Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Nemisis on July 22, 2010, 08:48:11 PM

Title: double spawns
Post by: Nemisis on July 22, 2010, 08:48:11 PM
Please place one of the new towns in the middle of all double spawns. They seem like they would create very good GV fights if they could be brought away from all the bombs. Since the towns no longer have any guns, they could be stuck in as is, with no modification needed.
Title: Re: double spawns
Post by: Ack-Ack on July 22, 2010, 09:03:37 PM
Since the towns no longer have any guns, they could be stuck in as is, with no modification needed.

 :rofl


ack-ack
Title: Re: double spawns
Post by: 321BAR on July 23, 2010, 06:39:22 AM
:rofl


ack-ack
you just love putting the guy down dont ya? :rofl
Title: Re: double spawns
Post by: Masherbrum on July 23, 2010, 06:43:00 AM
 :banana:
Title: Re: double spawns
Post by: Ack-Ack on July 23, 2010, 01:24:53 PM
you just love putting the guy down dont ya? :rofl

He makes it sooooo easy. 


ack-ack
Title: Re: double spawns
Post by: RufusLeaking on July 23, 2010, 01:34:55 PM
All the OP is saying is that the new town would make a great terrain feature between two gv spawns.

It seems like a pretty cool idea.  No points for destroying town buildings.  No base capture implications.

Why is this so mockable?
Why does this merit a put down?
Why the dancing banana?  OK, the dancing banana is just cool ... :banana:
Title: Re: double spawns
Post by: guncrasher on July 23, 2010, 02:18:50 PM
All the OP is saying is that the new town would make a great terrain feature between two gv spawns.

It seems like a pretty cool idea.  No points for destroying town buildings.  No base capture implications.

Why is this so mockable?
Why does this merit a put down?
Why the dancing banana?  OK, the dancing banana is just cool ... :banana:

AK is too smart to actually get this point.

dance, baby, dance  :banana: :banana: :banana:.


semp
Title: Re: double spawns
Post by: Ack-Ack on July 23, 2010, 02:22:14 PM
AK is too smart to actually get this point.

semp

The problem is you're just too stupid to get mine. 

ack-ack

Title: Re: double spawns
Post by: guncrasher on July 23, 2010, 02:48:53 PM
The problem is you're just too stupid to get mine. 

ack-ack



Oh wow, AK has spoken gonna go rethink my life now.   :banana: :banana: :banana:.

semp
Title: Re: double spawns
Post by: RufusLeaking on July 23, 2010, 03:37:44 PM
The problem is you're just too stupid to get mine. 
OK, I'll troll.

Why is this such a bad idea?  Not a rhetorical question.

Not being an ardent gv'er, it is not high on list of things that I would add.  I just couldn't see what provoked the negative responses.

The new terrain in the town seems made for fighting.  I can see a role for lighter, more maneuverable vehicles.  I can also see driver/gunner teams being advantageous.
Title: Re: double spawns
Post by: AWwrgwy on July 23, 2010, 06:24:38 PM
OK, I'll troll.

Why is this such a bad idea?  Not a rhetorical question.

Not being an ardent gv'er, it is not high on list of things that I would add.  I just couldn't see what provoked the negative responses.

The new terrain in the town seems made for fighting.  I can see a role for lighter, more maneuverable vehicles.  I can also see driver/gunner teams being advantageous.

They added a BIG town and hedges to Tank Town....

Been there lately?


wrongway
Title: Re: double spawns
Post by: Nemisis on July 23, 2010, 08:14:36 PM
First off, AK, I was simply saying they would need to make no adjustments to the layout for it to be put at double spawns (the old towns would have been pointless).

Fufas, some more thing that would be nice to see (assuming we get this) is towed AT guns, and destroyable bridges (still can't drive over the hedges, and you can't really make an attack over the canal/anti-tank ditch thingy).

Awwrgwy, which one? NDisles or the one on Trinity?