At first glance, I wait for a few glances more before forming an opinion ;)
Does it involve sheep or algorithm's?
The new town has 82-85 buildings.
92.
And while half of that is "only" 46, they are still not as concentrated on a very small & level are like they were in the old town.
A set of bombers, be them the lowly Ju88's or Lancasters will be able to take out enough buildings (or very close) in one bombing run (especially the Lancasters w/ the six 2k bombs) to make the skid marked white underwear briefs run of the flag pole.
At first glance, I wait for a few glances more before forming an opinion ;)
Actually they are 'Al Gore Rhythms'
Would be nice, if capturing bigger airfields would require more damage to town than small airfields...
Initial reaction, it is too easy. One set of Lancs with a moderately skilled pilot can probably take half the town down in one pass, definitely in two. 75% or 80% might be better. Even 90% + the flag eliminates having 12 guys looking for the one last building for 5 minutes, which was the worst thing about the previous system.
I LOVE the flag, though. Much needed improvement.
My thought is too easy. I think the number needs to be closer to 75% instead of 50% down.
LOVE the flag though :aok a great addition
Would be nice, if capturing bigger airfields would require more damage to town than small airfields...
50% is too easy, go to 80-90. The flag is a great addition for both sides.
One thing no one has mentioned, is that this has the potential to keep the town down, in a capturable state, LONGER than before... or to keep it down AS LONG AS YOU WANT TO while you attempt to overcome the defenders and get troops in the maproom if done in the proper timing and sequence.
Example:
1) The clock starts running on the town as soon as you drop the first building. So let's assume that Player A drops 25% of the town in one pass with lancasters. 45 minutes are on the clock for "Sector A"
2) 10 minutes later, Player B drops 25% of the town with more lancasters. 35 minutes are on the clock for "Sector A" and 45 are on the clock for "Sector B". Town is now ready for capture.
3) 10 minutes later, Player C drops an additional 25% of the town. 25 Minutes are on the clock for "Sector A", 35 minutes for "Sector B", and 45 minutes for "Sector C". Town is still ready for capture.
4) 10 minutes later, Player D drops an additional 25% of the town. Town is now 100% down. 15 minutes are still on the clock for Sector A, 25 minutes for Sector B, 35 minutes for Sector C, and 45 minutes for Sector D.
Here is where it now gets interesting. Even when Sector A starts to "pop"... the town will remain in a capturable state, (with the execption of the auto-ack that would need to be re-dropped... and very easy to do) for an additional 30 minutes... allowing ample time to redrop the sections that were hit first as they start to come up.
Will this be easy to accomplish? No. But is it possible? Absolutely. So not only do you have to take down less of the town now, you can keep it that way longer if the group working the base times it right.
:cry
80 for small field, 90 for medium, 100 for large.
Anything that makes base capture easier is fantastic IMO. Not that I care a wit whether
a base is captured or lost, but I do enjoy defending and I sense that there will be more capture
attempts taking place now.
Frankly, I'm glad there are folks who like to land grab, as they bring the targets to me. :devil
60, 70, 80 might be along the right lines.
To add to the recapture, I'd like to see the ack stay down for 30 minutes from the minute of capture. This will force those that just capture the base to defend it for at least 30 minutes untill ack comes back up. It would slow the grab and move on to the next grab crowd generating more fights.
Anything that makes base capture easier is fantastic IMO. Not that I care a wit whether
a base is captured or lost, but I do enjoy defending and I sense that there will be more capture
attempts taking place now.
Frankly, I'm glad there are folks who like to land grab, as they bring the targets to me. :devil
I personally think a rainbow flag popping up would be a nice touch to the new cap change. Just my thoughts.
Maybe you can let HTC borrow yours. :neener:You'd have to get it from sunbat
Agreed. 80-90% of town needs to be taken down. Everything else is great though. Flag is awesome.:aok +1
Hey, at least for the time being a desynchronized attack where on building pops early, will still result in a capture instead of a wasted trip.
Some just do not want any challenge.
Whoever came up with the "flag" idea should get a raise.
Agree. Wait 'til the "new" wears off to form an objective opinion.
I think it may have been Falcon23. He was the first I saw posting it as a wish in the Wishlist Forum.
Some just do not want any challenge.
I think it may have been Falcon23. He was the first I saw posting it as a wish in the Wishlist Forum.I thought it was you. It is a good idea :aok
You'd have to get it from sunbat
To add to the recapture, I'd like to see the ack stay down for 30 minutes from the minute of capture. This will force those that just capture the base to defend it for at least 30 minutes untill ack comes back up. It would slow the grab and move on to the next grab crowd generating more fights.
yes it is much easier to have a base taken from you but it is just as easy to take one from the bad guys too.
animal
its too easy to take a base! its too hard! lets give it a while before we endorse or evicserate it... ok i cant help it either... yes it is much easier to have a base taken from you but it is just as easy to take one from the bad guys too. this allows fewer numbers of people to take a base, thus allowing us the possibility of not seeing a horde everywhere where the only option is to up from a base that is under a red cloud or up from a field a long way away and live for a bit. so the score mongers might be upset but his IS better for the game. i think this new system will allow for more than just 3 fights on the entire map. so therefore we all just recieved new maps and an entire new game! like the guy before me said we will actually have a "front" with more options. this new system gives us what this game needed, DYNAMIC gameplay. to all those who are trying to make the game what they want, just play it as is and enjoy!
animal
Grizz,
I think that you get it so, this is only to address your comment to Animal. All of your previous posts on this matter seem to be on point in my opinion. There would be many that would argue over your last comment :headscratch: ignoring his point that a "new" style of play involving more bases, and more localized fights has resulted from the current change in base capture difficulty.
To paraphrase this, a small group of players is more likely to branch away from the horde and target a new base with the knowledge that they stand a chance of achieving some cartoon glory. These small groups now prompt a higher level of defensive action than before because they now pose more of an actual threat.
So just simply being as easy for one side as the other does not equate. It is the side that is best suited to adjust and mobilize according to the changing intelligence about viable targets and vulnerable assets, that will achieve the most success.
HiTech has shown another sign of brilliance with setting the bar at a place where a proper comparison can be made. HiTech, and maybe even Lusche, can look at a variety of data of before and after and make an informed decision on whether or not the change has moved the game towards a more enjoyable environment. The 50% setting, could just be a benchmark, and maybe it's too low or maybe it's just about right. Having said that, I believe if they had started with just giving us the flag without addressing the time and difficulty it takes to find and destroy every single object, you may have seen some improvement along the desired lines, but most of us would be smacking our foreheads and believing that HTC just didn't understand.
This might be one of those things like overclocking your graphics card. You adjust and test, adjust and test, and at some point you reach a reasonable value that achieves your goals without breaking the device in the process. Please don't break it HTC. I think the crowd is starting to warm up
Make the percentage needed for capture variable based on ENY.
:bolt:
Make the percentage needed for capture variable based on ENY.
:bolt:
This may, indeed, be the sort of brilliance that will make this work.
It is going on its third day, and no one has shown any reason why anything HAS to be changed or tweaked at all. :neener:
Oh, I am sure there is some :noid master plan to find a glitch or weak point and exploit it. Just like the uncapturable port with resupply, remember that. But, I say let it run just as is, as long as the map reset function is working properly just in case.
I haven't seen this much activity in a long time. When I say activity, I mean when I log in I can find a fight. Previously, we have had to go to where the fight was, now just buzz any enemy field and someone will come out to great you. :cheers:
Go and start messing with the percentages too soon, the whole enthusiasm for a new system might cave. Give me PROOF of one solid reason why town buildings should be greater than 50% destroyed before town is ready to be captured.
Examples of guys rolling 4 or 5 bases don't count, because as far as I am concerned, the bases captured lead to the war being won faster, more / less territory to protect, strategic location advantages / disadvantages, so forth and so on. But I don't see where it in any way limits the options of the players in what roles they want to play.
I am curious to here what other people think about the new town capture mechanism.
At first glance I love it!
Strip
There is almost as many captures in the text buffer as there are folks communicating. lolThe new cap system created a whole new kind of horde. That can be a good thing :devil
The result of poor planning is a wasted trip.Even the best planning can be subverted by a score dweeb running around at 30k bombing town centers all over the place. For the enjoyment of one, the rest of the side suffers. Little else in the game has such a large effect.
Something like this happened after a map reset. The NIT CV stated it's life just off the bish strats. The cv was turned towards the strats, and the shelling began. One dweeb took off in an SBD to send his one bomb on the city, presumably for bomber points. As soon as he lifted, the strats started flashing, and within a few minutes the CV was gone to bombers. Had this guy not upped, the damaged strats could have helped ALL the nits, not just him.
A bug???? I didn't know that driving CV's covertly to a base was a bug. Sure, it was fortuitous that it started there, but it's certainly NOT a bug by any stretch.
Maybe he just wanted to fly blow something up, instead of sitting in the guns for most "effectiveness"? Particularly as this was just more or less exploiting a game bug.
My bet is he even didn't think about points & score, because if he did, he surely would not have taken a TBM to the best defended target in game.
A bug???? I didn't know that driving CV's covertly to a base was a bug. Sure, it was fortuitous that it started there, but it's certainly NOT a bug by any stretch.
Proof? Everything about this sim/game is an opinion. The only real opinion that counts is HT's. :D
My earlier vote stands: raise the town to %60-65 for the next level. It is too easy to make the town ready, the outlaying buildings have far less meaning now. bring their important back into the game. Currently, a bomber can go from the 11 O'clock to the 5 O'clock position and make the town ready.
At first glance, I wait for a few glances more before forming an opinion ;)
The white flag is not always a sure thing. I have dropped troops at 2 town maprooms with a white flag and the troops did not take. After action assumption being there was an ack up somewhere. If you don't have any planes to test for live acks you get to roll find it from the ground, which is sometimes deadly. But with the flag indicator for the buildings, the threshold on the number of buildings to me doesn't matter it it's 50 or 100%. Now if they make the flag droop furled against the flagpole to indicate you can get a successful capture instead of white and unfurled, that would be great, but also way to easy too.were the towns close to base? If so, then the base ack killed them.
The white flag is not always a sure thing. I have dropped troops at 2 town maprooms with a white flag and the troops did not take.
Lusche 80% :rolleyes:
Might as well take the flag down and put up a big fat sign saying STAY OUT!!
Why should we care to make it anything other than fun?
Cool.
I agree with a few people that the dynamics are back in the game, and I do agree with a lot of folks that the percentage could be moved up a bit.
And now it's me trying to curb the fun? I'm "too successful"?
:rolleyes:
It is going on its third day, and no one has shown any reason why anything HAS to be changed or tweaked at all. :neener:
Knits won a map.
Something must be wrong.
wrongway