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General Forums => Wishlist => Topic started by: hitech on September 10, 2009, 11:43:59 AM

Title: Zone system.
Post by: hitech on September 10, 2009, 11:43:59 AM
I am considering scraping the zone strat system and going back to country resources.

Thoughts?

HiTech
Title: Re: Zone system.
Post by: LLogann on September 10, 2009, 11:47:23 AM
For some of the younger folk, could you give a brief description of this GREAT IDEA?

 :aok
Title: Re: Zone system.
Post by: shotgunneeley on September 10, 2009, 11:55:12 AM
I have no idea how the "country resource" system works, but if it puts more of a strategic value on the heavy bombing of the enemy industrial heartland then you'll get a big +1 from me!
Title: Re: Zone system.
Post by: LLogann on September 10, 2009, 11:57:47 AM
You're off track...... Think more about "How much land do we own?"  More land, more resources.............   AT least how I'd remember it.

I have no idea how the "country resource" system works, but if it puts more of a strategic value on the heavy bombing of the enemy industrial heartland then you'll get a big +1 from me!
Title: Re: Zone system.
Post by: Fender16 on September 10, 2009, 11:58:35 AM
I understand the Zone Strat System but I don't believe I ever played with the Country Resources.
Could someone explain?
Title: Re: Zone system.
Post by: hitech on September 10, 2009, 12:26:21 PM
Fence: With zone strat you must own the primary zone field for the resources to supply the fields of that zone.

With country strat all resources (i.e. factories) supply all fields that you own. So hitting strat effects the down times of all items in the country.
While the zone theory sounded good in theory , it made factories much less valuable to hit.

HiTech
Title: Re: Zone system.
Post by: LLogann on September 10, 2009, 12:32:04 PM
AH HA!!!
Title: Re: Zone system.
Post by: Baumer on September 10, 2009, 12:36:43 PM
I was not playing when you had country resources, can you (or any else) explain how it worked? Then of course the standard follow-up question would be, how would it effect overall game play?

I general I think there are 2 main ideological groups (furball/landgrab), each with a core following of players, then there is a large group of players that switch between the two as they feel the need or desire. At present, the zone system doesn't really help or hinder (for the most part) either group. Would the game play balance, change with a switch to Country Resources?

[edit] Thanks HT, can you be a little more specific? For example, was there just 1 radar factory for the whole country or several? Was this only on small maps or did you have the large maps back then as well? I'm just trying to get a better idea of how this would impact overall game play, thanks.
Title: Re: Zone system.
Post by: Ack-Ack on September 10, 2009, 12:38:24 PM
I am considering scraping the zone strat system and going back to country resources.

Thoughts?

HiTech

I liked the old system before the switch to the current zone system.  With the old country resource system, the factories/depots actually had some strategic value which was lost in the switch to the zone system.

With the country resource system, it also helped create fights that the zone system didn't 'encourage'.  What I mean by that, players were more likely to up fighters to defend the factories/depots against the bombers and in turn the bombers were also more likely to bring escorts for defense.  In addition, it also encouraged players to attack the supply trucks/trains/barges and others to defend their supply lines.

In short, the old country resource system helped encourage fights on all levels and that was a very good thing.

ack-ack
Title: Re: Zone system.
Post by: Lusche on September 10, 2009, 12:39:31 PM
So far I like it.

I can envision a map where all country strats are located in a "rear" area, close to the uncapturable bases and far away from the initial front line. Combined with increased importance of those factories, it may result in seeing a few more "strategic" missions and high-altitude fights in the MA
Title: Re: Zone system.
Post by: Ack-Ack on September 10, 2009, 12:43:27 PM
So far I like it.

I can envision a map where all country strats are located in a "rear" area, close to the uncapturable bases and far away from the initial front line. Combined with increased importance of those factories, it may result in seeing a few more "strategic" missions and high-altitude fights in the MA

In the small euro map in AW, the main factories were located like that in "Ruhr Valley" along with the main base and a couple of nearby smaller bases with some of the smaller depots scattered around the country side.


ack-ack
Title: Re: Zone system.
Post by: RaptorL on September 10, 2009, 12:45:38 PM
Go For It Hitech
Title: Re: Zone system.
Post by: Noir on September 10, 2009, 01:05:02 PM
+1  :aok

High altitude bombing is fun to play and intercept.
Title: Re: Zone system.
Post by: Easyscor on September 10, 2009, 01:08:28 PM
I am considering scraping the zone strat system and going back to country resources.

Thoughts?

HiTech

I don't see a huge impact. However, I'd like to see factories and the City increased in size to at least double their current building count while keeping the existing factories and City for backward compatibility.
Is that a possibility?

Two guys in B-17s shouldn't be able to disable a countries strat in two passes as they can now on some terrains.

It's been years since I tried it, but does player resupply of the factories and the City still work? I'm basing my position on having player resupply.
Title: Re: Zone system.
Post by: moot on September 10, 2009, 01:08:59 PM
I'm curious how this'll work when the maps are as big as they've gotten.  Force the fight forward more than now (assuming strats would be nearer rather than further from HQ)?  Or would the strat health for any given strat type be pooled from a number of strat sites?

I'd also definitely have the strats bigger with this change back to country strats.

If this does eventually lead to longer and higher altitude flying, could we see the MA fuel multiplier come back down to e.g. 1.5?
Title: Re: Zone system.
Post by: AKP on September 10, 2009, 01:13:56 PM
+100   :aok

I LOVE it!!!!  One small step for AH, One Giant leap for bomber pilots!  I have been wanting a better strategic system since I started playing.  I wasnt around for the old system, but this sounds like a great idea.  Makes sense, and gives meaning to the factories besides buffers using them as perk factories.

Besides, it will give the AI Puffy Ack Gunners more practice!   :D
Title: Re: Zone system.
Post by: LLogann on September 10, 2009, 01:19:14 PM
But will we also add the math for resupplying a smaller stock of fields?

As a country losses more and more bases, will it take a shorter time for the kept bases to be resupplied........  More resources for fewer bases..........

THe large country now has so many bases to resupply that it may take an 1.4 hours for the dar to pop instead of 45 min.

Title: Re: Zone system.
Post by: Delirium on September 10, 2009, 01:20:01 PM
Sounds good! Anything that gives the bomber guys more to destroy, besides hangers at fields, is great. Currently, bombing those hangers is the only way the bomber guys can really make an effect in AH, if the strat system was changed they could have their own 'war' so to speak.

I am a little concerned because many of the current strat targets end up near the front and it may require some map reworking.
Title: Re: Zone system.
Post by: Lusche on September 10, 2009, 01:21:47 PM
It's been years since I tried it, but does player resupply of the factories and the City still work? I'm basing my position on having player resupply.


Factories yes, city no.
Title: Re: Zone system.
Post by: Easyscor on September 10, 2009, 01:24:54 PM
I wonder why you can't resupply the City? IMO it should be just like the factories.

Hitech?
Title: Re: Zone system.
Post by: bozon on September 10, 2009, 01:26:04 PM
I bet most players didn't even know there was a zone system or any resupply system at all.

One problem I remember from the old system was that at some point half the factories of one chess piece will end up in enemy territory where player will up an occasional lanc milkrun to keep them flattened. It would be nice if the resupply rate will depend on the number of fields that the country owns - less fields -> less national supply required -> less factories required. The loosing side will not be shut down by bombing its factories in lost territory.

However, if I may offer another POV:
I don't think that AH players are very into large scale strategy. This is why strategic targets are not favored targets - people do not see the effects of their efforts. One driving force is the "attaboy" factor. For example, if a factory destroyed would generate a server message in the spirit of "factory XXX destroyed, <chesspiece> resupply down to YYY" it will result in a series of "WTG" and pat on the ego of the bombers. I bet this will generate more strategic bombing than any strategy system.

Scores are an even greater motivator that is nearly absent or twisted, even though players keep looking for it. I made a suggestion a while ago to combine strategy with mission team play and with scores as a driving force:
http://bbs.hitechcreations.com/smf/index.php/topic,256300.0.html
Title: Re: Zone system.
Post by: ghostdancer on September 10, 2009, 01:26:48 PM
If I remember the pre-zone system correctly when you siezed bases it didn't affect the ownership of strat objects. Resulting in cities, ammo factories, fuel, etc. being left behind enemy lines as the front shifts. Which of course lead to milk running. Right now we have that to some extent to but pre-zone you could end up with one of your cities several sectors back behind enemy lines.

I am not sure something like this would work on a 512 by 512 map since designers would then want to concentrate strats near the countries capital only. Which would could result in them being say 8 to 10 sectors (200 to 250 miles) from the front initial front lines. Making bombing of them basically non existent in the MA. Who would want to fly 1 hour to target and back from target. So until the font lines got closer I don't think you would have strategic bombing on new maps.

If the strats stayed in place on the current maps then once the front moves people would constantly be able to smack strats with nobody to defend them since the front could have moved multiple sectors away from them.

Things could get even more messy for special events where we simulate the fall of certain parts of a country while the rest fights on. This thought might be avoided by reducing the amount of strats and their positions and shouldn't have to much of an effect because in most Special events the goal is not bombing strats.

Title: Re: Zone system.
Post by: BlauK on September 10, 2009, 01:42:43 PM
Would this mean that all starts would be located in the rear areas of each country? If they were spread out, they might end up isolated and surrounded and as continuous undefended "offline" type of targets like it sometimes happens even with the current zones.

What if the resources were capturable :aok
This way a country could increase its resourses over the initial maximum, not just only decrease enemies' resources.
The strats would (might) become more valued, bombing would mean more and defending them would mean more. Even nice furballs and GV fights might develope around the strats.

There could be several strat clusters around, but maybe 1/3 or 1/2 of them should be closer to rear areas?
Title: Re: Zone system.
Post by: AKP on September 10, 2009, 01:47:13 PM
I am not sure something like this would work on a 512 by 512 map since designers would then want to concentrate strats near the countries capital only. Which would could result in them being say 8 to 10 sectors (200 to 250 miles) from the front initial front lines. Making bombing of them basically non existent in the MA. Who would want to fly 1 hour to target and back from target. So until the font lines got closer I don't think you would have strategic bombing on new maps.

That is exactly how it should work... and DID work in WW2.  The deeper the allies pushed into enemy territory, the deeper they were able to conduct strategic bombing missions.  Strats would need to be located near the teams capitol and untakeables.  Yes, it would require long, and dangerous missions over defended territory to get to them, but that is exactly how it should be.  And rightly so, given the impact getting them flattened will have on the total team.
Title: Re: Zone system.
Post by: waystin2 on September 10, 2009, 01:53:53 PM

What if the resources were capturable :aok
This way a country could increase its resourses over the initial maximum, not just only decrease enemies' resources.
The strats would (might) become more valued, bombing would mean more and defending them would mean more. Even nice furballs and GV fights might develope around the strats.

There could be several strat clusters around, but maybe 1/3 or 1/2 of them should be closer to rear areas?

My thoughts exactly Blauk, and I would certainly like more information.  I like the premise, but not quite sure I understand the whole enchilada that I may be taking a bite out of by saying yes. :uhoh
Title: Re: Zone system.
Post by: hitech on September 10, 2009, 01:57:41 PM
Resources are capturable now via capturing there controlling air field. Hence the zone concept.

With fields now that can not be captured, the problem of strat being in enemy territory can easily be fixed simply by moving the strat objects .

The main thing this will effect is that strat will again be more of a value when hit, because it will always effect the entire country.

HiTech


Title: Re: Zone system.
Post by: 5PointOh on September 10, 2009, 02:00:41 PM
I love it.  But would also like to see the factorys nessled in lager (non point giving) cities.  Like the tank town area on ndisles.  
Title: Re: Zone system.
Post by: hammer on September 10, 2009, 02:01:41 PM
Is this a re-use of the old code or new code using the old system? If it's new code, how about a combination of the two?

Have factories near the rear (representing a country's industrial base) with cities throughout the map representing distribution hubs. The closer a base to the distribution hub, the faster it gets resupplied (assuming the city / distribution hub is operational). Destroy a city / distribution hub, supplies have to come from the next closest one. Some percentage of supplies goes to rebuilding the distro hub, thus increasing the down time of the fields. Destroy a factory, all distro hubs are affected for that commodity.

Rebuild times are dependent on how much damage needs to be repaired, how much a convoy can carry, and how far the field is from the nearest distro center. Trains run from factories to the distro hubs, convoys from the distro hubs to the fields. Trains and convoys depart at some regular intervals and have travel times based on the distance to be traveled.

If time intervals for travel is too great, some partial functionality (for example fighters with 75% fuel and no ords) could be re-established at a field after some fixed amount of time while waiting for full functionality of the field to be restored.

Lots more details to work out, but I think this gives the general idea of where I'm thinking. Now, if this is simply re-inserting old code, disregard!

Regards,

Hammer
Title: Re: Zone system.
Post by: BlauK on September 10, 2009, 02:06:44 PM
Resources are capturable now via capturing there controlling air field. Hence the zone concept.

Yup, but the fight is at the air field, not at the factory, which might be tens of miles away.

I meant, that there could be a map room at each factory :) ... or maybe there should be even towers and VH:s at factories. That V-base would own the surrounding factory area.
Title: Re: Zone system.
Post by: waystin2 on September 10, 2009, 02:13:34 PM
I assume that this would also make convoys, trains, and barges very strategic targets?
Title: Re: Zone system.
Post by: moot on September 10, 2009, 02:23:17 PM
I wonder why you can't resupply the City? IMO it should be just like the factories.

Hitech?
GP500 explosive got you down?  Shrapnel indigestion?  Have some ACME supplies bring you right up in 15min or your money back!  :D
Title: Re: Zone system.
Post by: Lusche on September 10, 2009, 02:24:42 PM
I wonder why you can't resupply the City? IMO it should be just like the factories.

Hitech?

Maybe because the City is resupplying the factories... you supplies would had a much greater impact then.
Title: Re: Zone system.
Post by: 68falcon on September 10, 2009, 02:34:14 PM
Gets my vote  :aok  
Consider BlauK recommendation of allowing each strat to be captured (map room), removes the ability of "milk runs" as friendly line moves forward.

Vehicle field or Air fields could be placed close or spawn points set to help protect strat.
Title: Re: Zone system.
Post by: Chalenge on September 10, 2009, 02:34:46 PM
Geeze HT that means I have to rewrite chapters 4 5 and 7...  :cry

two weeks?  :D
Title: Re: Zone system.
Post by: Ack-Ack on September 10, 2009, 02:42:21 PM
Gets my vote  :aok  
Consider BlauK recommendation of allowing each strat to be captured (map room), removes the ability of "milk runs" as friendly line moves forward.

Vehicle field or Air fields could be placed close or spawn points set to help protect strat.

Later versions of AW (AW2/3/MV) had capturable strat targets that really did change the dynamics of the map.  You could capture a base but if you didn't capture the nearby depots/factories that supplies those bases, the base would never repair.  This again provided additional incentives to protect the strat targets and also fostered more fights.


ack-ack
Title: Re: Zone system.
Post by: 68falcon on September 10, 2009, 02:45:54 PM
Hitech, as you know,when CM's set an arena for an event we are able to change country ownership for all fields and ships. Would it be possible if the strat had the same properties as the bases do?
Title: Re: Zone system.
Post by: wsveum on September 10, 2009, 02:52:48 PM
+1  :aok
Title: Re: Zone system.
Post by: ghostdancer on September 10, 2009, 03:36:44 PM
HiTech for special events I don't see repositioning the now uncapturable strats as a problem. Simply because most special events actually have a player flying for 45 minutes to an hour to a target (250 miles or more one way). That is part of the event.

For the MA I would hazard that this might be an issue and would discourage bombing of strats. When we had the zone less system previously I believe it was on the smaller 256x256 maps, so designers could not place strats to far away from the initial battle fronts (before people started capturing bases).

On a 512x512 map you could easily end up with a situation with strats placed:

1) Strats being placed by the terrain designer to far away from the battle front resulting in an hour or more flight to the target and then another X amount time back to a friendly field. How many players in the MA do we know willing to fly an hour to get to a target and bomb it?

2) Strats being place to close to the front and being over runned and then being deep behind enemy lines. Resulting in the enemy country being able to hit them at will unopposed and degrade your countries supply while your country might have to fly say X amount minutes or more to fly to the strat target and defend it. Even if players do this they only have a certain amount of time over target defending it. Which again might produce the affect of the supply for one country simply being continually depressed with them not able to do anything about it. Say if strats were 100 miles to 125 miles (4 - 5 sectors behind enemy lines).

As stated I don't see this being an issue with special events (scenarios, FSO, snapshots, etc.) where people are used to and required to fly long distances. I do think this could be an issue in the various MAs.

Title: Re: Zone system.
Post by: USRanger on September 10, 2009, 03:50:50 PM
I liked the old system before the switch to the current zone system.  With the old country resource system, the factories/depots actually had some strategic value which was lost in the switch to the zone system.

With the country resource system, it also helped create fights that the zone system didn't 'encourage'.  What I mean by that, players were more likely to up fighters to defend the factories/depots against the bombers and in turn the bombers were also more likely to bring escorts for defense.  In addition, it also encouraged players to attack the supply trucks/trains/barges and others to defend their supply lines.

In short, the old country resource system helped encourage fights on all levels and that was a very good thing.

ack-ack

+1  Not another word needs said IMO.  I think that would be a fantastic idea HT.
Title: Re: Zone system.
Post by: Stampf on September 10, 2009, 03:51:27 PM
Yes please.  :aok
Title: Re: Zone system.
Post by: Fender16 on September 10, 2009, 03:52:09 PM
I assume that this would also make convoys, trains, and barges very strategic targets?

I'd assume so.
I am all for this idea.
Title: Re: Zone system.
Post by: hammer on September 10, 2009, 03:55:40 PM
Want to make long flights worth it? While a country retains X% of their original fields, destroying 100% of strategic targets around a HQ immediately disables Y number of front-line bases for Z minutes. The attack and defense of deep targets would become important and worthwhile.

Edit: This would obviously have to end as the front line got too close to the strat targets just to allow all sides to remain competitive.

Regards,

Hammer
Title: Re: Zone system.
Post by: horble on September 10, 2009, 05:55:06 PM
I'm all for it!
Title: Re: Zone system.
Post by: Masherbrum on September 10, 2009, 06:24:10 PM
I like it, good idea HiTech! 
Title: Re: Zone system.
Post by: E25280 on September 10, 2009, 06:52:49 PM
For the MA I would hazard that this might be an issue and would discourage bombing of strats. When we had the zone less system previously I believe it was on the smaller 256x256 maps, so designers could not place strats to far away from the initial battle fronts (before people started capturing bases).

On a 512x512 map you could easily end up with a situation with strats placed:

1) Strats being placed by the terrain designer to far away from the battle front resulting in an hour or more flight to the target and then another X amount time back to a friendly field. How many players in the MA do we know willing to fly an hour to get to a target and bomb it?

2) Strats being place to close to the front and being over runned and then being deep behind enemy lines. Resulting in the enemy country being able to hit them at will unopposed and degrade your countries supply while your country might have to fly say X amount minutes or more to fly to the strat target and defend it. Even if players do this they only have a certain amount of time over target defending it. Which again might produce the affect of the supply for one country simply being continually depressed with them not able to do anything about it. Say if strats were 100 miles to 125 miles (4 - 5 sectors behind enemy lines).

As stated I don't see this being an issue with special events (scenarios, FSO, snapshots, etc.) where people are used to and required to fly long distances. I do think this could be an issue in the various MAs.
A possible solution to the large maps problem would be to still have 2 or 3 of each type of strat object (say 2 relatively close to the front and one further back), that would have a cumulative effect on supply -- i.e. take one of the factories down to zero, your map status would show 33%, and supply would be 2/3rds as effective.  It still has an impact, but not crippling to a country that is pushed back well behind the initial map start.

One part I like about this idea of country-wide resupply is that a base you just captured will start to be resupplied immediately.  This means the front line strats will be down for less time on average, which means the "war" can continue to progress at a faster rate on a broader front, rather than the linear horde that has enough players to resupply the base just taken before moving on.
Title: Re: Zone system.
Post by: B4Buster on September 10, 2009, 07:17:46 PM
 :aok

capturing strats is a great idea. I will; however, miss the intruder missions 2 sectors behind enemy lines to kill milk runners :(
Title: Re: Zone system.
Post by: caldera on September 10, 2009, 07:27:20 PM
I like the idea of capturing strats (equipped with maprooms). Make the strats bigger as suggested and add some of these for protection:

(http://i343.photobucket.com/albums/o460/caldera_08/augarten_01.jpg)


Title: Re: Zone system.
Post by: Ack-Ack on September 10, 2009, 07:46:40 PM
I like the idea of capturing strats (equipped with maprooms). Make the strats bigger as suggested and add some of these for protection:

(http://i343.photobucket.com/albums/o460/caldera_08/augarten_01.jpg)




If it's possible, I would also increase the number of troops needed to capture a strat target from the current default for taking bases.  I'd up it to at least 20 troops, maybe even 25.


ack-ack
Title: Re: Zone system.
Post by: Bino on September 10, 2009, 08:07:54 PM
I am considering scraping the zone strat system and going back to country resources.

Thoughts?

HiTech

If it makes bombing more meaningful (thereby giving me more bombers to shoot at  ;) ), yes, please!

It would be great if you could also figure some way to address the milkrunning of strats that fall behind enemy lines, too.
Title: Re: Zone system.
Post by: thndregg on September 10, 2009, 08:17:30 PM
+1  :aok

High altitude bombing is fun to play and intercept.

For what my squad is about, I am absolutely for this.
Title: Re: Zone system.
Post by: nub001 on September 10, 2009, 08:23:22 PM
I am considering scraping the zone strat system and going back to country resources.

Thoughts?

HiTech
go for it
Title: Re: Zone system.
Post by: Ghosth on September 10, 2009, 09:16:55 PM
Awesome idea!

Anything that will help give bombers something to do other than kill hangers is a step in the right direction IMO.
Title: Re: Zone system.
Post by: eagl on September 10, 2009, 10:05:44 PM
Resources are capturable now via capturing there controlling air field. Hence the zone concept.

With fields now that can not be captured, the problem of strat being in enemy territory can easily be fixed simply by moving the strat objects .

The main thing this will effect is that strat will again be more of a value when hit, because it will always effect the entire country.

HiTech


One thing - If strat will affect the whole country, then every important target ought to have a fighter base pretty close nearby.  If you want people to really get into defending strat after you make it more valuable to hit the strat, put a small fighter-only base up on a hill near the most valuable strategic targets.  You'd see some good fights there and it might even encourage the bombers to get fighter escorts.  Epic battles ensue with both the strat and furball types getting what they want.

Title: Re: Zone system.
Post by: Dantoo on September 11, 2009, 01:16:55 AM
I have a question or maybe two. 

When we introduced the new system with AKDesert (I think), it changed the resupply time to about 120 minutes for objects in a foreign zone and about 45 minutes for a friendly zone. When the factories were reduced to about 30% or below, then the longer period for resupply applied for both sides. Would this remain?  Would you be keeping the resupply benefit at about 15 minutes for each load? 

As a strat player it is only those particular effects that bring any interest in zones and their factories to me.
On a larger map the presence of zones tends to localise the fight to a particular zone.  Control of its resources can become vital to maintaining an attack or shoring up a defence. The removal of zones on a large map perhaps means that all the advantage in future would lie with a defender. The best that an attacker could achieve by hitting factories would be to slow down the resupply of the defender, which is only an advantage if he wants to temporarily freeze the front line.

If the factories are much further back and much easier to supply, then there accrues no great advantage to hitting them.  There would then be little incentive to hit factories at all.  Better to use the bombs at the front line. The score guys would still be heading there at the start of each month (probably in another arena anyway), but I can't see an increase in activity high over the factories from this, just a decrease.

Most mass formation assaults used to be to HQ as there was a tangible benefit gained by blinding the opponent for 45 minutes (and then up to 2 hours).  It fell out of favour when distances got longer and resupply times got shorter.  A mass assault on say a training factory means little now because there are so many barracks at a average base that it would almost be impossible to take them out before the factory was back up anyway.
There's no value in it for the strat player, but there are always a few people wandering over them for their own interest. They'll still have a go if it's not too far to fly. If you make a change that just removes zones and leaves the rest intact, then there will be less attacks on the factories not more. There will however be an increased advantage to sitting back and defending by porking front-line bases to halt attackers.

The effect generally will probably be to slow the game down to even more torpid levels than now.  No magic bullet for more attacking and increased game play here that I can see.
Title: Re: Zone system.
Post by: texastc316 on September 11, 2009, 02:35:05 AM
So let it be written, so let it be done.


+4.7kagillion

I think it would be great, in fact I had a wishlist thread somewhat about this a few months ago. Protect the strats or limited ammo, fuel, weapons and troops. More fights, more big bomber raids, more fights. FNA
Title: Re: Zone system.
Post by: Stalwart on September 11, 2009, 03:54:06 AM
+1 HT


Aside: It would be kind of neat to see some fields that you couldn't capture unless you took down the associated strat objects associated with it, like local bridges.

Last year, someone suggested bridge bases you could capture.  That would be cool too.
Title: Re: Zone system.
Post by: Ack-Ack on September 11, 2009, 04:29:15 AM
+1 HT


Aside: It would be kind of neat to see some fields that you couldn't capture unless you took down the associated strat objects associated with it, like local bridges.

Last year, someone suggested bridge bases you could capture.  That would be cool too.

Or at the least make the bridges destroyable to disrupt the supply lines.


ack-ack
Title: Re: Zone system.
Post by: Kazaa on September 11, 2009, 04:51:40 AM
The zone system is fubar, it doesn't effect anything so something new is in order.

It's great that your taking another look at it! :aok
Title: Re: Zone system.
Post by: JunkyII on September 11, 2009, 05:40:43 AM
This sounds too good to be true!!!!! :D go for it, we expect it in 2 weeks  :)
Title: Re: Zone system.
Post by: hammer on September 11, 2009, 07:41:06 AM
Anything with an immediate and noticeable impact would make attacking and defending strat targets worth the effort. If what happens to a strat target doesn't affect most of the players in some immediately noticeable way, there will not be any incentive to either attack or defend it. This has been the biggest weakness of strats in the game.

Regards,

Hammer
Title: Re: Zone system.
Post by: Anaxogoras on September 11, 2009, 07:45:41 AM
I don't see a huge impact. However, I'd like to see factories and the City increased in size to at least double their current building count while keeping the existing factories and City for backward compatibility.
Is that a possibility?

Two guys in B-17s shouldn't be able to disable a countries strat in two passes as they can now on some terrains.

Or the factories/cities could simply have their buildings hardened a bit.  As things are now it's easy to take out strats with 100lb bombs.  If you're not worried about your bombing % score, the Ju-88 is actually one of the best strat destroyers in the game with its 20x50kg bombs.
Title: Re: Zone system.
Post by: Bruv119 on September 11, 2009, 08:21:30 AM
just throw it in there and see how it goes.

anything to spice up the stale old MA gameplay  :aok
Title: Re: Zone system.
Post by: Helm on September 11, 2009, 08:28:43 AM
I like the current zone system.  More targets.  Also I like how if the supply is disrupted by you not owning the zone base,  you must manually repair bases.


Helm ...out
Title: Re: Zone system.
Post by: SlapShot on September 11, 2009, 08:29:26 AM
Or at the least make the bridges destroyable to disrupt the supply lines.


ack-ack

Would that make it too easy to disrupt the flow of supplies ?

Back in the day when I was with the MAW, when we were going for a capture, we would assign a couple of guys to the supply line to take out any incoming supply trucks to prevent the supplies from bringing the town back up. I we had GVs involved in the capture, we would position 1 ostwind on the supply road and it would pop the trucks as they came rolling in.

If I remember correctly, we would bomb the supply train tracks and stop it dead in it's tracks ... thus preventing it from supplying the strats that we just leveled.
Title: Re: Zone system.
Post by: thndregg on September 11, 2009, 08:34:24 AM
Two guys in B-17s shouldn't be able to disable a countries strat in two passes as they can now on some terrains.

I completely agree. I used to bomb city/factory targets with the supply chain in mind, but almost every time it was too easy. Flak was light, opposition was light to none, and target area was way too small and was demolished with absolute ease. Although the intent of the supply chain is clear, it still proves out that it simply is not of enough material importance for the enemy to defend it, and not worth bombers going the distance to bomb it.
Title: Re: Zone system.
Post by: moot on September 11, 2009, 09:14:47 AM
If the factories are much further back and much easier to supply, then there accrues no great advantage to hitting them.  There would then be little incentive to hit factories at all.  Better to use the bombs at the front line. The score guys would still be heading there at the start of each month (probably in another arena anyway), but I can't see an increase in activity high over the factories from this, just a decrease.

How about having the strat sites (assuming there's multiples for each type) have some sort of scaling effect?  Have their contribution to the country resupply be e.g. 15% at front lines, 25% midway, and 60% for the rear-most strats.  Would such a scale be enough?
If not, how about having the rear strats be parent strats, in that they resupply both the dependent (rear) fields but also the strats midway and at the front lines? 
Another component could be supply lines.  These could be more meaningful if they were the only means of rebuilding strats. The supply routes themselves are too easy to disable in a setting like the MA (a few intruders NOE can sabotage things undetected in the countryside real quick), so they could stay immune as now, as well as their spawning hangar; unless it had adequate defense like a VH and radar tower (all the country's supply hangars and accompanying objects' down-time would depend on the rear-most City). If only the supply convoys themselves are vulnerable, then they could be made either more numerous: e.g. the same number at fronts, ~twice as many midway, and twice as many and/or twice as often at rear fields.  The only feasible exception that I can imagine off-hand would be bridges with at least some kind of radar (maybe not dot-dar but just flashing) and a minimum of automated defense, or some GV spawn.  Obviously, bridges or other critical points like these would have to be few and well placed.  Maybe make the rebuild time for these depend on the main City as well.

Altogether this could make a front line strat neutralizeable by destroying it as usual, and destroying the convoys (from their own supply line + the parent strat's supply convoys) which would run at a relatively low frequency (the parent supply convoys could be easily differentiable, e.g. heavily armored). While at the other end of the scale, hitting the major strat site for any strat type (way out near HQ), as well as the major city (if there are multiples) would effectively kill the whole country's strat of that type, while then depending on the resupply convoys (with indestructible routes and hangar) to bring it back up.  And these would be fairly numerous so that you could only suppress rebuilding of the city, and in turn rebuilding of the parent strat type, by having a large or undisputed presence deep in enemy territory.  The payoff would be a relatively but arbitrarily large aggregate downtime.

This could be all scaled by the relative "weight" of each strat (like the above example, three strat levels 15, 25, 60%), and by the number of strat items of each type on the fields themselves.

One of the possible positive effects of this scattering of critical points (while keeping one large target as center point) would be to split up attack forces in the arenas.  You would have to have bombers or very large fighter-bomber groups for the strat sites, and have to send smaller units to intercept the convoys.  The parent strat convoys would probably best be quite a bit longer than the trains and truck lines we have now.

One flaw is that the above system effectively removes player resupply...  Only for strats though.  Fields still are affected by player resupply.  I suppose the HQ and rear-most City would also best be left available to player-resupply.
Title: Re: Zone system.
Post by: Tilt on September 11, 2009, 09:42:51 AM
Reading above one effect will be that strat gets moved way back to areas around the HQ making it out of range (from a gaming point of veiw) on many maps.

This would reduce the strat functionality in game even more prompting buffers to target air fields more than now.

Scattering town objects and a  map room inside strat facilities  would make them capturable, would make them more the focus of combat, and mean that you do not have to redistribute the strat facilities on larger maps.

Each facility then acts like its own zone master.
Title: Re: Zone system.
Post by: moot on September 11, 2009, 09:54:25 AM
You mean my suggestion, or the thread as a whole?
Title: Re: Zone system.
Post by: hitech on September 11, 2009, 10:06:10 AM
Quote
A possible solution to the large maps problem would be to still have 2 or 3 of each type of strat object (say 2 relatively close to the front and one further back), that would have a cumulative effect on supply -- i.e. take one of the factories down to zero, your map status would show 33%, and supply would be 2/3rds as effective.  It still has an impact, but not crippling to a country that is pushed back well behind the initial map start.

I was debating between this, and putting them all in the back / HQ area of the country.

HiTech
Title: Re: Zone system.
Post by: Knite on September 11, 2009, 10:25:38 AM
I like the idea of making it more country based.

Also, what about the concept of making a strategic target able to support a certain number of airfields, and make it capturable? This way you wouldn't need to keep strats at the "back" of a country's area, but the placement of the strats could alter strategy in the map.

For instance, let's say 1 strat can supply 10 fields supplies 100%....
An example map would have 3 sides with 40 fields, and 4 strats per side.

Using Bishes as an example... If 1 of the Bish's 4 strats are captured, the resupply rate is dropped to 75% for all 40 fields. However, if 10 of the Bish's fields were captured, that means the remaining 3 strats would supply the remaining 30 Bish fields at 100% rate. If the Bishes with 30 fields re-captures the 4th strat, resupply would be taking place at all fields at a 133% rate. Giving the losing side an ability to hold off the winning side by making their own fields more defensible by having them repair faster.

Example numbers to take away the text :

Country has :
4 strats, 40 fields = 100% resupply rate
3 strats, 30 fields = 100% resupply rate
3 strats, 40 fields = 75% resupply rate
4 strats, 30 fields = 133% resupply rate.

Of course HT's question was a simple "Country or zone based" so I vote Country. =)
lol
Title: Re: Zone system.
Post by: hammer on September 11, 2009, 10:29:17 AM
Another idea would be to cluster strats fairly close around a zone-controlling feature (city? zone HQ?) that would make it more obvious what was being accomplished.

One issue with the straight distributed effectiveness model (lose a front line factory - resupply reduced 33% etc) is that it will have an immediate detrimental effect on the country that is the target of the day. When that country is down to a third of its bases and getting ganged from both sides, having a less effective resupply will just be another nail in the coffin and make it that much harder to defend / recover. That, I would think, would need to be accounted for somewhere.

Regards,

Hammer
Title: Re: Zone system.
Post by: Knite on September 11, 2009, 10:37:06 AM
One issue with the straight distributed effectiveness model (lose a front line factory - resupply reduced 33% etc) is that it will have an immediate detrimental effect on the country that is the target of the day. When that country is down to a third of its bases and getting ganged from both sides, having a less effective resupply will just be another nail in the coffin and make it that much harder to defend / recover. That, I would think, would need to be accounted for somewhere.

One counter to that argument is... isn't the fact that the country is the "target of the day" an immediate detrimental effect? =)
Sorry, couldn't resist.

But as an actual answer to your concern, using my example earlier, 40 fields, 4 strats... if a strat is captured knocking resupply down to 75%, then as the defending country, you have the option of either A) using your superior #s of owned airfields near that strat to re-capture it, or B) use the time the enemy country is spending on your strat to capture some of their fields, or their own strat. Keep in mind that the strat doesn't do a whole lot to an airfield unless that airfield is currently under attack. If a strat is being attacked, the airfields are slightly safer as there's less manpower attacking them. This also prevents extensive push into enemy territory, as if you aren't capturing enemy strats while on the attack, it means your own airfields will not resupply as quickly, giving the enemy more opportunity to hit back.

It opens a whole new set of tactical possibilities. Do we capture the strat? Do we instead capture a number of fields? Do we defend our own strat, or that port, or an airfield first?
Title: Re: Zone system.
Post by: hitech on September 11, 2009, 11:30:53 AM
Gents, capture-able strat in the sense you wish will not happen. If you think that capturing strat would then permanently make the other counties rebuilds 75% less or what ever, you have just set up a steam roll condition.

I.E. Each capture makes it harder and harder for a country to defend. While this is how the world works, it does not make for good game play.

HiTech

Title: Re: Zone system.
Post by: moot on September 11, 2009, 11:42:34 AM
But like someone said, having only strats way back near the HQ would mean really long flight times. On a map like Trinity that's no exageration. So, instead, you could have two or three sets of each strat type, and have them be abandoned once the front lines overtook them. The remaining strats would pick up the abandoned strat(s)'s portion of country resupply. To give an incentive for bombing further inland, you could weigh the strats' contribution to country strat objects' (barracks etc at the fields) rebuilding with a bias for inner strats.
Title: Re: Zone system.
Post by: Knite on September 11, 2009, 11:57:13 AM
Gents, capture-able strat in the sense you wish will not happen. If you think that capturing strat would then permanently make the other counties rebuilds 75% less or what ever, you have just set up a steam roll condition.

I.E. Each capture makes it harder and harder for a country to defend. While this is how the world works, it does not make for good game play.

HiTech

HiTech,

I respectfully disagree on this being only a negative thing, and actually think it has the capability to make defending more palatable at times (and will concede it will also make it tougher, it's a give/take relationship). Here's my thinking... (again using my 4/40 example).

If bish lose 5 fields, but keep their 4 strats, each strat would resupply at GREATER than 100% (in this case : 114% efficiency). The attacking country would resupply at a SLOWER pace (88% efficiency) because of their lower strat/field ratio. Therefore attacks by the defending country would actually be MORE effective than standard. If the attacking country took a strat, that still leaves the defending country at 86% efficiency, while the attacking country now with 5 strats and 45 fields would be at 112% effeciency. Yes, it would make the attacker have the advantage at this point, but as it stands with zone supplies, wouldn't the zone fields be more affected than 86% efficiency? Plus, the option would still exist to fly supplies in from other airfields, as we do now, as well as likely that strategic target is still surrounded by the defender's airbases, making re-taking it easier than defending it.

My actual math equation is as follows... very simple :
#Strats x 10 (or 15 or whatever you want to use) / #airfields.

Just wanted to throw the concept out there to think about, that's all.  :salute


Title: Re: Zone system.
Post by: Easyscor on September 11, 2009, 12:00:13 PM
Doing away with the zone system is no different then having a single zone for each country, and you can have multiple factories of the same type in each of those country's zones now.


What is the benefit to doing away with the current zone system since the same thing can be accomplished now?


Will this free up resources for another game addition?
Title: Re: Zone system.
Post by: Baumer on September 11, 2009, 12:23:16 PM
To me the most difficult aspect of a discussion like this, is coming up with a proposal that will work to achieve the goal (of making strat targets more important) while balancing the playability over a wide range of arena population. From my perspective, a main arena can vary in population from 20 players to 700 players, so what might work in the Mid War arena (with 50 players) has to work with Late War Titanic Tuesday (with 700+) as well. I think a hybrid "stepped country resource" (like other have mentioned) might work the best to deal with the large variation in players between the peaks and the "quiet" times.

Sorry for the crayon like appearance of this, I just drew it up in paint very quickly.

(http://332nd.org/dogs/baumer/Stuff/StratConcept.jpg)

But I think something like this would be interesting. Have the strats broken down so that the closer they are to the HQ the more resources they produce. I also think that each strat would need an increase in the number of objects as you get closer to the HQ. That way the bigger impact (of a strat deep behind the front lines) is balanced by more objects to reduce it's capacity (ie 2 guy's sneaking in NOE are not going to have a significant impact).

Title: Re: Zone system.
Post by: Ack-Ack on September 11, 2009, 12:38:01 PM
I was debating between this, and putting them all in the back / HQ area of the country.

HiTech


With the AI that has been developed, would it be possible to have drone supply flights in addition to the current drone supply system?  To prevent people using the drone flights to pad their score, make it so they don't count towards kills or score / rank.


ack-ack
Title: Re: Zone system.
Post by: Mister Fork on September 11, 2009, 12:43:52 PM
HT - I agree that the current zone system needs to be scrapped.  If we are going back to a regular strategic system, can we perhaps enhance it?

For example, remember in Air Warriors that there were 'Spitfire Factors' and if you took down that factory for a country, it would make them unavailable? (or was that Warbirds).  Anyhoo, how about some 'old-school' strat?  Aircraft specific factories - or maybe country specific factories - but make them hardened like a HQ.  I.e. American Bomber, German Bomber, American Fighter, British Fighter factories.  

Or
Rook Bomber Factories, Rook Fighter factories. Rook Tank factories.  If you take them out, you remove that sides ability to use them for x time or you reduce the # of active aircraft allowed per country. I.e. take down the main fighter factory, only 50% of aircraft can be flown in fighters.

Hitech - I do like Baumer's chart for impact % - question is, how do you envision the strategic object damage to impact gameplay that will enhance the war-like environment?
Title: Re: Zone system.
Post by: Ack-Ack on September 11, 2009, 12:50:34 PM
Gents, capture-able strat in the sense you wish will not happen. If you think that capturing strat would then permanently make the other counties rebuilds 75% less or what ever, you have just set up a steam roll condition.

I.E. Each capture makes it harder and harder for a country to defend. While this is how the world works, it does not make for good game play.

HiTech




If a local factory/depot is captured but the base it supplies is not, then the captured strat wouldn't supply that base and disrupt the bases supply line for other supplies until it is recaptured.  If the base is also captured along with the local factory/depot then the locat strat will supply the base.  If the local strat base is damaged or destroyed while captured the only way it can be restored is if supplies are taken in manually or the next tier factory/depot that supplies the local strat bases is captured.  Capturing won't cause the repair times to speed up, just enable supplies if the base is captured or deny supplies to the enemy base.


ack-ack
Title: Re: Zone system.
Post by: moot on September 11, 2009, 12:55:39 PM
While we're at it, the supply lines could use some extra relevence.  As it is, they're ignored.  Maybe make it so that supply hangars are feeding on a supply pool that's replenished by the HQ-area City.  This is no different from what we have now (strats rebuild directly proportional to City health), except that you could (and would have to, to make your attack on the strat effective) intercept the supply convoys. 
The problem with this, using the current supply convoy frequency, is that you would have to stick around for a relatively very long time to effectively suppress rebuilding of the strat.  So, what if the supply line sent a convoy in one or two bursts within a time frame that fits the attack's "normal" duration?  Say within 15min of damage.   If all convoys are intercepted, the supply hangar wouldn't send more convoys till the City had replenished it and the strat wouldn't rebuild in the mean time.

Alternatively, bridges could be the focal point of denying strat rebuilding, instead of the City-supplied supply hangar scheme.
Title: Re: Zone system.
Post by: hitech on September 11, 2009, 01:14:10 PM
HiTech,

I respectfully disagree on this being only a negative thing, and actually think it has the capability to make defending more palatable at times (and will concede it will also make it tougher, it's a give/take relationship). Here's my thinking... (again using my 4/40 example).

If bish lose 5 fields, but keep their 4 strats, each strat would resupply at GREATER than 100% (in this case : 114% efficiency). The attacking country would resupply at a SLOWER pace (88% efficiency) because of their lower strat/field ratio. Therefore attacks by the defending country would actually be MORE effective than standard. If the attacking country took a strat, that still leaves the defending country at 86% efficiency, while the attacking country now with 5 strats and 45 fields would be at 112% effeciency. Yes, it would make the attacker have the advantage at this point, but as it stands with zone supplies, wouldn't the zone fields be more affected than 86% efficiency? Plus, the option would still exist to fly supplies in from other airfields, as we do now, as well as likely that strategic target is still surrounded by the defender's airbases, making re-taking it easier than defending it.

My actual math equation is as follows... very simple :
#Strats x 10 (or 15 or whatever you want to use) / #airfields.

Just wanted to throw the concept out there to think about, that's all.  :salute




But people would capture the strat first, and then put the country in a hole that they now have less to work with but have to do more with it, hence the steam roller.

HiTech
Title: Re: Zone system.
Post by: Easyscor on September 11, 2009, 01:17:10 PM
We really can't have it both ways.

Either bombing strat is more effective, and (somewhat) cripples a country until they resupply, OR it's a non issue that doesn't attract bombing missions. I see the problem of putting a country in a hole, but I don't see a way around it.

Oop, I'm not advocating strat capture.
Title: Re: Zone system.
Post by: hitech on September 11, 2009, 01:17:36 PM
2 Concepts to remember.


1. This is not a stratigic game, and it's purpose is not strategic. The lesson I have learned is that more complexity, while sounding great, tends to make it used less. I can tell just from reading now, people do not now understand how the zone system works, because they believe the country system is the same as 3 zones, and it is not. Hence Im looking for less complexity.

2. If a system creates a steam roller, then it will create crappy game play.

HiTech
Title: Re: Zone system.
Post by: hitech on September 11, 2009, 01:24:28 PM
We really can't have it both ways.

Either bombing strat is more effective, and (somewhat) cripples a country until they resupply, OR it's a non issue that doesn't attract bombing missions. I see the problem of putting a country in a hole, but I don't see a way around it.

Oop, I'm not advocating strat capture.

Easycore, the difference is, if nothing else is done, the country will be back out of the hole soon. This is not a steam roller, but a temporary advantage. With capturing strat, they need to do something to get it back, but they now have less to work with to get it back. And it will never change unlike they temporary advantage.

Hitech
Title: Re: Zone system.
Post by: Reaper90 on September 11, 2009, 01:30:16 PM
 :aok on the switch. Sounds good.
Title: Re: Zone system.
Post by: Easyscor on September 11, 2009, 01:37:40 PM
Agreed, that's why I said I'm not advocating strat capture, but maybe you were responding while I plugged that in (it didn't show as an edit, sorry).
Title: Re: Zone system.
Post by: hammer on September 11, 2009, 01:48:10 PM
I think the real problem with strats is there is no perceived advantage to hitting them. In the MA as it currently stands, there is no tangible result gained by utilizing the long term effects that the current strat system has. Most of the base takers will move on to a different base if resistance is too heavy at their first target. Their goal is to take bases as quickly as possible. A slightly longer down time for the hangars or the ack has no real effect for the attacker whose main tactic is the blitz, particularly when the same result can be accomplished more easily by a couple of people with cannon armed fighters hitting resources at the target itself.

If you want strat targets to be attacked and defended, they have to be worth attacking and defending. The results of the attack has to be valuable to the attacker. A successful attack has to be detrimental to the defender. In other words, the outcome has to important to both sides. And all of this has to be done in a way that doesn't unbalance game play for the arena. A bit of extra time on a commodity has little to no value in the current game play dynamics. The only thing that comes close is the HQ and its dar. Take out the HQ, dar is gone. The effects are immediate and felt by all. What I propose is a change to what commodities are produced at the factories and what happens when they go down. For example:

1) 1000 lb bombs. A factory should produce 1000 lb bombs. Destroy the factory, 1000 lb bombs are not available to that country until the factory is restored. Now, the loss of 1000 lb bombs is an inconvenience. It means a single plane can't take down a fighter hangar. Heavy bombers have to be a bit more accurate to ensure hard targets are destroyed. It does not, however, take away any capability from any side. Game play should remain nearly as balanced as it was before the factory was destroyed, yet I believe most would consider this a target worthy of spending some time in the air to attack and defend.

2) Cruisers. A factory producing the 8 inch guns for cruisers is destroyed. Task Groups no longer spawn with cruisers. It would change the dynamics of how that task group is used, but it wouldn't really take much away in overall game play. Again, though, I believe most would consider that a target worth the effort to attack and defend.

3) Troop Training Facility. Destroy it, troops aren't trained as well, it takes 15 or 20 to capture a town vs 10 well trained troops. This one comes close to upsetting balance, but is really more of an inconvenience.

That's the general idea - a commodity based system vs a time based one. Just a beginning of a thought, but the main point once again is that strat targets have to be worth hitting and worth defending.

Regards,

Hammer
Title: Re: Zone system.
Post by: Greziz on September 11, 2009, 02:02:40 PM
+1 Hammer. I am in love with that idea. Simple but effective. I love having my 1000's to fighter down a VH but in the end not a huge point of rage if it were taken away though I would still put in time to defend it here and there and would fight forever to keep troops at ten even though most groups bring 2-3 sets of troops you will always have 1 set of troops die some how or fail to be troops.
Title: Re: Zone system.
Post by: 5PointOh on September 11, 2009, 02:29:00 PM
I think the real problem with strats is there is no perceived advantage to hitting them. In the MA as it currently stands, there is no tangible result gained by utilizing the long term effects that the current strat system has. Most of the base takers will move on to a different base if resistance is too heavy at their first target. Their goal is to take bases as quickly as possible. A slightly longer down time for the hangars or the ack has no real effect for the attacker whose main tactic is the blitz, particularly when the same result can be accomplished more easily by a couple of people with cannon armed fighters hitting resources at the target itself.

If you want strat targets to be attacked and defended, they have to be worth attacking and defending. The results of the attack has to be valuable to the attacker. A successful attack has to be detrimental to the defender. In other words, the outcome has to important to both sides. And all of this has to be done in a way that doesn't unbalance game play for the arena. A bit of extra time on a commodity has little to no value in the current game play dynamics. The only thing that comes close is the HQ and its dar. Take out the HQ, dar is gone. The effects are immediate and felt by all. What I propose is a change to what commodities are produced at the factories and what happens when they go down. For example:

1) 1000 lb bombs. A factory should produce 1000 lb bombs. Destroy the factory, 1000 lb bombs are not available to that country until the factory is restored. Now, the loss of 1000 lb bombs is an inconvenience. It means a single plane can't take down a fighter hangar. Heavy bombers have to be a bit more accurate to ensure hard targets are destroyed. It does not, however, take away any capability from any side. Game play should remain nearly as balanced as it was before the factory was destroyed, yet I believe most would consider this a target worthy of spending some time in the air to attack and defend.

2) Cruisers. A factory producing the 8 inch guns for cruisers is destroyed. Task Groups no longer spawn with cruisers. It would change the dynamics of how that task group is used, but it wouldn't really take much away in overall game play. Again, though, I believe most would consider that a target worth the effort to attack and defend.

3) Troop Training Facility. Destroy it, troops aren't trained as well, it takes 15 or 20 to capture a town vs 10 well trained troops. This one comes close to upsetting balance, but is really more of an inconvenience.

That's the general idea - a commodity based system vs a time based one. Just a beginning of a thought, but the main point once again is that strat targets have to be worth hitting and worth defending.

Regards,

Hammer
What about and ENY 5 Factory?? <ducks>   I love your idea Hammer! 
Title: Re: Zone system.
Post by: BlauK on September 11, 2009, 02:45:16 PM
Lots of valuable points and view points  :aok

In any case, I'd vote for anything that promotes fights and action in regard to starts, against molesting isolated undefended "offline" strat targets.

If the wish is to make them more attractive tagets, they should also be made as more attractive property to defend. How to accomplish that, without the negative steam roller, is the million dollar answer :)

For some reason the defence is so often unattractive. Many people rather join large attacking forces than defend own property as underdogs. Then again some few (pun unintended ;) ) prefer the underdog situation in a more target rich environment and closer to home base. How to balance this whole issue? :)
Title: Re: Zone system.
Post by: waystin2 on September 11, 2009, 02:55:46 PM
After following this thread from the beginning and thinking a bit I give it a +1.
Title: Re: Zone system.
Post by: Kev367th on September 11, 2009, 03:03:08 PM
Lots of valuable points and view points  :aok

In any case, I'd vote for anything that promotes fights and action in regard to starts, against molesting isolated undefended "offline" strat targets.

If the wish is to make them more attractive tagets, they should also be made as more attractive property to defend. How to accomplish that, without the negative steam roller, is the million dollar answer :)

For some reason the defence is so often unattractive. Many people rather join large attacking forces than defend own property as underdogs. Then again some few (pun unintended ;) ) prefer the underdog situation in a more target rich environment and closer to home base. How to balance this whole issue? :)

Exactly, and I think the current HQ situation shows the problems.

A group of guys fly for over an hour to flatten HQ only for it to be back up and running before they even turn for home.

a) Wheres the incentive to attack it? Lot less now then there used to be.
b) Wheres the incentive to defend it? Just grab a goon before they even hit it.

For what should be the most important strat on the map, it's basically an irrelevant/pointless target.
Title: Re: Zone system.
Post by: Baumer on September 11, 2009, 03:21:24 PM
HT, I agree that most players probably don't understand the current zone system. But from their perspective (I assume) that it's very difficult to see any impact with the current system. For example, if a zone radar factory  is down to 25%, and none of the radars are down at any fields within the zone, then there is no apparent effect, hence no real need to defend the radar factory. By only effecting the resupply time at damaged fields, the current system is very hard for the average player to see or appreciate.

Now, if for example the health of the radar factory effected the radar range for all fields within the zone, it would get a LOT more attention (i.e. defense) if it was attacked. This is just like some of Hammers suggestions. By changing the relationship of the factories to the tactical aspects of the game, they will  produce a more immediate impact that all players would see and respond to, I believe.

This is just my SWAG at a list of how to change the strats impact. Each change would only effect the fields within that particular zone, and this is in addition to how they already impact resupply times.
Title: Re: Zone system.
Post by: BlauK on September 11, 2009, 03:55:23 PM
Baumer,
it is pretty much in line with any damage systme we currently have. Your plane has no damage, unless some part is 100% damaged, right? Even if all parts are down to 25%. So there is no need to fly back home :)
Title: Re: Zone system.
Post by: lyric1 on September 11, 2009, 04:02:27 PM
just throw it in there and see how it goes.

anything to spice up the stale old MA gameplay  :aok
What he said.
Title: Re: Zone system.
Post by: hitech on September 11, 2009, 04:06:42 PM
Hammer Wrote,
Quote
I think the real problem with strats is there is no perceived advantage to hitting them.

I agree, and hence why I am talking about the change. I want to get back to less complexity.

HiTech
Title: Re: Zone system.
Post by: Kazaa on September 11, 2009, 04:53:28 PM
I think bombing the HQ should initiate a reset of the map. :D

We would defo see a lot more resets then what we currently have. :aok
Title: Re: Zone system.
Post by: jdbecks on September 11, 2009, 05:01:50 PM
how about adding a civilian morale factor to city's?  lets say, if the Civilian morale or support is at 0% respawn timers are extended, for example instead of taking 10min for a hanger to be rebuilt, it might take 15min?


just an idea...
Title: Re: Zone system.
Post by: Tilt on September 11, 2009, 05:03:32 PM
Removing all strat back to the rear on larger maps is akin to removing it totally from game play.

Leaving uncapturable strat all across the map will put enemy strat in captured territory, where it will either be milk runned or ignored.

Capturable strat could add momentum to "steam roller" land grab.

How about making only cities capturable.  Place key strat to the rear then place cities all over the map (including the rear).

Cities affect key strat rebuild times but not the actual supply of key strat. Fighting over cities adds dimension.

Besides if you measure strat strength by % health then some other maths apply that do not promote steam roller.

Fighting over cities adds a RL orientated game play factor and moves conflict from above the airfields.
Title: Re: Zone system.
Post by: Kev367th on September 11, 2009, 05:06:42 PM
In which case the only way to encourage it is to make the penalty for failure to defend directly proportional to the possible reward for a successful mission.

If you dont strats remain a pointless target except for score potatos.

Use my HQ post as an example -
If it takes 6 guys @ 1 hour each (6 hours) to flatten HQ, why should only 6 guys in goons @ 10 min round trip (60 mins) be able to bring it fully back up.

The rewards for flattening HQ are not even in the same ballpark as the reward for failure to defend.


I can see why some guys are conscerned that the reward for flying a long mission deep into enemy territory will most likely not be worth it. Thus making strats totally redundant.

I realise it's a game, but there has to be proportionate penalties for failure as there are rewards for success (I know not PC these days). At the moment there isn't, so there isn't any value in defending strats.

 
Title: Re: Zone system.
Post by: Tilt on September 11, 2009, 05:19:25 PM
Simplifying the strat model.

Get rid of all strat except HQ and cities.

In the rear uncapturable zone make the HQ and some cities uncapturable. (choose the quantity of such cities carefully)

Make the rest of the cities capturable.

Choose resupply maths that reflect the ratio of cities to fields (that any side has) and bias it by the % health of the cities owned.


Title: Re: Zone system.
Post by: Kev367th on September 11, 2009, 06:33:24 PM
Simplifying the strat model.

Get rid of all strat except HQ and cities.

In the rear uncapturable zone make the HQ and some cities uncapturable. (choose the quantity of such cities carefully)

Make the rest of the cities capturable.

Choose resupply maths that reflect the ratio of cities to fields (that any side has) and bias it by the % health of the cities owned.

Reading back through HTs posts I get the feeling he wants to make the strats a more viable target hence promoting fights over them, rather than doing away with strats.
Title: Re: Zone system.
Post by: moot on September 11, 2009, 06:38:02 PM
Gameplay certainly would change in a major way if the strat targets were both unique (1 per strat type) and far inland, and had as meaningful an impact as in Hammer's concept.
Title: Re: Zone system.
Post by: Dantoo on September 11, 2009, 06:39:30 PM
Moot, AckAck and the CM guys (and a few others) have all put it pretty well I believe.  

If you want to use the factories and supply generally to create activity, then like anything else in life you have to provide a tangible incentive for a person to make that effort.  They have put forward a number of interesting ideas that would provide incentives and opportunities to attack/defend strat objects.

The old system brought forward attacks on factories only after one side was practically demolished.  Whilst the drama of the desperate fight to defend the last few bases was underway, there was always the strange sight of many of the attackers winging their way to the factories.  It possibly was their chance to get easy bombing points without much investment in time or risk.  Bombing in tactical terms always involves both of those investments.  Removing the factories from the tactical area and providing no further incentive in terms of increased impact on play means that there will be few, if any, willing to make those investments.
Title: Re: Zone system.
Post by: batch on September 11, 2009, 06:43:39 PM
Not that it matters a whole lot to me either way since I play my game for the fun of what is happening at the moment... however the biggest potential flaw I see in going back to "country":

If 2 countries are ganging (happens everyday) and one country is WAY outnumbered (happens everyday) then they are faced with a huge disadvantage across an entire map as opposed to just a small zone.......

So  country A=130 players B= 122 players and C= 73 players......... A+B are ganging C..... all strats fall well behind both enemy fronts........ now A+B have high ENY and have to fly "lesser" planes sure, but what good does it do C to have the "better" planes if they have no fuel/ords/dar/etc to use with them

the problem IMO is if you put such importance on so few strats which control the entire map then you essentially cripple an outnumbered country... if you dont put such importance and crippling effect on the strats then you accomplish nothing by changing the system

Im not suggesting that the current system is good..... I think they should have more importance....... but I think they should have more importance within a zone....

Title: Re: Zone system.
Post by: Kev367th on September 11, 2009, 06:47:17 PM
Moot, AckAck and the CM guys (and a few others) have all put it pretty well I believe.  

If you want to use the factories and supply generally to create activity, then like anything else in life you have to provide a tangible incentive for a person to make that effort.  They have put forward a number of interesting ideas that would provide incentives and opportunities to attack/defend strat objects.

The old system brought forward attacks on factories only after one side was practically demolished.  Whilst the drama of the desperate fight to defend the last few bases was underway, there was always the strange sight of many of the attackers winging their way to the factories.  It possibly was their chance to get easy bombing points without much investment in time or risk.  Bombing in tactical terms always involves both of those investments.  Removing the factories from the tactical area and providing no further incentive in terms of increased impact on play means that there will be few, if any, willing to make those investments.

In the same vien, penalties for failing to successfully defend targets should be proportional to the rewards for a successful attack.
If not you give the defenders no incentive to defend.

Slightly off topic - Dantoo, I'm gonna be in Sydney for Xmas and New Year again this year if ya fancy a few beers.
Title: Re: Zone system.
Post by: Jayhawk on September 11, 2009, 08:54:28 PM
 :aok +1

I'd gladly take some 17s deep into enemy territory if it's actually got some purpose.  I smell an egg mission.  Sweet.
Title: Re: Zone system.
Post by: Swatch on September 11, 2009, 11:06:49 PM
Man... this is heavy stuff under debate, glad to see it is getting a good going over.

Let me begin by saying:

I'm against capturable strats.
I'm for a strat system that encourages a more multi-faceted aspect to the game.  (escorted bomber missions, furballs over strats, in addition to the standard base defense)
A strat system should encourage balance, not imbalance.

On the effect of strats:
I personally couldn't agree more with Baumer's observation... Feedback to the players is crucial to encouraging players to understand that aspect of the game.  When you're flying and lose an aileron, you get feedback in the form of sluggish controls.  As such, you are encouraged to learn to fight with the limitation, or flee.  As he so deftly pointed out, there seems to be no real feedback to players regarding the strat system.  I really liked his suggestion of how the radar worked, because upon bringing up your map, you instantly notice an effect upon your country when somebody hits your strats.  Although some of his suggestions may be a bit harsh, there is definitely a well defined "cause and effect" coming from the act of attacking or defending strats, while still providing sometimes subtle, sometimes flagrant, reminders that your country is not 'firing on all cylinders'

On the implementation of strat targets:
I have always felt that a countries primary strat targets should be closer to HQ, behind friendly lines.  I never knew of the previous system, but I like that aspect of it.  I also know that on a large map however, that this greatly changes the effect of strat targets vs a smaller map.  To solve that, I think the zone system had great advantages, but perhaps it was implemented in a too inclusive fashion.  I would like to see your main strats be hedged closer to your countries 'heart'.  These strats would affect the country as a whole.  Whether it be the standard strat targets we have now, or perhaps new ones like some have mentioned here (i.e. Fighter Factories, Bomber Factories, etc).  However, a distributed strat system also has its place for large maps, or even just maps where you have 2 front lines (see all main arena maps).

On the effect of strats upon balance:
I also like the suggestions I've seen that seem more like an economy of supply and demand.  While this may be too complicated, it has its benefits.  In this system as a team begins to be beat back, the supplies available become greater to the demand (fewer fields to support).  This would have a net effect of stalling any steamrolling unless the steamrollers also begin to attack strategic targets.


Swatch's Suggestion for a Strat System

What I picture is a hybrid of the current system and a country-wide system.  This system makes the repercussions of attacking and defending strats more apparent.  It also clarifies the 'supply chain' issue a bit.

Premise
Your country owns a set of 'main strats' which always belong to you, and can have far-reaching effects upon your countries war-making ability, but they are well defended and difficult to knock out with respectable automated defenses.  Within your country are a series of 'secondary strats' that affect only the bases closest to them.  These strats are also uncapturable but have more limited effects upon these bases.  It should be noted that secondary strats would be more weakly defended and not too difficult to damage, relying more heavily on human intervention over automated defenses.  Finally, each base has it's own strat system that only affects that base.

Strat Targets

Strat Target Regeneration
(A bit complicated, but mostly in the background)
A strat target's natural regeneration rate is directly related to the number of bases within that strat target's initial Sphere of Influence still owned by that strat target's owner.  Once an enemy force has taken all of the bases within the strat's initial sphere of influence, the strat no longer automatically regenerates, but the effectiveness of the strat still affects all these bases at whatever level the strat is currently at.  (Enemy occupation has to manually resupply secondary strats, whereas friendly occupation gets the benefit of an automatic regeneration)
Primary strats automatically regenerate at a constant rate, independent of all but damage to HQ.  Of course, any resupplies accomplished by a human player to either a main or secondary strat will also accelerate the regeneration process, just like it does now.
Example:  10 bases are within Ammo Dump 1's Sphere of Influence at the beginning of the map and it is owned by the Rooks, along with those 10 bases.  The Bishops come along and take all 10 of those bases.  That Ammo Dump no longer regenerates naturally if any damage is caused to it and the (now Bishop-owned) bases must resupply it if it is damaged since it will not do so on its own.  If the Rooks take back 5 of those bases, the ammo dump will automatically regenerate at half the normal speed. 

Secondary Strat Sphere of Influence
(Not too complicated)
A secondary strat applies a limited area effect upon a country.  This effect is similar to the current 'zone' system, but can be generated automatically as part of the terrain, instead of needing to be set up manually.
A base is only tied to the secondary strat of a specific type that is CLOSEST to that base.  Those bases that are closer to a specific secondary strat target than any other make up that strat target's 'zone of influence'.  Any limitation caused by damage to that strat target is applied to these bases, similar to how the current zone works.

Secondary Strat Effectiveness
This is basically unchanged from the current system. Let's return to Ammo Dump 1.  At full strength, this Ammo Dump is able to resupply the number of bases initially in it's Sphere of Influence (10 in this case).  If it is damaged down to 70%, then the ammo dump is also dropped to 70% effectiveness for all those fields within its sphere of influence. 

Projected Effect on Game
Under normal early battles (just after map reset/start) there should be little or no obvious change from the current system.
As a team gets pushed back into their territory, the attacker must spend more time focusing upon resupplying the strats they've killed, or else take the bases without killing strats.
The benefits to be gained by attacking a country's main strat targets should be enough to encourage a slightly different gameplay style, including 'strategic' bombing.
Attacking the supply chain of a country (secondary and main strats) will limit that country's ability to fight.


That long-winded thought is just a sizable portion of what I was thinking of.  I hope you all at least get some food for thought from my ideas, and feel free to agree or disagree with any of them!
Title: Re: Zone system.
Post by: thndregg on September 12, 2009, 12:10:27 AM
:aok +1

I'd gladly take some 17s deep into enemy territory if it's actually got some purpose.  I smell an egg mission.  Sweet.

I caught that!  :D
Title: Re: Zone system.
Post by: texastc316 on September 12, 2009, 04:02:53 AM
go for it HT.  :aok
Title: Re: Zone system.
Post by: Speed55 on September 12, 2009, 06:12:42 AM
With the AI that has been developed, would it be possible to have drone supply flights in addition to the current drone supply system?  To prevent people using the drone flights to pad their score, make it so they don't count towards kills or score / rank.
ack-ack

Hitech, will you be using the strat cities you were developing for combat tour?


If so, i've also, and probably many others have thought about what ack ack suggested. Have a formation of c47's up from a nearby field to resupply the cities like the barges and convoys.

 In fact, i would like to see them used to resupply fields too if possible.

Title: Re: Zone system.
Post by: Flipperk on September 12, 2009, 07:34:50 AM
I Like it HT!...


+2 :aok
Title: Re: Zone system.
Post by: usvi on September 12, 2009, 08:46:28 AM
go for it HT.  :aok
+1  :aok
Title: Re: Zone system.
Post by: 5PointOh on September 12, 2009, 09:14:06 AM
WOW Cheap Swiss Watch (aka Swatch) Nice presentation and great ideas.  I ike yours the most! +100000000
Title: Re: Zone system.
Post by: Hap on September 12, 2009, 09:34:50 AM
See rule #4
Title: Re: Zone system.
Post by: Beefcake on September 12, 2009, 09:45:20 AM
As an old fart player who remembers the great HQ raids from 10 years ago I say bring on the old(new) strat system. It will give us buff pilots reasons to launch missions against strat again.
Title: Re: Zone system.
Post by: MotleyCH on September 12, 2009, 10:09:29 AM
Sounds great...can we have Spit Factories, too.  :devil
Title: Re: Zone system.
Post by: bj229r on September 12, 2009, 10:20:42 AM
What a cool frikkin game....the guy who owns and writes it actually pops in and asks subscribers their opinions :aok

(and +1 on spit factories :D)
Title: Re: Zone system.
Post by: K-KEN on September 12, 2009, 10:34:13 AM
As a member is standin' since 1999 I recall the old system and it was good. It was kept simple but also was the Achilles heel for a country if a large bomber squad or organized operation like the old RJO took it upon themselves to set up an operation to blast a country or both. RJO=Rook Joint Operations

We did have a blast completely destroying all the strats and keeping fuel levels at 25% MAX, DAR completely down and the resupply was basically nonexistent. All because the Fuel depots, Troops, DAR and HQ were flattened and remained capped.  :D Sucked to be a BISH or KNIT back then! :devil  I thought that was why we scrapped that system, ... (could be wrong).... to prevent large squads from sweeping the place.

It was a great deal then and would be even now. IMHO.   :rock  :aok :aok :aok
Title: Re: Zone system.
Post by: Beefcake on September 12, 2009, 10:41:10 AM
I remember CavemanJ's Mission where we took out the city, radar factory, and HQ leaving the Bish with no dar for 3 hours.


Man those were the days.
Title: Re: Zone system.
Post by: batch on September 12, 2009, 11:32:33 AM
Fighter Factories:  One per country.  Main Strat.  Responsible for fighter availability (As their %destroyed goes up, low ENY fighters (0-10?) become unavailable.)
Bomber Factories:  One per country.  Main Strat.  Responsible for bomber availability (As their %destroyed goes up, low ENY bombers (0-10?) become unavailable.)
Vehicle Factories:  One per country.  Main Strat.  Responsible for vehicle availability (As their %destroyed goes up, low ENY vehicles (0-10?) become unavailable.)

ANY strat system that effects anything based on ENY will completely negate the ENY purpose

Considering the country with High ENY will be the country doing the steamrolling and destroying the strats...... if they have the ability to knock out your 0-10 ENY planes then what they have the ability to do is give the lowest numbered country an ENY of 10.1 for hours regardless of numbers
Title: Re: Zone system.
Post by: K-KEN on September 12, 2009, 11:51:03 AM
ANY strat system that effects anything based on ENY will completely negate the ENY purpose

Considering the country with High ENY will be the country doing the steamrolling and destroying the strats...... if they have the ability to knock out your 0-10 ENY planes then what they have the ability to do is give the lowest numbered country an ENY of 10.1 for hours regardless of numbers

Sorry that I do not remember completely, but I do not think we had "ENY" back then. Limited fuel and supplies were adequate restrictions. Spit factories or some other restrictions were imposed...or maybe that was AW. <shrug>
Title: Re: Zone system.
Post by: Serenity on September 12, 2009, 12:22:25 PM
Definitely +1! Anything we can do in this game to make factories a more valuable target...
Title: Re: Zone system.
Post by: Swatch on September 12, 2009, 12:53:56 PM
ANY strat system that effects anything based on ENY will completely negate the ENY purpose

Considering the country with High ENY will be the country doing the steamrolling and destroying the strats...... if they have the ability to knock out your 0-10 ENY planes then what they have the ability to do is give the lowest numbered country an ENY of 10.1 for hours regardless of numbers

Sorry shoulda been more clear on this... it was late.

I don't actually mean to involve the ENY system with the Strat system, but the ENY system is the only guage of 'fighter quality' that I could come up with that everyone would understand.

Addendum to Earlier Suggestion: Strat Defense
As I alluded to, these strat targets should be extremely difficult to do actual catastrophic damage to, and even more difficult to keep down permanently.  I was envisioning factories that were a little more hardened (and possibly larger) than the collection of ammo bunkers and townbuildings we have now.  I would also say these factories should have a good umbrella of CV-like puffy ack.  The goal is to capture the essence of the strategic bombing campaigns of WWII, but not force that aspect of the game down the throats of those do not enjoy it.  While the effects of a successful attack on these targets should be noticeable, they should by no means completely shut down a country, much as taking out fuel at an airfield currently only limits the planes there to 75% vs making them completely useless.
Title: Re: Zone system.
Post by: K-KEN on September 12, 2009, 01:21:51 PM
Sorry shoulda been more clear on this... it was late.

I don't actually mean to involve the ENY system with the Strat system, but the ENY system is the only guage of 'fighter quality' that I could come up with that everyone would understand.

Addendum to Earlier Suggestion: Strat Defense
As I alluded to, these strat targets should be extremely difficult to do actual catastrophic damage to, and even more difficult to keep down permanently.  I was envisioning factories that were a little more hardened (and possibly larger) than the collection of ammo bunkers and townbuildings we have now.  I would also say these factories should have a good umbrella of CV-like puffy ack.  The goal is to capture the essence of the strategic bombing campaigns of WWII, but not force that aspect of the game down the throats of those do not enjoy it.  While the effects of a successful attack on these targets should be noticeable, they should by no means completely shut down a country, much as taking out fuel at an airfield currently only limits the planes there to 75% vs making them completely useless.


I am quite certain that we had times when fuel was limited to 25% max. That was with all the strats down and the base fuel up or maybe even down. You can still defend but it makes you work harder at getting supplied and putting more effort into team/country play. Spit V and NIKIs can last a while on 25% as can bombers and C47's or some GVs. The country is not defenseless but it's movement is drastically restricted. Now THAT builds team play and relationships!!  :lol While it's basic in nature, that was the way we played-back in the day.
Title: Re: Zone system.
Post by: batch on September 12, 2009, 01:32:18 PM
Agreed that was the way we played back in the day............ and there was good reason for the changes......

as I said in my first post, it doesnt really matter to me either way, I spend most of my time on the ground and strats have no effect there......

Im just simply pointing out some of the downside to a country system...... the biggest of which being that the team who is lowest on numbers and getting steamrolled already will now be steamrolled even worse..... while giving bombers more incentive to bomb strats (as if they dont already with every given opportunity) and giving defenders more incentive to defend (which there is currently none) we would also be penalizing a country for simply having fewer numbers

the problem as I see it is that you would be giving the low number country a choice.......spread yourselves very thin to defend the few remaining bases you have (current system) or spread yourself even thinner to defend your few remaining bases and now your strats (country system)..... all the while doing it with ever decreasing fuel/ords/radar/etc

as for me...... I dont see a situation where they would eggtard the ground game any more than they already do...... so its really status quo either way
Title: Re: Zone system.
Post by: Baumer on September 12, 2009, 01:52:54 PM
Thanks K-KEN for the background, I figured there had to be a reason for the change to the zone system in the first place. After reading your post, and talking with a few squaddie's who've been around since dirt, it gave me a better perspective.

Thanks swatch for the feedback as well, I just wanted to clarify, the actions per strat would be limited to that zone only. So on a large map, one zone may have reduced radar but not the others.

Also, I think an additional "hook" for the cities could be, if the city is 90% destroyed then field supplies are disabled at all fields within that zone.

Hitech, I appreciate your desire for a "simple" solution. However, given all the great tools you (and the rest of HTC) have given us to play this game, there are to many combination's of game play to satisfy all of them with one simple design change. As K-KEN points out (and I suspect this to be true) there was a fundamental issue with country resources, that would allow for the "steamroller". Now it may be possible that with eny now, that would be discouraged but, even when a side has high eny, there are still plenty of bomb haulers available to keep the low side's strats down.

Thanks to everyone for the chance to have a good discussion about improving game play.

<S> Baumer 

Title: Re: Zone system.
Post by: hammer on September 12, 2009, 02:26:05 PM
Let me add that I don't think the zone system is too complicated. I think it's just not worth it to hit strats, vs. taking out capability locally, so people ignore the strat targets except for milk-running. As currently set up, it requires true strategic thinking and, even more difficult, coordinated effort throughout a country, to realize any benefit from hitting strat targets. It just doesn't happen in the MA very often.

Regards,

Hammer
Title: Re: Zone system.
Post by: moot on September 12, 2009, 02:51:06 PM
Yep, the required scale/quality of organization to benefit from what the current strat targets allow, strat/tactically, is just too high, for too little return. 

I can't see how it could work to have only one set of strats way back near HQ:  that would mean very long flight times at initial map positions, but also that the country that's pushed back to its HQ (steamrolled) is more vulnerable while the other country(ies) have that much more territorial buffer between their set of strats and the front line.  It's a positive feedback like HT says they want to avoid.
Title: Re: Zone system.
Post by: sparow on September 12, 2009, 03:36:34 PM
<Salute> all,

Excellent debate. The actual zone system has impact but it is not rewarding enough for attack/defend. I wish there was a way of mixing both systems. Something along the lines Swatch, Baumer, Hammer and others suggested.

A strat system based in primary and secondary strats, these linked to bases, via cities or not. A distribution network that ensures capilarity, by road, rail or sea. With weak points possible to create choke-points, like bridges, the road itself, the rails themselves, the docks.

I fully understand the need to keep gameplay above cardboard strategy. But once a change is required, having things evolved so much in these last years, this would be a golden opportunity to get the best of both systems.

Last year, in AvA, a "war" was run where strats had a serious impact on the resources for next round. If you had your country and strats destroyed you would not receive one - or more - new aircraft or vehicle. Well, that surely produced many heavy bomber raids, fighter interceptions, escorts et all... And people still had time to grab land and dogfight.

If it is a simple system change, from zone to country, that will be allright. People will adjust and things will be more or less the same. But if the system is changed for a better one, that would be improvement.

Cheers all,

P.S.: I remember bridges defended by a couple of AAA guns. Can't say if it was AH1 or WB. Memory fails me...
Title: Re: Zone system.
Post by: Tilt on September 12, 2009, 03:52:26 PM
IMO having strat deep inside enemy territory (due to loss of territory thru capture) looks wierd and gamey.

Having forward strat capturable can be configured to avoid steam roller IMO (its just a matter of maths)

Actually in WWII strat was to the rear but cities were everywhere and they played a role re general logistic delivery.

How about making cities capturable but reversing their role........... instead of strat being resupplied by cities make it so cities distribute  strat  (manaufactured at rear strat facilities) to their localities (big depots  remember those) ie if you want strat supplied to your fields then you capture the local city.

This way the city becomes its own zone master supplying fields in its zone. Atritting the city depletes the local rebuild rate. Capturing the city denies supplies to local enemy fields.

Cities will become little Leningrads/Stalingrads/Caens/Arnhems dotted over the map. Focal points of battle.
Title: Re: Zone system.
Post by: moot on September 12, 2009, 03:59:35 PM
Maybe rebuild times could be inversly proportional to the size of a country's territory?  This would make a steam rolling country more vulnerable, and wouldn't necessarily require more than one set of strats, as HT seems to prefer.

e.g.  Bishes are neither advancing nor retreating on either front, while the Rooks have the Knights nearly pushed back to their HQ.  Knights have (arbitrarily) shorter rebuild times (realistic since their single City is having to provide for smaller number of fields) which means that there's no positive feedback loop on the steam rolling, and that Knights could concievably run a small intruder mission NOE all the way to the Rook strats near Rook HQ, and really make a difference.  This while the Rook are easily within reach of the Knight HQ and other strat.

This can fit with other suggestions for the rest of the strat system in this thread, e.g. Hammer's 1000 lbs bombs restriction when Ammo Factory is destroyed, in whatever arrangement.  E.G. no 1000lbs for fighters anytime Ammo Fac is down, or only in some specific circumstances, arbitrarily chosen to keep the overall strat system well balanced and as near foolproof as possible.
Title: Re: Zone system.
Post by: batch on September 12, 2009, 04:09:25 PM
again that handicaps the heavily outnumbered team a bit..... in your example:

rooks have advanced all across knit front......... knits in typical fashion have all gone to blue arena now......if rebuild times are increased for base strats for countries with low base count........you suggest if ammo factory is destoyed then limiting types of bombs ie: take away 1000lbs.....

so now knits who are outnumbererd 3:1 can have their bombs faster but can only have the small ones

you can have your weapons as fast as you want......... but your only allowed to have sticks while you fight the 3 of us who have swords
Title: Re: Zone system.
Post by: moot on September 12, 2009, 04:13:02 PM
Decreased.  Rebuild times are proportional, not inversly proportional, to a country's territory.   That's what I meant.
So when the Rooks are at the Knight's HQ's gates, their fields are vulnerable via the slow rebuild time.   In another scenario, where the Bishes are somehow (freak stuff like this happens every now and then) eating into the Rooks and Knights at the same time, but not really putting up a fight either (e.g. the Rooks are ignoring them back there), while the Rooks would have normal rebuild times, it would still be balanced because the Rooks are risking to lose their strat back at HQ.

The possible flaw here is a country exploiting this by letting the third country (not the one they've pushed back to HQ) eat their territory so that they aren't suffering the slow rebuild time while steamrolling.  The question is whether this is really a problem outside of theory.
Title: Re: Zone system.
Post by: batch on September 12, 2009, 04:19:16 PM
yes I knew what you meant..... I worded mine incorrectly.... I should have said decreased.......

doesnt change my train of thought though............ it doesnt matter how fast the base ords come back up if when they do come up you cant have 1000lbs due to the ammo factory being destroyed....... this handicaps the team being streamrolled in a major fashion......... and as I recall from the old system....... it was a never ending effect once a country had made your strats within reach

you were heavily outnumbered to begin with.... and it was not possible to ever defend a strat while trying to defend bases at the same time

so you have your choice either having no ords/radar/fuel etc   ....... or having no bases to use them from
Title: Re: Zone system.
Post by: moot on September 12, 2009, 04:23:13 PM
So scale the invader country's rebuild speed correspondingly low.  Make some of the rear fields higher in altitude..  And/or make those rear fields and strat's defense stronger, and the strats larger too.   Well, not that last one maybe.  Larger strats would make it less feasible for the small country to knock it down from its inferior position.
Title: Re: Zone system.
Post by: Jayhawk on September 12, 2009, 05:38:10 PM
I do have a concern with all the strats towards the back.  As someone who would actually be willing to fly the hour there at 30k or something, I would hate to get there only to have a single 163 up and tear me apart.  I guess that would mean bring escorts. 

On the other hand I can understand that in the real world the use of 163s and even 262s would have be limited and used in situations like that, so it makes sense.  I guess I would just hope that the strats are not clustered right around the uncapturable bases so if someone did choose to up a 163 they would actually be taking a risk in doing so.
Title: Re: Zone system.
Post by: zoozoo on September 12, 2009, 06:42:01 PM
 :aok
Title: Re: Zone system.
Post by: beau32 on September 12, 2009, 09:31:33 PM
+1 Go for it!
Title: Re: Zone system.
Post by: batch on September 12, 2009, 10:34:29 PM
Unfortunately IMO the best solution contradicts Hitechs opinion that it should be less complex...... IMO the less complex the less necessary as the ONLY results could be a severe handicap of a country given the mindset of the majority of AH players.......

I havent exactly sat down and thought through all the details of what would make a perfect system, but just on a quick pass it would go something like this:

Keeping the current map arrangement of zones and strat layouts (this gives the benefit of not affecting those not interested in "winning" the war but simply want to play the game to have fun [about half the people])

Make city strats worthless (this reduces the complexity and actually makes more sense in creating a reason for having strats with penalty)

make city > strat train runs @ 6 mins and each train is worth 10% of rebuild (making total rebuild of a strat @ 1 hour)

make strat > base convoy runs @ 10 mins and each convoy is worth 10% of rebuild (making total rebuild of a base @ 1hour 40 mins)

make base supply runs to a base worth 5% requiring 20 trips or a combination of convoys and resupp runs whatever........ regardless of how many strats on a base are down (this gives the benefits of porking bases)

reduce strat>base resupply times by 2 minutes for every 20% of damage to the strat ....this means strat>base convoys would move @ 12 mins vs 10 if the strat was 80% or 20 mins vs 10 if the strat was 0% (this gives the benefits of porking strats)

Title: Re: Zone system.
Post by: sparow on September 13, 2009, 08:55:36 AM
Maybe rebuild times could be inversly proportional to the size of a country's territory?  This would make a steam rolling country more vulnerable, and wouldn't necessarily require more than one set of strats, as HT seems to prefer.

I believe Moot has hit the nail. This is one of the most important issues in a strategic system. Suply lines. In RL, this hampered all armies. German panzer units advanced so fast that they had to stop waiting for supplies (fuel and ammo). Russians had to wait weeks to prepare an assault. The germans had to lay thousands of miles of railroad tracks all over Russia. The rail gauge was different...

The longer are supply lines, the slower is ressuply. The shorter supply lines are, quicker the ressuply. Remember Stalingrad? The T34's left the factory unpainted and started firing less than a mile away. That's a quick ressuply line! Remember the Ardennes? Tigers abandoned after running out of fuel?

A steamroller wil occur everytime you manage to concentrate a massive force,well supplied, against a target weakened by strategical operations. Now, we have localized steamrollers, in sequence. You gather a enormous attack force, destroy everything, subdue defenders and drop troops. End of game, rinse and repeat. No penalty for grabbing land faster than you can build a railroad.

Gaining terrain? Ok, pay the price: longer supply lines, slower rebuilds.

Cheers
Title: Re: Zone system.
Post by: Bino on September 13, 2009, 09:33:40 AM
...
Gaining terrain? Ok, pay the price: longer supply lines, slower rebuilds.
...

+1   :aok
Title: Re: Zone system.
Post by: moot on September 13, 2009, 09:58:13 AM
And spreading the fight over more of the terrain would help scatter the hordes/conga lines.  E.G. more frequent and valuable supply convoys, the bridge ideas that AKP suggested and others helped tailor (http://bbs.hitechcreations.com/smf/index.php/topic,267808.0.html), etc.
Title: Re: Zone system.
Post by: K-KEN on September 13, 2009, 10:13:33 AM
As a suggestion, multiple cities, say (2) 1 near the HQ and the other 2 sectors away or both set equidistant from the HQ - East or West, N or S.  (4) Fuel depots, each if destroyed represents 25% fuel shortage-kinda like we have in real life...</jab>, and model the dar, troops, and ammo factories the same. Say 4 or more each. Fuel and ammo dumps located near 3 bases each would be kinda cool too. It would make it more difficult to steamroll but could still make each country vulnerable.
Spit and bomber factories should also be implemented. (or even Jets or Jet Engines) Heck, ball bearing factories!! :D  The Country strat could work if more were added and the map was peppered with more than one of each. I am in favor of Country Strat as it was one more facet of the game that had to be considered. (and yes, gamed)
Title: Re: Zone system.
Post by: rough_wood on September 13, 2009, 06:32:39 PM
Overall I have felt the game does not have enough reward for attacking strategic targets. It takes away from the old real world tactics.

For example train yards and bridges would be an awesome addition.

I like the idea of having much stronger buildings for the factories. Make the strats much larger, with more trains, heavy ack.

I also think they should be capturable. There are ways to avoid the steamroller effect:

Require say 50 troops for the opposing country to capture, but only 10 troops for the original country to recapture. For the bad guys to capture, maybe they have to get guys in each of 5 maprooms while original guys only have to get 10 guys in any of the maprooms. This will make it more a tactical thing, since it isn't easy taking such targets intact etc.

Don't allow the enemy's ack to immediately work upon capture, but let the original teams ack work immediately.

Let original team have trains that resupply the factories to rebuild them, so it rebuilds faster for original owners than enemies.

Scatter a few uncapturable bases around the map, and surround each with factories which are fairly nearby. Having the factories too far behind lines makes it too much work to damage / capture them.

Give original owners GV spawns in the factories. Consider making uncapturable base VH indestructable.

Near HQ have an uncapturable factory of each type so they are never 0% rebuild.

If you don't make them capturable there will just be factories behind enemy lines getting annihilated. I think its important for them to be capturable just make it very difficult to do.
Title: Re: Zone system.
Post by: Jayhawk on September 13, 2009, 07:00:00 PM
Overall I have felt the game does not have enough reward for attacking strategic targets. It takes away from the old real world tactics.

For example train yards and bridges would be an awesome addition.

I like the idea of having much stronger buildings for the factories. Make the strats much larger, with more trains, heavy ack.

I also think they should be capturable. There are ways to avoid the steamroller effect:

Require say 50 troops for the opposing country to capture, but only 10 troops for the original country to recapture. For the bad guys to capture, maybe they have to get guys in each of 5 maprooms while original guys only have to get 10 guys in any of the maprooms. This will make it more a tactical thing, since it isn't easy taking such targets intact etc.

Don't allow the enemy's ack to immediately work upon capture, but let the original teams ack work immediately.

Let original team have trains that resupply the factories to rebuild them, so it rebuilds faster for original owners than enemies.

Scatter a few uncapturable bases around the map, and surround each with factories which are fairly nearby. Having the factories too far behind lines makes it too much work to damage / capture them.

Give original owners GV spawns in the factories. Consider making uncapturable base VH indestructable.

Near HQ have an uncapturable factory of each type so they are never 0% rebuild.

If you don't make them capturable there will just be factories behind enemy lines getting annihilated. I think its important for them to be capturable just make it very difficult to do.

Rough, HiTech has already addressed much of what you said, ie:

Gents, capture-able strat in the sense you wish will not happen. If you think that capturing strat would then permanently make the other counties rebuilds 75% less or what ever, you have just set up a steam roll condition.

I.E. Each capture makes it harder and harder for a country to defend. While this is how the world works, it does not make for good game play.

HiTech



Also, this is important:

Hammer Wrote,
I agree, and hence why I am talking about the change. I want to get back to less complexity.

HiTech

What you suggested seemed highly complicated.
Title: Re: Zone system.
Post by: MachFly on September 13, 2009, 09:17:40 PM
sounds good  :aok
Title: Re: Zone system.
Post by: moot on September 13, 2009, 09:54:56 PM
Jayhawk, most of RoughWood's suggestions are single items, not a complex system.  Some of them could be hand picked to make the right combination.
Title: Re: Zone system.
Post by: Jayhawk on September 13, 2009, 10:58:57 PM
Jayhawk, most of RoughWood's suggestions are single items, not a complex system.  Some of them could be hand picked to make the right combination.

Fair enough
Title: Re: Zone system.
Post by: rough_wood on September 14, 2009, 12:04:16 AM
I also think it will add a new dynamic, where you can capture base after base, but you slowly run out of steam. You will need to take some factories to help your push. Make Ords harder to get, sort of like on occasion you can't take drop tanks, make it so when your factories can only support 75% (or whatever amount) of your bases needs 1000lb bombs are unavailable.

By that I mean you don't even have to lose, or have your factories damaged. Taking bases too quickly spreads the ords too thin and 1000lb are unavailable. This will make it harder for countries to pork bases completely or take down a VH with one Jabo.

Once you are spread too thin you must capture factories.

Capturing too many factories, and not enough bases around them, simply means the original owners of those factories will take them back easily since they have a nearby uncapturable (maybe unporkable) base. Your defenses at that base build slowly since the ack must be rebuilt, you are far away, they will take it back soon and with ease.

Once they take it back, since it is so close to home, ack is immediately up (as it is for airfields) and it becomes a tedious thing taking it back again, maybe requiring a 25 man organized mission to succesfully steal the base. Given the amount of ack and number of troops that must take.

Your factories will never be completely behind enemy lines since you always have a stronghold in your uncapturable base. This will take care of "milk runs".

Moot is right how this isn't a large complex system I am offering up. These are mere ideas which can be mixed with others. This isn't a complex balancing system either. Make it possible to capture yet always in the favor of the original owner, both before and after a capture. I think this will always naturally right itself, since taking factories does not create a steamroller, and by not taking them but instead focusing on base capture you lose attack force.

It will balance itself.
Title: Re: Zone system.
Post by: detch01 on September 14, 2009, 12:47:48 AM
Great idea HT :aok
I'd like to see the old strat system in place again, but I think HQ and dar kill should be left as it is - strat targets with real (but not severe) consequences will add to the game while hours of dar outtage tends to see people logging off. I'd also like to see the old depots put back in the game for more local affects.


Cheers,
asw
Title: Re: Zone system.
Post by: phatzo on September 14, 2009, 02:00:09 AM
Not familiar with the old system but the current one doesn't do much for me. A change is as good as a holiday so lets see what happens.
Title: Re: Zone system.
Post by: ghi on September 14, 2009, 09:10:58 AM
Before, when i used to log in and was a new map my Q was: Who won last map?
 It's like many  peoples reading the sport news every day, watching their favorite team results. I like furballing  but it's boring without some strategy involved, i can't play for score, we can't all 1000s of players become fighter aces, i can't play just to improve fighter skills like many are suggesting here. How can you promote  fights/furballs  without attacking enemy bases? Why would i attack enemy bases without capture intentions? Why should i have intentions to capture it ,if the maps have 200+ bases and it's almost impossible with present MA set up, needs 40% of both teams. Map reset more often would make the game more dynamic, more hot fights and suspense situations to win or avoid lossing,and less complains about boring maps stalled for weeks.Why should i waste 1 hour to bomb HQ ,City, factories if doesn't get involved in nothing,and gets resuped in 2 min. There's nothing left to fight for, unless you want to have your name on front page.
 I wish the map reset % would  drop to 15-20% and have HQ damaged/destroyed involved in map reset,:bring back the old 4 steps damage set up for HQ, longer downtime to encourage players use long range bombers/missions and use the bombers for their strategic role. What for are all this long range bomber with formation option? bomb CV/gvs?  Remember those huge HQ raids having 2 teams involved in a big fight, ... that's what makes memories, but unfortunately with this MA set up, they don't happen anymore.
 This game is a great invention, has a huge potential , but after the changes in last years, the game is like my toolsheder brain: it's using only small % of its capacity......... to offer entertainment for all the consumers, all style of players; the toolsheders lost the war.
Title: Re: Zone system.
Post by: Swatch on September 14, 2009, 06:02:56 PM
Why should i have intentions to capture it ,if the maps have 200+ bases and it's almost impossible with present MA set up, needs 40% of both teams. Map reset more often would make the game more dynamic, more hot fights and suspense situations to win or avoid lossing,and less complains about boring maps stalled for weeks.
:aok

Quote
Why should i waste 1 hour to bomb HQ ,City, factories if doesn't get involved in nothing,and gets resuped in 2 min. There's nothing left to fight for, unless you want to have your name on front page.
:aok :aok
Quote
bring back the old 4 steps damage set up for HQ, longer downtime to encourage players use long range bombers/missions and use the bombers for their strategic role. What for are all this long range bomber with formation option? bomb CV/gvs?  
sounds great!

Quote
Remember those huge HQ raids having 2 teams involved in a big fight, ... that's what makes memories, but unfortunately with this MA set up, they don't happen anymore.


I couldn't agree more!  I loved those when I first started playing in 2005.  Those were truly amazing missions! I miss them...   :cry
Title: Re: Zone system.
Post by: Dantoo on September 15, 2009, 03:35:24 AM
Ghi said everything I've wanted to say for 2 years.
Title: Re: Zone system.
Post by: thndregg on September 15, 2009, 07:57:08 AM
Before, when i used to log in and was a new map my Q was: Who won last map?
 It's like many  peoples reading the sport news every day, watching their favorite team results. I like furballing  but it's boring without some strategy involved, i can't play for score, we can't all 1000s of players become fighter aces, i can't play just to improve fighter skills like many are suggesting here. How can you promote  fights/furballs  without attacking enemy bases? Why would i attack enemy bases without capture intentions? Why should i have intentions to capture it ,if the maps have 200+ bases and it's almost impossible with present MA set up, needs 40% of both teams. Map reset more often would make the game more dynamic, more hot fights and suspense situations to win or avoid lossing,and less complains about boring maps stalled for weeks.Why should i waste 1 hour to bomb HQ ,City, factories if doesn't get involved in nothing,and gets resuped in 2 min. There's nothing left to fight for, unless you want to have your name on front page.
 I wish the map reset % would  drop to 15-20% and have HQ damaged/destroyed involved in map reset,:bring back the old 4 steps damage set up for HQ, longer downtime to encourage players use long range bombers/missions and use the bombers for their strategic role. What for are all this long range bomber with formation option? bomb CV/gvs?  Remember those huge HQ raids having 2 teams involved in a big fight, ... that's what makes memories, but unfortunately with this MA set up, they don't happen anymore.
 This game is a great invention, has a huge potential , but after the changes in last years, the game is like my toolsheder brain: it's using only small % of its capacity......... to offer entertainment for all the consumers, all style of players; the toolsheders lost the war.


I generally agree. I would like more of a purpose, reward, and fight to ensue behind going deep after core resources. I would like to see core resources actually valuable enough that it promotes fights in defending against attackers going after them. Too many do not, or choose not to understand the current system, right down to the basic understanding of what a barracks represents at a base.
Title: Re: Zone system.
Post by: Lusche on September 15, 2009, 08:53:42 AM
Just a bit of brainstorming...


One problem is to balance the importance of strat targets right. Making them too important can easily affect gameplay in a negative way, particularly when one side is already beaten to the ground (=few fields, low numbers). When not important enough, nobody really will care to attack them, unless the bases around them are overrun and it's safe to do a few milkruns.


One idea I do have now (and it's still a rather vague one), is to have the effect destroyed strats target do have on a country being tied to the numbers of fields this country has.
Example: Country starts with 60 bases (=100%) on a large map. Strat Effect Modifier = 1.0. When this country is beaten down to 30 bases (=50%), Strat Effect Modifier =0.5). At 120 bases, Strat Effect Modifier = 2.0.
In other words: When a country is very successful, it's strat targets are much more vulnerable but usually far more away from the enemy at the same time. On the other hand the country being reduced to only 4-5 bases hasn't to worry that much about the strat targets anymore.

There is even some kind of "historical" explanation to this gameplay modification: Your resources are very strained if you have conquered so much territory & bases. Also a country like Germany was very ingenious in decentralizing production in the last months of the war, when the country was being overrun and the major factories were bombed to smithereens.
Title: Re: Zone system.
Post by: Hap on September 15, 2009, 09:00:47 AM

I generally agree. I would like more of a purpose, reward, and fight to ensue behind going deep after core resources. I would like to see core resources actually valuable enough that it promotes fights in defending against attackers going after them. Too many do not, or choose not to understand the current system, right down to the basic understanding of what a barracks represents at a base.

Same here  :)
Title: Re: Zone system.
Post by: LLogann on September 15, 2009, 09:27:51 AM
I just got de ja vue......
Just a bit of brainstorming...


One problem is to balance the importance of strat targets right. Making them too important can easily affect gameplay in a negative way, particularly when one side is already beaten to the ground (=few fields, low numbers). When not important enough, nobody really will care to attack them, unless the bases around them are overrun and it's safe to do a few milkruns.

But will we also add the math for resupplying a smaller stock of fields?

As a country losses more and more bases, will it take a shorter time for the kept bases to be resupplied........  More resources for fewer bases..........

The large country now has so many bases to resupply that it may take an 1.4 hours for the dar to pop instead of 45 min.




One idea I do have now (and it's still a rather vague one), is to have the effect destroyed strats target do have on a country being tied to the numbers of fields this country has.
Example: Country starts with 60 bases (=100%) on a large map. Strat Effect Modifier = 1.0. When this country is beaten down to 30 bases (=50%), Strat Effect Modifier =0.5). At 120 bases, Strat Effect Modifier = 2.0.
In other words: When a country is very successful, it's strat targets are much more vulnerable but usually far more away from the enemy at the same time. On the other hand the country being reduced to only 4-5 bases hasn't to worry that much about the strat targets anymore.

There is even some kind of "historical" explanation to this gameplay modification: Your resources are very strained if you have conquered so much territory & bases. Also a country like Germany was very ingenious in decentralizing production in the last months of the war, when the country was being overrun and the major factories were bombed to smithereens.
Title: Re: Zone system.
Post by: Lusche on September 15, 2009, 09:29:40 AM
Yes, it's quite similar  :lol  :o

Though I didn't have had any time modifiers in mind.
Title: Re: Zone system.
Post by: LLogann on September 15, 2009, 09:32:32 AM
You however, are far more articulate sir.

<SALUTE> 

(Plus people listen to you.)    :D
Title: Re: Zone system.
Post by: rough_wood on September 15, 2009, 10:12:55 AM
Just a bit of brainstorming...


One problem is to balance the importance of strat targets right. Making them too important can easily affect gameplay in a negative way, particularly when one side is already beaten to the ground (=few fields, low numbers). When not important enough, nobody really will care to attack them, unless the bases around them are overrun and it's safe to do a few milkruns.


One idea I do have now (and it's still a rather vague one), is to have the effect destroyed strats target do have on a country being tied to the numbers of fields this country has.
Example: Country starts with 60 bases (=100%) on a large map. Strat Effect Modifier = 1.0. When this country is beaten down to 30 bases (=50%), Strat Effect Modifier =0.5). At 120 bases, Strat Effect Modifier = 2.0.
In other words: When a country is very successful, it's strat targets are much more vulnerable but usually far more away from the enemy at the same time. On the other hand the country being reduced to only 4-5 bases hasn't to worry that much about the strat targets anymore.

There is even some kind of "historical" explanation to this gameplay modification: Your resources are very strained if you have conquered so much territory & bases. Also a country like Germany was very ingenious in decentralizing production in the last months of the war, when the country was being overrun and the major factories were bombed to smithereens.

I couldn't make sense of that.

By Effect Modifier are you saying the buildings are more easily damaged? And is it some sort of inverse proportion?
Title: Re: Zone system.
Post by: Lusche on September 15, 2009, 10:22:08 AM
I couldn't make sense of that.

By Effect Modifier are you saying the buildings are more easily damaged? And is it some sort of inverse proportion?

I didn't specify any particular effect, but it is indeed inverse proportional: A successful country that has captured many bases will get hurt much more when it's strategic targets are being destroyed.
A country that has been reduced to a handful bases will suffer much less from having it's factories bombed
Title: Re: Zone system.
Post by: ToeTag on September 15, 2009, 10:40:43 AM
Swatch has a similar line of thought to what I was thinking.  

Change strats to reflect...
Tanks
Bombers
Fighters / Attack planes

Leave radar, ord and fuel alone as it can be detroyed at the individual fields.

Keep the HQ as it is.

Add more of the three strats across the map for each country.  Each of the three strats correlate to a series of fields.  (kinda like the zone system just not capturable)

Here's the kicker......Strats are not shown by an Icon that the opposing countries can see.  Nor can they see the spawn points from the surrounding bases untill it is captured.  They must be identified visually (like a cv)

Have more towns and cities strewn across the map. To confuse incoming bombers.  However they are still bombable.


Penalties :furious

If the factory is hit and reduced in incrimental percentages ( I suggest they are large targets) then it effects the amount of uppers that can spawn at the corresponding bases spawn points and also at the base itself (code a counter for the spawns). \\\supply vehicles / planes not effected///
Factories are able to be resupplied by any of the effected bases.  It should take a considerable amount of field supplies to get the factory to 100% again

i.e. if there are 100 rooks on and the strat is knocked down to zero % then limit it to 50 spawns (plane or gv) .
\\\supply vehicles / planes not effected///

If strats only affect a small goup of fields then it will limit the steamroller effect.

Title: Re: Zone system.
Post by: Dragon on September 15, 2009, 11:56:14 AM
Overall I like the idea.  :aok
Title: Re: Zone system.
Post by: BigKev03 on September 15, 2009, 08:34:30 PM
Yes, please go back to this.  It makes the strats play more of a role.  Kind of a lost art in this game when we went to zones.
Title: Re: Zone system.
Post by: moot on September 15, 2009, 09:28:13 PM
n/t
Title: Re: Zone system.
Post by: USRanger on September 15, 2009, 11:33:44 PM
It's time you let us use the CT city objects HT! :aok

(http://img168.imageshack.us/img168/7226/city2xg6.jpg) (http://imageshack.us)
Title: Re: Zone system.
Post by: MjTalon on September 15, 2009, 11:42:56 PM
Hell yes. If the new zone systems used at least 1 huge city to represent the strat then just imagine the type of raids taht would ensue...  :x
Title: Re: Zone system.
Post by: MachFly on September 16, 2009, 12:41:47 AM
at least 1 huge city


OMG!!!  There is going to be A LOT of FLAK!!!  :O                     lol


would still be nice to have large cities
Title: Re: Zone system.
Post by: Jayhawk on September 16, 2009, 12:50:52 AM
It's time you let us use the CT city objects HT! :aok

(http://img168.imageshack.us/img168/7226/city2xg6.jpg) (http://imageshack.us)

Yeah I really like this idea, a big city.
Title: Re: Zone system.
Post by: chris3 on September 16, 2009, 01:17:46 AM
moin

 :x cant wait :x

this combinied with the bridge city idea would be awesom.

imagine if one of these citys is capturabel maybe with 5-6 mapromes for ech city zone  :x :x :x :x :x :x :x :x :x

cu chris3
Title: Re: Zone system.
Post by: ToeTag on September 16, 2009, 03:58:48 AM
I think a large bombing raid with alota bombs and alot a flak and alot of buildings going boom will lag the system and create a disco inferno.  Kinda like a few years back UFO dropping unlimited bombs from his plane over TT it nearly locked up my computer.
Title: Re: Zone system.
Post by: thndregg on September 16, 2009, 07:49:23 AM
Not just a huge city, but large factories as well. Lots of ack & flak. Would be nice to see.
Title: Re: Zone system.
Post by: rough_wood on September 16, 2009, 11:44:11 AM
Yeah to put some of the factories in the large cities would be very cool.

We'd need maps of the cities on the clipboard tho. But that's not a huge thing, I'd assume.
Title: Re: Zone system.
Post by: LLogann on September 16, 2009, 11:45:44 AM
We do...... Clipboard Maps.

Yeah to put some of the factories in the large cities would be very cool.

We'd need maps of the cities on the clipboard tho. But that's not a huge thing, I'd assume.
Title: Re: Zone system.
Post by: rough_wood on September 16, 2009, 01:48:19 PM
Wow they have those?  :rolleyes:

I don't know specifically how they'd do it cause the city would likely be damagable, so they'd have a map of that. But also of factory buildings. So the map would be so large you couldn't make anything out. So they'd have to find a better way to do it.
Title: Re: Zone system.
Post by: TEXICAN on September 21, 2009, 03:36:54 PM
Sounds great better for the bomber guys and better for the buff hunters. :aok  When could we expect the change???   :pray
Title: Re: Zone system.
Post by: 1sum41 on September 21, 2009, 08:48:37 PM
probably late but +1 on this
Title: Re: Zone system.
Post by: 5PointOh on September 24, 2009, 12:25:55 PM
Just curious hitech, any rough developments or thoughts from you and the gang at HTC??
Title: Re: Zone system.
Post by: Jayhawk on September 24, 2009, 04:31:38 PM
When could we expect the change???   :pray

Just curious hitech, any rough developments or thoughts from you and the gang at HTC??

This is why they don't tell us what they're developing. lol
Title: Re: Zone system.
Post by: Scherf on September 24, 2009, 08:00:45 PM
I'm all for making strats more meaningful than they are now, but I don't recall the old system being fabulously satisfying as it was.

If I had my druthers, the strats would have a meaningful effect if damaged, but would be a pretty tough nut to crack. Two noobs at low level in 17s shouldn't be able to do significant harm to another countries' operations.

I'd also love to see meaningful effect from cutting roads and bridges. That way the heavy bomber boys would have something useful to do, and the jabo boys would to. The GVers could still GV and the furballers could still do they thang.

And of course, we'd have a different selection of whines to go with our cheese.

Would any of this require new maps? Especially if the cities etc needed to be larger, would we need a whole new map rotation?
Title: Re: Zone system.
Post by: Patches1 on September 25, 2009, 10:26:08 AM
An idea:

Place HQ in the middle of each Country.

Spiral all Strat targets and airfields and GV Bases, and CVs around it.

Make all Strat targets flow through HQ.

Make HQ the only target to capture for a reset.

HQ cannot be resupplied.

Keep City Strat as choke point for all other Strats, but make City Strat re-suppliable via player based resupply only.

Make GV Bases as susceptible to strat losses as Airfields.

Give GV Bases re-arm capabilities like Airfields.

Add a Country Morale Factor into the game (as has been suggested previously) that may slide up, or down, by bombing HQ, which affects the factory worker's output.

Just my thoughts....<S>
Title: Re: Zone system.
Post by: Patches1 on September 25, 2009, 10:43:01 AM
Just caught the flaw in my thinking...capture HQ for the reset!

With 3 Countries it's still not a big problem, just a greater challenge. You must capture BOTH opposing HQs!

Sooooo....when the first Country's HQ is captured by an opposing force, the remainder of the captured Country now fight against the conquering Country and are allied with the remaining Country, but at a very reduced effectiveness. An individual will still be awarded his, or her perks, points, kills, etc., but their effectiveness against the opposing force is reduced and their effectiveness for the remaining Country force is also reduced. However, the INDIVDUAL player's score will reflect his, or her actions as normal.

Man! This stuff is complicated!  :-(


<S>

Title: Re: Zone system.
Post by: Patches1 on September 25, 2009, 10:55:24 AM
Dang! Another thought!

When your HQ is captured...you cannot change sides. If you wish to play further, you play as previously mentioned, allied with the other Country now defending, but with limited plane and gv sets much like the ENY restrictions of today, but with all of the individual perks and score stuff.

 
Title: Re: Zone system.
Post by: ToeTag on September 26, 2009, 10:29:25 AM
Patches it sounds like a completly different game.
Title: Re: Zone system.
Post by: chewie86 on October 06, 2009, 12:49:24 PM
Hitech,

If the new strat system will enhance the usage and organization of buff raids with escorts, hence the defensive missions of the attacked country, go for it :x! I forecast a high altitude wind too to prevent an easy drop from 40.000 feet alt B17 or reintroduce the manual calibration in MA (notice I'm even porking our 100's mission for it :eek:).

The fights in smooth air are the best and too many still dont know that!

Regards

100Chewi
100th BG "Bloody Hundredth" (H) officer.
Title: Re: Zone system.
Post by: bravoa8 on October 06, 2009, 03:03:12 PM
I think it would be an awesome idea to change the zone system  thats how the war was won is destroying factories :rock
Title: Re: Zone system.
Post by: shotgunneeley on October 07, 2009, 02:29:11 PM
Yes, don't want to let this one die.

How exactly is it currently set up in the small maps where you only have one zone per country? Does it have the same affect as it would if it were set up as a country system? The set of strats that are placed in the small maps are all located around the HQ and supply the whole country, so it would appear we already have a working model of what we want to see changed.

 :rock HTC
Title: Re: Zone system.
Post by: Plawranc on October 08, 2009, 01:31:27 AM
I like the idea of WW2 missions run by squads attacking strat targets, B17s with 51 escorts kinda thing.

+1
Title: Re: Zone system.
Post by: EskimoJoe on October 08, 2009, 01:58:07 AM
If it were my call, I would do two things:

1) Post in the General forum to get more opinions, and

2) Give it a 3 month trial period, create another thread, and get feedback on the system. Decide from there.

Personally, it sounds like it would be a fun change.
Title: Re: Zone system.
Post by: saantana on October 09, 2009, 01:56:26 PM
Huh?

So there's actually a point to factories? I thought they were there just for target practice with bombers.

Honest.
Title: Re: Zone system.
Post by: 100hooch on October 09, 2009, 07:12:32 PM
Absolutely FANTASTIC idea!  But keep it simple.

Move the strats to the rear, but not all clustered around the protected bases (or else all we'll see is Me163s which afterall were only used minimally in RL). Besides we now have the uber-Jug which will do 40k.

Make the strats bigger -- maybe 2x or 3x -- requiring more than one or two flights to shut them down.  Perhaps several of a given type of strat (say refineries) in a given geographic region, such as the ball-bearing factories in or around Schweinfurt in RL.

Give the strats' destruction a bigger impact on base replenishment, i.e. scarcity of the product across the country.  Perhaps limiting the resupply between bases to to a fraction now capable as a factor of the strat percentage. Possibly by requiring more C47 or M3 trips to accomplish the task than when the strat is at full production, or by reducing inventories at the base providing the resupply. For instance, reconstituting troops at A1 from V2 would mean that for every barracks the pops back up at A1, one is lost at V2. And a country's training facility could resupply all troops (i.e. pop up all barracks) in one hour at 100%, two hours at 50%, etc.  Likewise with refineries, ammo factories, radar, and so on.

Make it harder or require more effort to resupply or rebuild a strat to a point that makes it more viable to defend the strat in the first place than just resupply it afterwards, instead of the current instance where, rather than defend the HQ from a bomb raid, pilots up C47s and M3s to re-establish the HQ within five minutes after a successful bomber strike rather than fly up to attack the bombers, thereby nullifying the the attacking country's stategic effort.

Anyway, I love the idea of enhancing the strategic side of the game and was just spitballing some ideas.
Title: Re: Zone system.
Post by: hitech on October 09, 2009, 10:38:10 PM
Yes, don't want to let this one die.

How exactly is it currently set up in the small maps where you only have one zone per country? Does it have the same affect as it would if it were set up as a country system? The set of strats that are placed in the small maps are all located around the HQ and supply the whole country, so it would appear we already have a working model of what we want to see changed.

 :rock HTC

Don't worry about it's death, we already have a plan of implementation.

HiTech
Title: Re: Zone system.
Post by: Easyscor on October 10, 2009, 12:47:17 AM
My only reservation about this is the status of strat factories in the SEA. Currently if there are enough zones, we can change ownership for groups of the factories for an event. If all the county's factories have rigid ownership, we'll have a tough time in dealing with it in the SEA. I remember several events where we were taking off and the ack at a nearby factory was shooting everyone down.
Title: Re: Zone system.
Post by: mia389 on October 26, 2009, 01:07:18 AM
I think it would be cool if the factories were bigger. I mean take up a bigger area. Say 4 times the size they are now.


At least the City strat anyway. Maybe keep the ammo/troop/fuel the same.
Title: Re: Zone system.
Post by: mia389 on October 26, 2009, 01:48:40 AM
Was messing around a bit. So instead of this size

(http://www9.picfront.org/picture/IsE3FihD/img/city.JPG) (http://www.picfront.org/d/IsE3FihD/city.JPG)

should be this size

(http://www9.picfront.org/picture/pBuHAMlp69F/img/ncity.JPG) (http://www.picfront.org/d/pBuHAMlp69F/ncity.JPG)
Title: Re: Zone system.
Post by: Killer91 on October 26, 2009, 05:59:49 PM
I'm all for this. I think it would definitely make for more long range bomber missions.
It would also make defending the factories more important and could result in some really good battles :)
Title: Re: Zone system.
Post by: mike254 on October 26, 2009, 08:45:32 PM
These ideas have my vote! Can't even think of anything to add. its perfect.  :aok + 9.99x 0^101 (ya, that is a bit munch :D)

From Ghi
Quote
Before, when i used to log in and was a new map my Q was: Who won last map?
 It's like many  peoples reading the sport news every day, watching their favorite team results. I like furballing  but it's boring without some strategy involved, i can't play for score, we can't all 1000s of players become fighter aces, i can't play just to improve fighter skills like many are suggesting here. How can you promote  fights/furballs  without attacking enemy bases? Why would i attack enemy bases without capture intentions? Why should i have intentions to capture it ,if the maps have 200+ bases and it's almost impossible with present MA set up, needs 40% of both teams. Map reset more often would make the game more dynamic, more hot fights and suspense situations to win or avoid lossing,and less complains about boring maps stalled for weeks.Why should i waste 1 hour to bomb HQ ,City, factories if doesn't get involved in nothing,and gets resuped in 2 min. There's nothing left to fight for, unless you want to have your name on front page.
 I wish the map reset % would  drop to 15-20% and have HQ damaged/destroyed involved in map reset,:bring back the old 4 steps damage set up for HQ, longer downtime to encourage players use long range bombers/missions and use the bombers for their strategic role. What for are all this long range bomber with formation option? bomb CV/gvs?  Remember those huge HQ raids having 2 teams involved in a big fight, ... that's what makes memories, but unfortunately with this MA set up, they don't happen anymore.
 This game is a great invention, has a huge potential , but after the changes in last years, the game is like my toolsheder brain: it's using only small % of its capacity......... to offer entertainment for all the consumers, all style of players; the toolsheders lost the war.


Title: Re: Zone system.
Post by: nimble on October 26, 2009, 08:52:51 PM
Anything that adds more returns to more complexity in the war I an all for.
Title: Re: Zone system.
Post by: bravoa8 on October 26, 2009, 10:28:24 PM
Was messing around a bit. So instead of this size

(http://www9.picfront.org/picture/IsE3FihD/img/city.JPG) (http://www.picfront.org/d/IsE3FihD/city.JPG)

should be this size

(http://www9.picfront.org/picture/pBuHAMlp69F/img/ncity.JPG) (http://www.picfront.org/d/pBuHAMlp69F/ncity.JPG)
It looks like you just put 4 pics togehter. :lol
Title: Re: Zone system.
Post by: mia389 on October 26, 2009, 11:30:07 PM
Thats all I did. Just wanted to show the size being 4times bigger. I didnt even see rangers above. That is just awesome!
Title: Re: Zone system.
Post by: MORAY37 on November 01, 2009, 09:06:51 AM
Yes x 1000
Title: Re: Zone system.
Post by: GreenEagle43 on November 02, 2009, 06:41:09 PM
sounds great to me hitec.i always did like upping bombers and going after the factory's, city's radar stations,trains,barges,supply trucks,troop factory's.now it will be worth the wild
Title: Re: Zone system.
Post by: Easyscor on November 03, 2009, 09:29:03 AM

After reading the thread about trains, I hope we keep the need for resupply trains for each factory. Then I can link all 5 supply (train) tracks together from each "City" and have a continuous rail line 50 miles long with trains running every 10 miles.
Title: Re: Zone system.
Post by: TEXICAN on November 03, 2009, 10:59:41 AM
This is why they don't tell us what they're developing. lol

Yea because asking questions is so bad.   :noid
Title: Re: Zone system.
Post by: Simba on November 03, 2009, 10:41:37 PM
I'm all for improving the strategic aspect of AH. "How many players in the MA do we know willing to fly an hour to get to a target and bomb it?" Here's one. I thoroughly enjoy flying my B-17 formation deep into enemy territory to drop strat targets and it takes a while to climb to service ceiling so the fighters don't use me for target practice when I get there. Shades of the first B-17 combat sorties against Germany flown by the RAF before Pearl Harbor - although they flew the B-17C, not the G. Gives me plenty of time to roll tomorrow's cigarettes and sink a few drinks otw there and back as well.

<hic>

Go for it, HT.

  :cheers:
Title: Re: Zone system.
Post by: Skulls22 on November 05, 2009, 07:33:52 PM
Let it go HiTech, Sounds great to me!!!
Title: Re: Zone system.
Post by: 2DIE4_420TH on November 12, 2009, 09:23:10 AM
wow! I am in favor of the switch. Being a bomber pilot, it will put the big bombers back in their element (high altitude) and give them more of a strategy mode rather than dropping eggs on airfeilds. I would be nice to starve a country of fuel rather than kill em all. I know alot of guys like to just jump in and start shooting. I myself like the long flight over enemy bases to a target deep inside the enemy territory. I am all for it !   
Title: Re: Zone system.
Post by: Simba on November 12, 2009, 01:51:30 PM
"would be nice to starve a country of fuel rather than kill em all"

I believe this was possible back in the early days of AH. The strategically-aware recreated the 'Oil Plan' that reduced Germany's oil supply to a trickle by late 1944 by bombing the hell out of the refineries and airfield fuel supplies; the furballers screamed in frustration when they discovered their favourite airfields had no fuel so they couldn't resurrect, fuel up and take off instantly, and some cancelled their subscriptions; HT mollified the furballers by making it impossible to drop the fuel available at any airfield to zero; the strategic element of AH suffered and the furballers were ecstatic.

Please correct me if I'm wrong, HT.

 :cool:
Title: Re: Zone system.
Post by: hitech on November 12, 2009, 04:56:33 PM
You are incorect. You could never drop it to 0, only 25. We did make a change to increase the min.

But the change was made not for furballing. The strat system has always been designed to limit the countries offense, not shut them down from defending.

That is why the change was made, because after the move of the towns, the short fuel load started removing the ability to fight, and with out fighting the game is not fun.

HiTech
Title: Re: Zone system.
Post by: hammer on November 12, 2009, 05:03:07 PM
...with out fighting the game is not fun.

Unfortunately, that seems to be becoming a minority opinion these days!

Regards,

Hammer

Title: Re: Zone system.
Post by: 2DIE4_420TH on November 12, 2009, 06:57:42 PM
I see reading through the threads that some guys don't like flying for an hour to the target and back. I say they are not bomber pilots and should fly fighters. Is the reward of hitting your target after flying over 5 0r 8 enemy bases and shooting down 2 fighters greater than hurrying to the target and getting your points? I say yes!!! I say give the bombers a real role in the game, rather than just taking down hangers at 10,000 ft or less. That's why there are medium bombers. Not all air battles were at the front lines.
Title: Re: Zone system.
Post by: Chalenge on November 12, 2009, 11:46:05 PM
Medium bombers were at the front mostly. Heavy bombers were the strat killers. Extremely heavy bombers were only used against Japan and even they did better at lower altitudes.
Title: Re: Zone system.
Post by: 2DIE4_420TH on November 13, 2009, 06:38:29 PM
So at this point in time, what does bombing the strats do for the game. Come on you got to give me some kind of joy here !