Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Strip on December 13, 2010, 06:23:13 PM

Title: New Town Capture....
Post by: Strip on December 13, 2010, 06:23:13 PM
I am curious to here what other people think about the new town capture mechanism.

At first glance I love it!

Strip
Title: Re: New Town Capture....
Post by: Dragon on December 13, 2010, 06:38:44 PM
At first glance, I like it too.
Title: Re: New Town Capture....
Post by: Lusche on December 13, 2010, 06:40:55 PM
At first glance, I wait for a few glances more before forming an opinion ;)
Title: Re: New Town Capture....
Post by: thndregg on December 13, 2010, 06:42:59 PM
At first glance, I wait for a few glances more before forming an opinion ;)

Agree. Wait 'til the "new" wears off to form an objective opinion.
Title: Re: New Town Capture....
Post by: lyric1 on December 13, 2010, 07:03:37 PM
I think it is a better set up for all now. Gives the land grabbers via gv's a better chance with the more direct line of sight for shooting & driving & not to mention a great big flag. Nice changes IMHO. :aok Now will have to give it a try. :D
Title: Re: New Town Capture....
Post by: Max on December 13, 2010, 07:08:59 PM
Does it involve sheep or algorithm's?
Title: Re: New Town Capture....
Post by: bcadoo on December 13, 2010, 07:22:38 PM
Does it involve sheep or algorithm's?

Actually they are 'Al Gore Rhythms'
Title: Re: New Town Capture....
Post by: Yeager on December 13, 2010, 07:23:56 PM
there has got to be a whine in there somewhere.  Give it time....give it time.
Title: Re: New Town Capture....
Post by: SmokinLoon on December 13, 2010, 07:24:40 PM
Will wait to form an "official" opinion, but me thinks it will be too low.  It is fewer buildings to take down than the previous town with the new setting.  The new town has 82-85 buildings.  The old has 53-55 buildings.  So now, all we need to do is take down appx 40 buildings or so?
Title: Re: New Town Capture....
Post by: Lusche on December 13, 2010, 07:27:16 PM
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.
Title: Re: New Town Capture....
Post by: SmokinLoon on December 13, 2010, 08:39:21 PM

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.

Count the number of buildings going right up the north-south main street from the capture point corner to up and around the town square, and near the (only) large church... willing to bet that there are fewer than 46 buildings right up that bomb path???  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.  No matter how ya cut it on the old town, 2 passes had to be made and even then a Mossi or 110 was needed to mop up the corners.

I'm willing to bet we see an increase to %60 or %70 so that one pass from anything doesn't make the town ready.  That is what was/is so good about the new town model, the out laying buildings needed a bit of special attention to get them, it added challenge to getting the job done.  With the %50 thing, those out laying buildings do not mean as much.

Time will tell and the jury is still out for this fellow, but I'm betting that %50 will be too small of a percentage.       
Title: Re: New Town Capture....
Post by: Yeager on December 13, 2010, 08:48:08 PM
The previous new system was actually becoming routine.  Poeple were getting very good at it.  I am not at all convinced it needed to be changed, and HTC saying that it was never intended to be more difficult honestly had me wondering just what they thought it was going to be?

Oh well.

I am good with this new system, I was good with the previous way the new towns worked, and I was good with the old system too. 
Title: Re: New Town Capture....
Post by: thndregg on December 13, 2010, 10:06:58 PM
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.

Well, I'll be...

(http://img822.imageshack.us/img822/9691/91stlaunch.jpg)
Title: Re: New Town Capture....
Post by: lutrel on December 13, 2010, 10:28:25 PM
We like the new settings a lot and had a blast in there tonight. Thanks.
Title: Re: New Town Capture....
Post by: doc1kelley on December 13, 2010, 10:48:48 PM
At first glance, I wait for a few glances more before forming an opinion ;)

Ahhhhhhh but Lusche, you first have to complete a pie chart with the stats to formulate your opinion.  :D

All the Best...

    Jay

PS.. I already like it
Title: Re: New Town Capture....
Post by: doc1kelley on December 13, 2010, 10:49:42 PM
Actually they are 'Al Gore Rhythms'

Then we be screwed!
Title: Re: New Town Capture....
Post by: flatiron1 on December 13, 2010, 11:06:28 PM
too easy now
Title: Re: New Town Capture....
Post by: Crash Orange on December 13, 2010, 11:30:19 PM
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.
Title: Re: New Town Capture....
Post by: MarineUS on December 14, 2010, 12:34:06 AM
I'm a win the war kinda guy and I'm stoked they included this in the patch. I rolled in with a panzer today and brought a white flag in by myself, however; the enemy rolled in with some tank killers and prevented any help from reaching me with troops or ammo. (A p40 was wreaking havoc O_o). I would think 65% would be fine. Taking out the main section of town and maybe 2 or 3 outskirt towns would be enough. Can't think...must...take....townnn nnn *logs on*   :devil  :devil  :devil  :joystick:
Title: Re: New Town Capture....
Post by: waystin2 on December 14, 2010, 06:56:32 AM
My thought is too easy.  I think the number needs to be closer to 75% instead of 50% down.
Title: Re: New Town Capture....
Post by: 4deck on December 14, 2010, 06:58:47 AM
A little more difficulty please. THe flag is kewl though.
Title: Re: New Town Capture....
Post by: Dogtown on December 14, 2010, 07:32:52 AM
Very cool but is too easy...the Flag is the Key though
Title: Re: New Town Capture....
Post by: warhed on December 14, 2010, 08:06:45 AM
 I would suggest freezing further damage to the town once the flag is raised.  Or raise it to 51% needs to be destroyed. 
Title: Re: New Town Capture....
Post by: Harp00n on December 14, 2010, 08:09:10 AM
Would be nice, if capturing bigger airfields would require more damage to town than small airfields...
Title: Re: New Town Capture....
Post by: HawkerMKII on December 14, 2010, 08:43:15 AM
I think they should try: kill 100% of town but have the flag change, if thats still to hard for most then drop down by 5-10% at a time till they find a good %. 50% is way to low, that's like the old towns.
Title: Re: New Town Capture....
Post by: Spite on December 14, 2010, 08:46:49 AM
Would be nice, if capturing bigger airfields would require more damage to town than small airfields...

Interesting concept.  I might suggest the other way around though.

I too think that for all fields, 50% is way to low and that at least 85 closer to 90 would be more in order.

But,  large fields could stay around 60, med around 75, small around 90 might be interesting.
Title: Re: New Town Capture....
Post by: delta7 on December 14, 2010, 08:50:39 AM
Great idea with the flags. Many times troops were let out when a building still up somewhere ruining a well planned mission. A small squad can now have some chance at capturing a base. Time will tell if the % of town down needs to be tweeked. Got to start somewhere and 50% is a good place to start. Thank you hitech and co. for all the new additions to the game.  :aok
Title: Re: New Town Capture....
Post by: DMGOD on December 14, 2010, 09:28:20 AM
Love the flag but town is way too easy to take. We rolled 3 bases last night with a boston , 110 and a m3
Title: Re: New Town Capture....
Post by: grizz441 on December 14, 2010, 09:35:01 AM
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.

Agreed. 80-90% of town needs to be taken down.  Everything else is great though.  Flag is awesome.
Title: Re: New Town Capture....
Post by: mbailey on December 14, 2010, 09:39:25 AM
My thought is too easy.  I think the number needs to be closer to 75% instead of 50% down.

My thoughts exactly, 75% seems like a good middle ground..........LOVE the flag though  :aok a great addition
Title: Re: New Town Capture....
Post by: waystin2 on December 14, 2010, 10:26:32 AM
LOVE the flag though  :aok a great addition

I concur on the flag.  There is no doubting when it's ready for troops.  Just keep shooting until the white flag shows!  Love it!
Title: Re: New Town Capture....
Post by: Ping on December 14, 2010, 10:54:07 AM
Flag is great, especially the Rook Canadian Flag.  But 50 % is far too low.

Towns were rolling far too fast.
Title: Re: New Town Capture....
Post by: grizz441 on December 14, 2010, 11:01:08 AM
Would be nice, if capturing bigger airfields would require more damage to town than small airfields...

This.
Title: Re: New Town Capture....
Post by: *PAPA* on December 14, 2010, 11:32:27 AM
50% is too easy, go to 80-90. The flag is a great addition for both sides.
Title: Re: New Town Capture....
Post by: Bruv119 on December 14, 2010, 11:52:39 AM
50% is too easy, go to 80-90. The flag is a great addition for both sides.

80 for small field, 90 for medium, 100 for large. 
Title: Re: New Town Capture....
Post by: Melvin on December 14, 2010, 11:55:22 AM
Do I get 10,000 extra points for making Mario jump to the top of the flag pole?  :rolleyes:
Title: Re: New Town Capture....
Post by: newz on December 14, 2010, 11:56:19 AM
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

 
Title: Re: New Town Capture....
Post by: AKP on December 14, 2010, 12:03:58 PM
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.

Title: Re: New Town Capture....
Post by: mbailey on December 14, 2010, 12:25:40 PM
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.



Plus, the side that just lost it has a chance (more time) to get it back.... :aok
Title: Re: New Town Capture....
Post by: Shuffler on December 14, 2010, 01:11:53 PM
I heard the Xboxer's were having fun now.
Title: Re: New Town Capture....
Post by: The Fugitive on December 14, 2010, 01:13:06 PM
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.
Title: Re: New Town Capture....
Post by: grizz441 on December 14, 2010, 01:21:52 PM
:cry

Quit being selfish for a change.
Title: Re: New Town Capture....
Post by: LLogann on December 14, 2010, 01:29:53 PM
60, 70, 80 might be along the right lines.

80 for small field, 90 for medium, 100 for large. 
Title: Re: New Town Capture....
Post by: 1Boner on December 14, 2010, 01:34:20 PM
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

 

 :aok :aok :aok
Title: Re: New Town Capture....
Post by: caldera on December 14, 2010, 01:37:58 PM
60, 70, 80 might be along the right lines.


Yep.


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.

Yep.


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

 

Aaaaannnnd yep.  :devil
Title: Re: New Town Capture....
Post by: grizz441 on December 14, 2010, 01:40:15 PM
I'm glad so many "get it".  :aok

I wish some others "got it" but unfortunately they never will.
Title: Re: New Town Capture....
Post by: BiPoLaR on December 14, 2010, 02:00:37 PM
I personally think a rainbow flag popping up would be a nice touch to the new cap change. Just my thoughts.
Title: Re: New Town Capture....
Post by: caldera on December 14, 2010, 02:06:58 PM
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:
Title: Re: New Town Capture....
Post by: BiPoLaR on December 14, 2010, 02:09:04 PM
Maybe you can let HTC borrow yours.   :neener:
You'd have to get it from sunbat
Title: Re: New Town Capture....
Post by: Seadog36 on December 14, 2010, 02:25:30 PM
Agreed. 80-90% of town needs to be taken down.  Everything else is great though.  Flag is awesome.
:aok +1
Title: Re: New Town Capture....
Post by: dirtdart on December 14, 2010, 02:43:38 PM
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. 
Title: Re: New Town Capture....
Post by: sky25 on December 14, 2010, 02:45:36 PM
Love the flag. That idea alone is the best. Maybe 50% is too easy. 75% might be more realistic.
Title: Re: New Town Capture....
Post by: Melvin on December 14, 2010, 02:48:02 PM
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. 

The result of poor planning is a wasted trip.
Title: Re: New Town Capture....
Post by: wasp3 on December 14, 2010, 03:05:30 PM
Great new game!  settings really make for good action :banana:
Title: Re: New Town Capture....
Post by: RamPytho on December 14, 2010, 03:19:48 PM
50% is way to low. took enough down with one pass in bettys this morning
Title: Re: New Town Capture....
Post by: grizz441 on December 14, 2010, 03:22:26 PM
I like the idea of the size of airfield being tied into how much of the town needs to be down.  Still though, even for a small airfield, 50% is rather low.  Should be 75-85-95% or sometihng to that degree based on airfield size.   :aok
Title: Re: New Town Capture....
Post by: Plawranc on December 14, 2010, 03:34:01 PM
75% of town, which is central and side district, with a couple of outlying buildings. And a coordinated attack. Would be perfect for game play.

Plus, my P-38 Jarbo runs will be even more fun  :rock

how about, 70% small, 80% medium, 90% large base.

So you need a larger force for larger targets. THAT, would be cool
Title: Re: New Town Capture....
Post by: Oddball-CAF on December 14, 2010, 03:36:02 PM
   Whoever came up with the "flag" idea should get a raise. Such a simple addition. And man, oh man, does it
ever generate a LOT of excited traffic on vox.
  Put me down for the "make it harder" votes in here. I'm thinking 85-90 percent for all of 'em regardless of size.
Title: Re: New Town Capture....
Post by: Shuffler on December 14, 2010, 04:10:29 PM
The percentage is way too low now. I can see how the folks only interested in score would feel different.



As I said in another thread the flag would be a nice touch... and it is.

Some just do not want any challenge.

Title: Re: New Town Capture....
Post by: Bubbajj on December 14, 2010, 04:16:44 PM
This new system makes it way to easy to capture fields. The other night the team was flying pretty well out numbered. A few passes by a mossie, a 110 and a lanc took the town right down. It was captured in a few minutes. I usually don't mind trying to defend out numbered because, if nothing else, you slow em down and have the opportunity to get some fighting in. The new way really didn't involve any fighting. The opposing team just came in avoided any defense dropped a few bombs and it was over. I don't see any point to even trying to defend unless you have even numbers or it's just a waste of time. I logged off immediately thereafter thinking I'm not gonna waste my time trying to chase down a bunch of unstoppable base takers. Was the old capture method too hard? It seems the base takers as least had to fight for it before. The new system SUCKS.
Title: Re: New Town Capture....
Post by: grizz441 on December 14, 2010, 04:20:14 PM

Some just do not want any challenge.


(http://4.bp.blogspot.com/_6BN-R08q-8E/RZCQNKqhN6I/AAAAAAAAAA8/EBFj56eG3vE/s320/downer.jpg)
Title: Re: New Town Capture....
Post by: Lusche on December 14, 2010, 04:30:28 PM
  Whoever came up with the "flag" idea should get a raise.

I think it may have been Falcon23. He was the first I saw posting it as a wish in the Wishlist Forum.
Title: Re: New Town Capture....
Post by: BiPoLaR on December 14, 2010, 04:37:03 PM
Ok so my previous post was a FAILED attempt to be different. Anyways, I like the whole idea but, 50% is way too low. With the current settings, the effort in taking down a town has been taken away. 70 to 80% should be a fair amount. At least that way you cant take a town down with a single A-20. Or one single pass in buffs.
Title: Re: New Town Capture....
Post by: DadRabit on December 14, 2010, 05:33:25 PM
 :aok

great job ht!   dont change a thing.

Title: Re: New Town Capture....
Post by: CAP1 on December 14, 2010, 05:53:59 PM
Agree. Wait 'til the "new" wears off to form an objective opinion.

but no one wanted to do that when they first changed the towns....... :noid
Title: Re: New Town Capture....
Post by: falcon23 on December 14, 2010, 06:00:36 PM
I think it may have been Falcon23. He was the first I saw posting it as a wish in the Wishlist Forum.


 well,I brought up using the flag as a way to determine town was down,by having it slowly go down the pole as buildings were destroyed..I am glad I at least maybe was the one who planted a seed about it being used..

    ANd I do like the way it is now,and being a big base taker by hook or crook,I almost hate to say it,but I could see it going from 50% to 60-75% needed down before the flag changes..
Title: Re: New Town Capture....
Post by: Spite on December 14, 2010, 06:43:15 PM
Some just do not want any challenge.

Most but a few acknowledged the need for a minor change.  Most everyone in this thread acknowledge that 50% is too low.  And from the release notes, HTC acknowledges "The initial setting will be at 50% and we'll adjust it from there if needed."

I would hang on before releasing that full on pout for a little longer ...
Title: Re: New Town Capture....
Post by: lyric1 on December 14, 2010, 09:42:58 PM
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
Title: Re: New Town Capture....
Post by: SunBat on December 14, 2010, 09:59:25 PM
You'd have to get it from sunbat

I mailed it back to you. I needed it to complete my undercover outfit for my foray into the cartoon gay bars to try to better understand the landgrabbers and what is so fascinating about killing defenseless buildings to win teh warz.  Nobody had a clue I was a womanizing furballer when I wore fashionable shoes, a g-string, and waved ur flag over my head as I drove up to the bars in my Brewster.
Title: Re: New Town Capture....
Post by: Stogie on December 14, 2010, 10:22:11 PM
Town captures far too easy now.  However after seeing Nits at 47 today you may want to consider lowering it to 20% for Nits.
Title: Re: New Town Capture....
Post by: Threeup on December 14, 2010, 10:32:54 PM
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.

That is a great idea - stop fiddling around with rotating and altering percentages and place importance on both rolling onto the next base and, at the same time. defending the one you just captured. It also would suit the smaller maps so there would be a "front" instead of the fight just moving from one field to the next.

Bravo
Title: Re: New Town Capture....
Post by: Animal14 on December 15, 2010, 11:43:25 AM
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
Title: Re: New Town Capture....
Post by: grizz441 on December 15, 2010, 12:36:35 PM
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

Wouldn't this point also hold true if bases weren't capturable at all? Just sayin.
Title: Re: New Town Capture....
Post by: Tec on December 15, 2010, 12:42:15 PM
Make the percentage needed for capture variable based on ENY.











 :bolt:
Title: Re: New Town Capture....
Post by: Chilli on December 15, 2010, 02:28:39 PM
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. 
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

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, and they aren't carrying pitchforks, and torches.

(http://cache2.asset-cache.net/xc/2014797.jpg?v=1&c=NewsMaker&k=2&d=77BFBA49EF878921F7C3FC3F69D929FD0005E883AA08E67E546B6E3AEA06429623740BE70261416C)

Although, this guy is still around.  :rofl  (Thanks Kvuo75 for this one.)

(http://img139.imageshack.us/img139/3103/ahss109.jpg)
Title: Re: New Town Capture....
Post by: grizz441 on December 15, 2010, 02:36:22 PM
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

Oh i completely agree.  It was a tongue in cheek comment to show that the statement holds no merit.
Title: Re: New Town Capture....
Post by: Crythos on December 15, 2010, 03:20:28 PM
Make the percentage needed for capture variable based on ENY.











 :bolt:

Hehe, that idea actually might be good
Title: Re: New Town Capture....
Post by: Bubbajj on December 15, 2010, 05:42:57 PM
Make the percentage needed for capture variable based on ENY.











 :bolt:

This may, indeed, be the sort of brilliance that will make this work.
Title: Re: New Town Capture....
Post by: Tec on December 15, 2010, 06:01:39 PM
This may, indeed, be the sort of brilliance that will make this work.

The issue is that ENY can fluctuate pretty quickly, which I've often found slightly silly.  This could in turn lead to that little white flag going up and down the pole randomly.  My proposal to fix this would be no eny for 15 to 30 minutes after the arena opens while the numbers sort themselves out, and then maybe ENY that gets updated every 10 minutes or so instead of each time someone enters or exits the arena.  Also just locking the percentage needed at the time the flag goes down initially and not changing until a building pops would work also.
Title: Re: New Town Capture....
Post by: JimmyC on December 15, 2010, 06:05:40 PM
not sure if its been mentioned but....
i reckon that if the number 50% is variable.. say 50% to 80% then no set piece (ie bombers down center line) will ensure town down
you need a spotter
variety is the spice of life
never know exactly what's needed but you know its coming..
need to keep contact with target
keep us on our toes
good angle though HT
<<S>> Jimmy
Title: Re: New Town Capture....
Post by: Biggamer on December 16, 2010, 12:52:16 AM
killing 100% of town would be great now that we got the flag to let us know 1 single building thats hiding dont cost ya the flag its self is a big help
Title: Re: New Town Capture....
Post by: Chilli on December 16, 2010, 05:02:58 AM
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.
Title: Re: New Town Capture....
Post by: SmokinLoon on December 16, 2010, 05:19:33 AM
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.

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.
Title: Re: New Town Capture....
Post by: Amaazee on December 16, 2010, 06:48:59 AM
I am curious to here what other people think about the new town capture mechanism.

At first glance I love it!

Strip


Haven't played yet. Grrr'


 :furious
Title: Re: New Town Capture....
Post by: Vudak on December 16, 2010, 09:37:13 AM
To be blunt, most town captures are made significantly harder by the fellas trying to capture the field.  Let's face it...  The portion of the community that wants absolutely nothing to do with self-improvement or rational thought winds up in the base capture group.  That can't help when you're trying to do something which admittedly can be difficult at times.

(NOT saying that ALL base capture guys are like this...  Just that, by default, you "receive" the portion that is).
Title: Re: New Town Capture....
Post by: 1Boner on December 16, 2010, 10:30:23 AM
Not very many guys complaining about the new settings.

I'd say that HT made some great decisions and the "problem" has been fixed.

As for those who are still complaining I would reiterate a word I've heard many times on these boards, "adapt".
Title: Re: New Town Capture....
Post by: Shuffler on December 16, 2010, 10:32:27 AM
There is almost as many captures in the text buffer as there are folks communicating. lol
Title: Re: New Town Capture....
Post by: BiPoLaR on December 16, 2010, 11:07:03 AM
There is almost as many captures in the text buffer as there are folks communicating. lol
The new cap system created a whole new kind of horde. That can be a good thing  :devil
Title: Re: New Town Capture....
Post by: Scca on December 16, 2010, 11:12:44 AM
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. 

Title: Re: New Town Capture....
Post by: Lusche on December 16, 2010, 11:19:16 AM
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. 


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.
Title: Re: New Town Capture....
Post by: Scca on December 16, 2010, 11:36:37 AM

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. 

With so many bases to choose from after a reset, why else would he choose to trip the alarm there? 

You are good folk Lusche, I am somewhat surprised you believe was a bug.  It's not like we were hiding the CV inside a mountain or anything.
Title: Re: New Town Capture....
Post by: Lusche on December 16, 2010, 11:40:45 AM
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. 

Ah, I confused that with a different occasion: Not long ago there was a map bug that caused all CVs starting deep inside enemy territory. My bad.


But the rest of my statement still stands. He obviously did it not for score. And don't forget: At any given time, the majority of players a re quite new to the game. I did take off myself from CV's without knowing of the "consequences" when I was new.
Title: Re: New Town Capture....
Post by: Chilli on December 16, 2010, 12:51:03 PM
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.

And I stand by mine.  :aok  Having the town ready, and having the town captured are two separate things.  Again, I have to point towards the FUN meter and say, that sitting in a M3 or C47  :noid waiting for someone to locate the object(s)  :headscratch: keeping the town from being ready, is WAY up there on my list of things to do (NOT)!!   :mad:

I have to admit that I have seen the white flag over almost every town that I have flown over that was under attack.  Still, I have only been in on one successful capture.  On that capture, there were ground vehicles defending the field, some on their way to the town.  Also, a mixture of iL2, La7, and Spitfire 16 on the hunt for the troop carrier.  The troops barely made it into the maproom after two unsuccessful strafe runs made by the defenders.

Yes, HTC probably makes decisions based on data, and not which way the wind is blowing on any particular day.  :salute  That is why facts are important when you want to argue about decisions that will affect more than just yourself.  Thank you Lusche and others for helping to get the facts straight. 
Title: Re: New Town Capture....
Post by: Lusche on December 17, 2010, 06:41:16 AM
At first glance, I wait for a few glances more before forming an opinion ;)


And so I did.

After watching it for a few days now, and also reading the opinions & observations of other players here, I do think the percentage should be raised.
IMHO, town capturing is now easier than before the "old", small towns. What I had not taken into account at first was the fact that while it's about the same number of buildings that have to be destroyed as with the old, small towns, the additional buildings give the attacker a comfortable reserve that the defender has not. So when the horde is hovering over the town and the flag goes white, they can call for goons without much fear about some buildings will pop. They can slowly continue to kill buildings, so that any houses suddenly popping up won't matter at all. And this doesn't need much effort, planning or coordination.
So once you had 45 mins to kill ~50 buildings and bring in troops, you now have much longer for about the same number of buildings. On top of that, the flag is a very convenient indicator (even with the old towns, you could sometimes miss a building still being up)

80% would be my personal suggestion. I think we still would have a much more dynamic gameplay than with the former 100% rule.
Title: Re: New Town Capture....
Post by: 1Boner on December 17, 2010, 06:59:10 AM
Jeeez, if it was up to some guys, they would "fix" this game to death.
Title: Re: New Town Capture....
Post by: redcatcherb412 on December 17, 2010, 02:10:34 PM
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.
Title: Re: New Town Capture....
Post by: BiPoLaR on December 17, 2010, 02:47:48 PM
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.
Title: Re: New Town Capture....
Post by: Lusche on December 17, 2010, 02:53:12 PM
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. 


There could have been someone in or near the maproom, killing one or more troopers with his .45
Title: Re: New Town Capture....
Post by: Chilli on December 17, 2010, 03:39:30 PM
Lusche 80%  :rolleyes:

Might as well take the flag down and put up a  big fat sign saying STAY OUT!!

Right now, go look at the map..... take a picture.  When was the last time that you saw that many dots spread over that large of an area?   The added threat of towns being captured by smaller numbers, has spawned a defensive mechanism that has more players engaged in a wider range or roles than ever before.

 :cheers:

Why should we care to make it anything other than fun?  :x  I have been in on some pretty well organized base captures lately.  Thank you DakONe and Wasp3 (and 5 or 6 others who worked HARD to accomplish a coordinated task).

Such planning and coordination SHOULD reap rewards.  The days of the  :noid single  :airplane: racing to town to strafe the last troop headed to the maproom may be OVER.  I say GOOD RIDDANCE.

I will even go further, and say the challenge in town captures in the past was not simply finding all the buildings.  The challenge in the past was to convince players it was worthwhile to bring troop carriers. 
Title: Re: New Town Capture....
Post by: Lusche on December 17, 2010, 03:42:47 PM
Lusche 80%  :rolleyes:

Might as well take the flag down and put up a  big fat sign saying STAY OUT!!


You are exaggerating  big time. How about actually looking at my arguments?


Why should we care to make it anything other than fun?

In the end, this is all I care about. But fun requires some sort of balance.
Title: Re: New Town Capture....
Post by: Chilli on December 17, 2010, 04:41:07 PM
Okay, Lusche, if I have your argument correctly, you think the percentage of buildings stay down longer.  The attackers are not as worried about the town being out of sequence.

I say that is freaking fantastic. 

And about my exaggerated sign, "STAY OUT" may only apply to those who now are willing to bring troop carriers. 

It is no secret, on how to take a base, even with the old system.  It required number of dedicated countrymen (cough large squad) a combination of stealth (NOE) and precision (tool shedding - which I love) along with an accurate ticker (clock counting down before a single ack ack pops).  And OH YES, at least one troop carrier confident enough to be on standby when the "ready" was given.

What do the defenders have to do???  Spam the country channel, "Alert (base #) mission in bound".

Now, let's talk about balance Lusche.   :salute  I do value your opinion sir, and respectfully have my own.  I want to see numbers, instead of assumptions. 

It has been less than one week, with the new settings and I have been trying to figure into my budget how to pull off a six months subscription around the holidays, because that is how much I appreciate how things have been going in the last few days.

I am all with you brother and HTC, when they decide to tweak percentages, but only if there is a real benefit to the success of the game (and yes, in that I mean popularity).  Giving individual players the ability to participate in a country wide goal of acquiring territory and winning a war, is far more important in my opinion than someone's assumption that base capture should fit some formula of balance.  Who knows?  When the numbers are actually crunched and revealed it may be something like 50% town is a bad formula, 51% town is a good formula, and 52% town is a bad formula.  That is the way the curve works isn't it?
Title: Re: New Town Capture....
Post by: bustr on December 17, 2010, 06:21:08 PM
Having gone from any 2 week squeeker in 2002 could take bases by himself, to it requiring an act of God to coordinate the hoard from heck just to take a Vbase in 2010, I like what HiTech has done to base captures. It may be back to sneeky old players capturing Vbases alone during TT and airfeild captures resembling the KeyStone Cops on Steroids. But, Chilli hit it on the head.

It's back to being FUN.

Some of you guys would sink the Titanic on purpose just to have something to complain about.

Lucsh we all bow to your mastery of charts and the incredable work in helping HiTech make a major change in the game for the betterment of everyone. Now let it go and stop running for Imperial AH Arbitor of all that is Holy in the game. You succeded too well. Now everyone is having fun again. What a catastrophy. Maybe we should start calling you the "Grinch who wants to steal AH".

Let them have fun. The game was getting pretty grim here for some time.
Title: Re: New Town Capture....
Post by: Lusche on December 17, 2010, 07:13:07 PM
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:
Title: Re: New Town Capture....
Post by: falcon23 on December 17, 2010, 07:15:03 PM
I am digging it the way it is... :aok
Title: Re: New Town Capture....
Post by: grizz441 on December 17, 2010, 08:11:01 PM
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:

What do you think about the idea of having the percentage vary based on the base size? Ala 70/80/90 or 75/85/95, respectively to size?
Title: Re: New Town Capture....
Post by: AWwrgwy on December 17, 2010, 08:36:13 PM
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

Title: Re: New Town Capture....
Post by: kvuo75 on December 17, 2010, 09:21:07 PM
Knits won a map.

Something must be wrong.


wrongway



even I got a base capture last nite. first time in awhile.  :huh :rofl

I would figure perhaps 55/75/95% for small/medium/large if the maps start getting reset 3 times a day, however, I've not seen a drawback to the current criteria yet. I'm not sure it needs changing.