than that, but not by much. I'd be willing to wager HiTech could knock out a solution as simple as this one in under an hour. No idea how base handling is done by the code, but if its stored by a record, a simple for loop can cycle everything on & off quickly, especially in these relatively small AVA maps.
Title: Not a bad idea !!!
Post by: Phil on January 23, 2008, 12:34:16 PM
Quote
Originally posted by indy007
I'll go a step better, this entire unbalanced side problem could easily be fixed with probably 2 lines of code.

If a side has 25% more people than the other side, disable C-47/Jeeps.

10 vs 7 - game goes on.
10 vs 6 - capturing is temporarily halted until sides are re-balanced.

Not perfect, doesn't take into account spies, idlers, etc, but it's better than just letting people wail on the pinata.


That's a good thought 007 !

Maybe not temporarily halted, but NEED LOT MORE TROOPS depending on the numbers...

I think if HTC sees this, they will talk about it !

You got my vote !

Phil / OPP7755:aok
Title: Map for Round 3: ITALY
Post by: Stampf on January 23, 2008, 12:39:26 PM
Something along these lines would be excellant.  Let's face it, following rounds planesets are determined by "who wins", so it's gonna happen wholesale until someway to curb it is implemented.

Now that this thread has gone from one-liner everyday jibberish, to problemsolving, maybe HTC will look at it for us.

Salute.
Title: Re: Not a bad idea !!!
Post by: indy007 on January 23, 2008, 12:44:20 PM
Quote
Originally posted by Phil
That's a good thought 007 !

Maybe not temporarily halted, but NEED LOT MORE TROOPS depending on the numbers...

I think if HTC sees this, they will talk about it !

You got my vote !

Phil / OPP7755:aok


I like that. That would actually be even easier depending how the capture amount is stored. If it's a global variable, then you wouldn't need to cycle through the field lists or anything. Simply set it to 9999 or whatever when the imbalance function says so, then back to 20 as it evens out.
Title: Map for Round 3: ITALY
Post by: Mister Fork on January 23, 2008, 01:42:51 PM
There is little we can do with milk runners other than announce that people /squadrons run the risk of being banned and then excluded from awards.   (fixing symptoms - not the problem)

We're all adults, and we'll treat you as such - but that also means giving you lots of flexability and rope - sometimes so much rope people will hang themselves with it.  That's the risk they run in milk running bases.  Get caught - get punted from the awards and recognition.

The real solution is to find out who plays and when, then schedule players to be there which will safeguard against milk-running.  We COULD turn on side balancing, but I'm not sure thats the way to go either (treating a symptom).

Besides, Italy is a big map.  If people choose to capture bases in a milk run, congrats on childish gameplay.  Get caught milk-running, face the consequences.
Title: Map for Round 3: ITALY
Post by: captain1ma on January 24, 2008, 10:35:27 AM
im with you mr. fork, well said!!
Title: Map for Round 3: ITALY
Post by: republic on January 24, 2008, 12:16:03 PM
Quote
Originally posted by Mister Fork
If people choose to capture bases in a milk run, congrats on childish gameplay.  Get caught milk-running, face the consequences.


:aok

Now if we could just somehow put in a command to enable sportsmanship, that would fix it (and a multitude of things) completely.  :)
Title: Map for Round 3: ITALY
Post by: XAKL on January 24, 2008, 12:52:28 PM
Quote
Originally posted by indy007
I'll go a step better, this entire unbalanced side problem could easily be fixed with probably 2 lines of code.

If a side has 25% more people than the other side, disable C-47/Jeeps.

10 vs 7 - game goes on.
10 vs 6 - capturing is temporarily halted until sides are re-balanced.

Not perfect, doesn't take into account spies, idlers, etc, but it's better than just letting people wail on the pinata.


Indy what you are describing is what AvA used to be, and aside from some close ACM battles there wasn't much else.  Infact, it only hosted 10 or 15 players at best each night.  Finally, AvA has some resemblance of what this arena should be.  The big complaints I heard were the limited plane set and the inability to capture bases.  I myself complained of the same thing.  Now, the Arena is attracting 30-50 players a night even with the current set up of planes.  Let me make it clear to you.  I don't like your proposal.  Turning off the base capture because of unbalanced side problem is counterproductive.  Even in real war you try to unbalance your enemy to overtake their territory.  Having equal numbers to make it more fair is honorable but is ineffective.  The map is big enough for anyone to hold duels and run seperate missions.  I like the new setup.  I wish we had more plane selection.  

MUGADAI of the MUNGADAI WARRIORS
Title: Re: Map for Round 3: ITALY
Post by: XAKL on January 24, 2008, 12:59:11 PM
Quote
Originally posted by Mister Fork
(http://i56.photobucket.com/albums/g185/s0da72/italy.jpg)

There will be some lofty objectives... :)


Does this mean that the axis will lose their Japanese airplanes, and the Allies lose their current setup of airplanes??

Again, I urge the staffers to recognize that when the arena says AvA, I'm thinking all axis planes and allies airplanes.  

Mugadai of the MUNGADAI WARRIORS
Title: Map for Round 3: ITALY
Post by: Mister Fork on January 24, 2008, 03:48:52 PM
The commander has full ability to choose what aircraft are enabled/disabled for the next round.  so if they choose to ignore Japanese aircraft, they can do so.  However, all aircraft are brought forward to the next round.