Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Chilli on November 26, 2010, 11:16:22 AM

Title: Base Capture Tweak from ChangeUp
Post by: Chilli on November 26, 2010, 11:16:22 AM
Recent forum discussions have been about balancing the odds of base capture.  To paraphrase a common presumption, base captures have declined about half since the arrival of the new villages.  The new villages are a great addition to the game, and are popular.  Suggestions have been made to make changes to encourage a wider range of game play alternatives.  This is one such idea presented by ChangeUp, that I believe sounds fun.

(snip)Troops captured places....period.  Still do.  Troops caused damage...troops eliminated pill boxes, shore batteries, ack, etc.

LET THE TROOPS DO DAMAGE!!!  If someone has the testicles to fly multiple C47s into a hot area and drop troops, it should count and they should do damage.  Make them more visible to the side that dropped them so they can monitor their numbers and progress but it should count.  No, I have no idea how to model that in a computer...but if one can model the fair amount of damage that can cause an aircraft carrier to sink, they can certainly model 10 little cartoon men running around with rifles and grenades in a town or on a field. 

(snip)
 :salute
Changeup





I think this is brilliant.  To expand a bit, on his idea, have all troops run to the nearest village building or gun emplacement and toss a grenade one by one, until they have depleted their supply of grenades or the object is destroyed (the amount of grenades / damage capable per trooper based on WWII information = # grenades + sachel charges + assault rifle rounds).  Once an object is destroyed by the troopers, they will continue their journey to the next nearest village object to be destroyed and finally the maproom.  After a set of troopers expends all of it's available firepower, they will expire within a set time.
Title: Re: Base Capture Tweak from ChangeUp
Post by: 321BAR on November 26, 2010, 11:41:28 AM
wouldnt mind this idea. kinda like it :aok
Title: Re: Base Capture Tweak from ChangeUp
Post by: ImADot on November 26, 2010, 12:05:15 PM
De-ack, bomb a few buildings, send in 3-5 troop carriers (30-50 troops) for cleanup and capture.  Troops would roam the village to do the destruction, instead of all swarm one building at a time.  Bring in friendly GV's and aircraft for support.  Make it so friendly fire kills troops (to make you actually try to aim at the bad guys).  Perhaps harden the maproom to require maybe 15 troops.

Now there's a mission for ya.   :aok




Oh, and don't forget that Hitech said he was considering player FPS ground combat in the villages.
Title: Re: Base Capture Tweak from ChangeUp
Post by: bj229r on November 26, 2010, 12:08:17 PM
No problem, just make it so a 1,000lb bomb dropped within a couple-hundred feet of a troop walking down the road KILLS him. As it stands, said bomb must hit him on the noggin
Title: Re: Base Capture Tweak from ChangeUp
Post by: waystin2 on November 26, 2010, 03:30:37 PM
Dad gum!  Changeup has something going on upstairs.  I knew there was a reason that I hang around him!  +1
Title: Re: Base Capture Tweak from ChangeUp
Post by: jimson on November 26, 2010, 03:38:47 PM
Good idea. +1
Title: Re: Base Capture Tweak from ChangeUp
Post by: Delirium on November 26, 2010, 03:45:50 PM
I never get any credit... I think my idea would be nice for Market Garden and other possible 'what ifs' scenarios.

If I was in charge, I would make the following changes;

1. Increase radar height to 175 feet over land, 100 feet over water and disable auto level below 300 AGL/ASL.

2. Change towns to make ack mannable, but still have it auto fire at aircraft or tank in visual range only (not behind hedges, etc). Also have the ack return quicker after being destroyed, this includes airfields.

3. Keep the hardness and the downtime on towns but allow troops dropped BEFORE the town is 'flat' to destroy X number of buildings and to keep them down longer.

4. Put the person's name on the system who dropped the troops to capture a town.  ie SYSTEM: ArmChairGeneral has captured A35 with a M3.

5. Start a zone eny system. Have it take effect after more than 12 aircraft have been launched. So, after you launch 12 guys from a single airfield, you can't launch anymore until the other side has launched some in the area. This way, no more than a 12 man abundance of fighters can be in one area at one time unless they launch from very far away.

6. Start several wind layers and cloud layers to dissuade high alt buffs.

7. Start using the complex bomb site.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Chilli on November 26, 2010, 03:58:29 PM
 :aok Delirium,

Ever hear that saying, brilliant minds think alike?  Wherever ideas like this come from, I want to place the credit  :salute

If HTC can implement something as interesting, (not saying they should have the same vision for the game that we do), the larger portion of the credit will have to go to the developers and staff. 

I am keeping my fingers crossed, and my subscription up to date.   :pray
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 27, 2010, 09:36:24 AM
Dear Skuzzy:

I did not type the word testicles in that idea. :rock

Thank you sir

Changeup

PS - Can you see it?  10 C47s coming in, loaded with troops, dropping at different alts...guys driving tanks around trying to shoot them, Wirbels hammering away at the C47s, and when they hit the ground, they walk and take whatever they survive through.  Troops do damage...in war, that's what they do.  I like the idea about their armament too...grenade limits etc...very cool

Changeup
Title: Re: Base Capture Tweak from ChangeUp
Post by: Dadsguns on November 27, 2010, 09:45:03 AM
No problem, just make it so a 1,000lb bomb dropped within a couple-hundred feet of a troop walking down the road KILLS him. As it stands, said bomb must hit him on the noggin

 :aok

That could be as much at 600 ft for fragmentation.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 27, 2010, 09:47:27 AM
:aok

That could be as much at 600 ft for fragmentation.

Agreed...and H E shells from tank fire

Changeup
Title: Re: Base Capture Tweak from ChangeUp
Post by: WWhiskey on November 27, 2010, 09:51:45 AM
sounds fun!!!
I can see hundreds of troops invading a town like a wave  or a storm cloud rolling over,, let the fighters shoot at the bad guys instead of the buildings!
one lone tank at the map room firing HE  to kill as many as possible,, troops throwing grenades at him trying to disable his gun or track him, there is a good use for your AI
kinda brings a tear to my eye!! :salute
Title: Re: Base Capture Tweak from ChangeUp
Post by: Dadsguns on November 27, 2010, 09:55:47 AM
Each troop killed is a kill.......
Title: Re: Base Capture Tweak from ChangeUp
Post by: Void on November 27, 2010, 10:02:32 AM
This is what i was thinking about a few weeks ago..  :cheers:
But you would have explained it better.
Title: Re: Base Capture Tweak from ChangeUp
Post by: redwing7 on November 27, 2010, 10:06:11 AM
Love it :aok  :x

This also opens up a ton of gameplay options. Like acually using jeeps for a purpose rather than just vehicle supplies once in a blue moon.


 :aok :aok :aok :aok

 :cheers:
Title: Re: Base Capture Tweak from ChangeUp
Post by: Chilli on November 27, 2010, 01:09:48 PM
Jeep?  :O  Why not bring in a bunch of SDK's and launch a few rockets to boot!  :D 

The animation could be very simple.  :noid When a troop gets within a certain distance (grenade toss range) the trooper pauses, damage will occur (could be as simple as the dust we see when maproom gets assaulted).  When destroyed, the building or gun emplacement will explode as usual and the trooper will run to the next closest object.  The troops don't need any special animation, but it would be cool to see them kneel and an arm swing over their head to simulate a toss.  I would recommend that there be a reasonable amount of time between tosses / damage dust caused by any individual trooper. 

Multiple troopers assaulting a single target at one time would do damage / kick dust faster, but the possibility of expending ammo on a target that has already been destroyed is increased.  Possible tactics and strategies could include things like how many troops and how quickly troops are released to maximize coverage of an area, maximize damage done and to avoid the one for all bomb drop. 
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 27, 2010, 07:17:37 PM
Oh...I can see it now...envision this:

Rondar is sitting off in his favorite hide...(he's already killed me 8 times but I don't care because I suk so I up again) BUT....Waystin2 drove in an M3 and unloaded 10 troops around his area....Rondar sees them at 500m but its too late and has to shoot them and now we know where he is!!  

Or...Rondar never sees them coming from behind and all ten lob a grenade each at him and he's tracked.  Rondar has to open up on them with 50's to keep the troops from marking him for air support (In my idea, the troops circle any GVs they come across up to 10 troops, if there are more, they move on until they find another GV, gun emplacement, town or are dead...troops move to the next undamaged asset....so, like things work today, troops wont capture anything until the entire town is down...if you drop them early, they will go mark that building for you).

How about this one....You're defending a base with about 10 guys against a horde.  The horde starts rolling in GV's so you have to "force multiply" yourselves.  You and a buddy take load after load after load of troops out to the GV spawn to slow them down..it won't stop them because troops can't destroy a GV but if they ignore the troops, they will get tracked.  It buys you guys time to get back in the air or have other players from your country come help defend it.

And, for the capture guys.....you only have 7 guys online to play your game so you grab some M3's and head to town and drop them off to help de ack it.  Its slow going but the troops will get it done if there are enough of them.  You and your boys are rolling in with tanks and wirbels to support them.  

1.  You get 1/10th of the point credit for any damage each guy does to a soft target unless all 10 of your troops destroy it om which case you would get all the points...like a gun emplacement, building etc (takes 5 live troops to destroy a building)
2.  Troops cant destroy GVs....just disable them
3.  Risk/Reward - No one is going to spend a huge amount of time trying to get troops into a spot because it will never pay off but it can help
4.  Would make taking out barracks even more important

Just my thoughts and good luck with it....I think it sounds like fun :salute

V/r
Changeup

Title: Re: Base Capture Tweak from ChangeUp
Post by: grizz441 on November 27, 2010, 07:24:09 PM
I also think it's important for a "Sustained Attack Downtime Factor" to be added to encourage prolonged attacks instead of the offensive giving up and going to another base.

When a town building is destroyed, it should stay down for whatever current time it stays down, that's fine.  But if the attack and defense carries on for a while and the town building comes up again, there should be say, a 15 minute window of time that if you kill it again, you essentially are blowing it to smithereens and it will not be able to come back up again for a much longer time than the typical downtime.  Say twice as long.  This will encourage the prolonged attack, and will also encourage better fights.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 27, 2010, 07:28:39 PM
I also think it's important for a "Sustained Attack Downtime Factor" to be added to encourage prolonged attacks instead of the offensive giving up and going to another base.

When a town building is destroyed, it should stay down for whatever current time it stays down, that's fine.  But if the attack and defense carries on for a while and the town building comes up again, there should be say, a 15 minute window of time that if you kill it again, you essentially are blowing it to smithereens and it will not be able to come back up again for a much longer time than the typical downtime.  Say twice as long.  This will encourage the prolonged attack, and will also encourage better fights.

Agreed...you could add if there are troops in the town when the buildings are popping, they can't pop.  How do you rebuild a town if there are enemy troops in it?  Make sense

Changeup
Title: Re: Base Capture Tweak from ChangeUp
Post by: grizz441 on November 27, 2010, 07:40:15 PM
Agreed...you could add if there are troops in the town when the buildings are popping, they can't pop.  How do you rebuild a town if there are enemy troops in it?  Make sense

Changeup

All great ideas in here, I hope hitech can read and take some notes and evaluate them.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 28, 2010, 04:42:08 PM
Bump
Title: Re: Base Capture Tweak from ChangeUp
Post by: ImADot on November 28, 2010, 04:59:35 PM
Bump

Seriously?  You bumped the thread before the last reply was even 24 hours old?  WTF???
Title: Re: Base Capture Tweak from ChangeUp
Post by: grizz441 on November 28, 2010, 05:16:25 PM
Bump
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 28, 2010, 06:08:10 PM
Seriously?  You bumped the thread before the last reply was even 24 hours old?  WTF???

It just felt right...and I'm going for Silver, like you.
Title: Re: Base Capture Tweak from ChangeUp
Post by: bj229r on November 28, 2010, 06:55:12 PM
When we drop bombs on em, can troopie guts scatter on the sides of buildings and trees :D
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 28, 2010, 07:14:06 PM
When we drop bombs on em, can troopie guts scatter on the sides of buildings and trees :D

Sure....one vote for troopie guts...
Title: Re: Base Capture Tweak from ChangeUp
Post by: AWwrgwy on November 28, 2010, 07:52:08 PM
OK.  Let me see if I understand this idea.

We don't actually have to shoot buildings and hit them or drop bombs on town and hit things to destroy it.  We just spam town with troops and they do all the work.

Correct?

What about Ports and GV fields?

I thought the problem was we couldn't NOE a base because of the radar settings, or was it we have to use a hoard to take a base now and could no longer sneak and do it alone.

I don't see how this would be an improvement to game play because you're not actually doing anything to take down a town but dropping little homing termites.  You're involved less than you are with the present method.



wrongway
Title: Re: Base Capture Tweak from ChangeUp
Post by: 321BAR on November 28, 2010, 08:49:44 PM
Seriously?  You bumped the thread before the last reply was even 24 hours old?  WTF???
Bump cuz  i felt left out :joystick:
Title: Re: Base Capture Tweak from ChangeUp
Post by: delta7 on November 28, 2010, 09:23:02 PM
A gv mission with 20+ m3s would be difficult to stop. I would suggest 2 troops to destroy 1 building or something of that order.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 28, 2010, 09:46:16 PM
OK.  Let me see if I understand this idea.

We don't actually have to shoot buildings and hit them or drop bombs on town and hit things to destroy it.  We just spam town with troops and they do all the work.

Correct?

What about Ports and GV fields?

I thought the problem was we couldn't NOE a base because of the radar settings, or was it we have to use a hoard to take a base now and could no longer sneak and do it alone.

I don't see how this would be an improvement to game play because you're not actually doing anything to take down a town but dropping little homing termites.  You're involved less than you are with the present method.

wrongway


I dont see it that way.  It would have to be a TON of troops.  If the defenders are that crappy at defending a base from an onslaught of C47s or M3's, it deservest to be lost quite honestly.  Auto ack would kill troops, any GV guns would kill them etc etc so you would need a lot more than 10 loads of troops.  I see it more as an accessory to GVing really but for troops to do absolutely nothing is a waste of a sweetie et.  I think we are suggesting that they are limited in destructive power and they can be eliminated the same ways they are now.  Hell, allow them to be visible from the same distance as opposing GV's and the bad guys would be able to see it coming for a good distance.  Also killing the carriers, which everyone pretty much does now anyway because its basically the only thing that can be killed with machines guns from the air,would kill the troops too.  Additionally, they can be coaded to move slowly ...but geezus, give them something to do other than grab a base....thats a waste
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 28, 2010, 09:54:52 PM
A gv mission with 20+ m3s would be difficult to stop. I would suggest 2 troops to destroy 1 building or something of that order.

Three spits could take 2/3s of that convoy out with little effort...M3's are firing 303's or 50's right?  Besides, I haven't seen a 20+ volunteer group of 20 of anything on a regular basis.  They would have to get by base ack, field ack, town ack, any GV's that are up and rolling, fighters, heavy fighters...one 1000 pounder might be able to kill 20 if they are clustered....or moving together.  One answer might be that the troops force is cut in half if the guy that ran them gets killed...so the M3 or C47 would have to stay alive....just spitballin here.

Damage is up to HiTech...but it would compliment the ground.  Hey, I know this is an air game, for the most part but we have um, lets use um fairly.  You guys can come up with answers too...you've been in the game for a while.  Find the advantages like you have and present a way to limit it so it can't be used to overwhelm...troop speed, limited weapons options, limited ability to damage, base flashes differently when troops are in the DAR ring...hell I don't know but it could be a good addition without a ton of argument and we already have the troops.
Title: Re: Base Capture Tweak from ChangeUp
Post by: grizz441 on November 28, 2010, 09:56:36 PM


Changeup, what I want to know is why you haven't responded to my thread I made for you in the GD.   :cry
Title: Re: Base Capture Tweak from ChangeUp
Post by: delta7 on November 28, 2010, 11:18:01 PM
Would be fun watching 3 spits trying to kill 200+ troops running through town. What would be more fun would be all the carpet bombing that would be going on in a town full of troops. Dont get me wrong i'm all for it. Just needs some thought to keep it from getting one sided.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 29, 2010, 12:16:23 AM
Would be fun watching 3 spits trying to kill 200+ troops running through town. What would be more fun would be all the carpet bombing that would be going on in a town full of troops. Dont get me wrong i'm all for it. Just needs some thought to keep it from getting one sided.

Think about it though, how many C47s and M3's with 10 troops each would have to roll to make it one sided? 
Title: Re: Base Capture Tweak from ChangeUp
Post by: JunkyII on November 29, 2010, 08:05:28 AM
Would the defending country be able to drop their own troops to fight those off?

Would the troops killing the town attack planes and gvs in/around the town?


Tanks have always had problems dealing with enemy Infantry when they don't have Infantry to support them. So if a tank rolls to town to deal with the troops he should get killed for not bringing Infantry support IMO.

Good Idea overall just needs some tweaks for sure to make it somewhat realistic
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 29, 2010, 10:28:30 AM
Would the defending country be able to drop their own troops to fight those off?

Would the troops killing the town attack planes and gvs in/around the town?


Tanks have always had problems dealing with enemy Infantry when they don't have Infantry to support them. So if a tank rolls to town to deal with the troops he should get killed for not bringing Infantry support IMO.

Good Idea overall just needs some tweaks for sure to make it somewhat realistic

The defending country would be able to put in defending troops, sure...I would think an M-16 would be better but yes.

Troops could be programmed to shoot single shots at airplanes with a lot less accuracy than say ack and a ton less damage

Title: Re: Base Capture Tweak from ChangeUp
Post by: Vinkman on November 29, 2010, 11:20:25 AM
Dear Skuzzy:

I did not type the word testicles in that idea. :rock

Thank you sir

Changeup

PS - Can you see it?  10 C47s coming in, loaded with troops, dropping at different alts...guys driving tanks around trying to shoot them, Wirbels hammering away at the C47s, and when they hit the ground, they walk and take whatever they survive through.  Troops do damage...in war, that's what they do.  I like the idea about their armament too...grenade limits etc...very cool

Changeup


The troop load out can be changed in the hangar. how many smoke grenades, satchell charges, bazooka rounds,etc...

Then a little planning can go into missions with multiple c-47s.  Could be fun
Title: Re: Base Capture Tweak from ChangeUp
Post by: 321BAR on November 29, 2010, 11:23:39 AM

The troop load out can be changed in the hangar. how many smoke grenades, satchell charges, bazooka rounds,etc...

Then a little planning can go into missions with multiple c-47s.  Could be fun
:aok
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 29, 2010, 11:45:00 AM

The troop load out can be changed in the hangar. how many smoke grenades, satchell charges, bazooka rounds,etc...

Then a little planning can go into missions with multiple c-47s.  Could be fun

You could also limit the amount of troops available per field...troops must be resupplied after, say, 100 are used...just throwing a number out there.  If there are troop limits, people may use them quickly when the feature is started but over time, they will use them a bit more sparingly I would think.  I don't know what the right number is but it would be unrealistic to have an unlimited amount of troops to deploy around your base or town...just a thought.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Vinkman on November 29, 2010, 12:52:43 PM
You could also limit the amount of troops available per field...troops must be resupplied after, say, 100 are used...just throwing a number out there.  If there are troop limits, people may use them quickly when the feature is started but over time, they will use them a bit more sparingly I would think.  I don't know what the right number is but it would be unrealistic to have an unlimited amount of troops to deploy around your base or town...just a thought.

This could be based on the barracks at the field you take off from, like ord or gas.
Title: Re: Base Capture Tweak from ChangeUp
Post by: muzik on November 29, 2010, 08:05:47 PM
Not a bad idea. I think YA'LL gettin carried away with it though.

Troops as it is have a singular mission get to the map room. If you change that mission then troops that should be running for the map room might go somewhere you didnt want them to. And this is beside all of the additional cpu usage required to complicate the "singular mission."

I think to make this feasible and in the realm of Hitechs consideration it would have to be simple. Troops would do exactly as they've always done and run straight for the map room. When they pass by an object within 20 yards that object is destroyed, no re-animation required. The amount of damage would have a fixed value just as suggested already.

If you wanted a mass assault on the base with troops, you would have to drop them at multiple locations around the town so that they are passing through as many parts of the town as possible on the way to the map room. But they will unlikely pass every object in town leaving some work to be done by players.

But if what I saw earlier in this post is correct and HT is considering a FPS, this is all in vein because you will soon need to grab your M1 Garand to take a base.
Title: Re: Base Capture Tweak from ChangeUp
Post by: ImADot on November 29, 2010, 09:52:05 PM
Not a bad idea. I think YA'LL gettin carried away with it though.

Troops as it is have a singular mission get to the map room. If you change that mission then troops that should be running for the map room might go somewhere you didnt want them to. And this is beside all of the additional cpu usage required to complicate the "singular mission."

Different troop "packages".  Choose them like gun package or ords.  "Demolition Troops", "Maproom Troops", "Anti-armor Troops", etc.  One type per transport GV/Plane.  That would make you think a little while formulating your base-capture mission.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Void on November 29, 2010, 10:19:54 PM
I have an idea. If there was a CV off a enemy base. And it is close enough, then a plane ups, and as soon as the base is flashing the CV would automatically spawn 3 sets of troops traveling in LSTs torwards town. Meanwhile the CV will automatically set off a trigger at the enemy base and then the base will spawn infantry to search and destroy the marines landing( they will go to town ).
Title: Re: Base Capture Tweak from ChangeUp
Post by: muzik on November 29, 2010, 10:26:05 PM
Different troop "packages".  Choose them like gun package or ords.  "Demolition Troops", "Maproom Troops", "Anti-armor Troops", etc.  One type per transport GV/Plane.  That would make you think a little while formulating your base-capture mission.

Dont forget about the cpu usage. I think I just heard that hitech has 8 cpus to one server. I dont really know how that cost effects him, but i do know that more computer controlled drones of any kind increases the work load of hitechs cpu's not to mention the programming needed to make those troops dance.
Title: Re: Base Capture Tweak from ChangeUp
Post by: ImADot on November 30, 2010, 08:51:45 AM
Dont forget about the cpu usage. I think I just heard that hitech has 8 cpus to one server. I dont really know how that cost effects him, but i do know that more computer controlled drones of any kind increases the work load of hitechs cpu's not to mention the programming needed to make those troops dance.

I believe the HTC servers would not be the issue; as Skuzzy has said their resource utilization is low.  I would be more inclined to believe the users' computers and local ISP bandwidth are the bottleneck for everything related to poor performance.

It would be cool though.
Title: Re: Base Capture Tweak from ChangeUp
Post by: bustr on November 30, 2010, 01:36:29 PM
UDP Streams versus TCP connections. The more environment pointer updates that have to be communicated the more UDP stream traffic. The internet is currently setup to dump UDP traffic if it exceeds a bandwidth threashold in favor of TCP connections. Stuttering during REALLY BIGGG Furballs......Has anyone heard if a modified UDP protocol is on the horizon or if the internet infrastructure providors will be upgrading to routers that segregate UDP and TCP traffic to improve UDP performance for streaming media and internet gaming?

Your installed game is doing all of the crunching while waiting for pointer updates. HTC servers for the most part are ideling per design.
Title: Re: Base Capture Tweak from ChangeUp
Post by: Changeup on November 30, 2010, 04:18:02 PM
Not a bad idea. I think YA'LL gettin carried away with it though.

Troops as it is have a singular mission get to the map room. If you change that mission then troops that should be running for the map room might go somewhere you didnt want them to. And this is beside all of the additional cpu usage required to complicate the "singular mission."

I think to make this feasible and in the realm of Hitechs consideration it would have to be simple. Troops would do exactly as they've always done and run straight for the map room. When they pass by an object within 20 yards that object is destroyed, no re-animation required. The amount of damage would have a fixed value just as suggested already.

If you wanted a mass assault on the base with troops, you would have to drop them at multiple locations around the town so that they are passing through as many parts of the town as possible on the way to the map room. But they will unlikely pass every object in town leaving some work to be done by players.

But if what I saw earlier in this post is correct and HT is considering a FPS, this is all in vein because you will soon need to grab your M1 Garand to take a base.
I understand what you are saying but it isn't necessary.  Right now you can't take a town without everything being down anyway so if you dropped the "new" troops early, they would just go to what object isn't down.  Either way, you would have to drop more troops.  Again, a massive air drop would be in harms way with Ack, fighters over town, GVs roaming to town (a tank firing HE rounds into town would kill a ton of troops with a 500ft blast diameter).  Again, if you limit the number of troops that are deployable at each base, D-Day style assaults are not possible and it would add a little fun and another option.