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General Forums => Wishlist => Topic started by: moot on March 22, 2011, 08:49:11 PM

Title: Urban areas at "tank towns"
Post by: moot on March 22, 2011, 08:49:11 PM
A question before the wish - is there any reason that large urban areas, like those around strats now, couldn't be used at tank town areas?  Made a little more irregular than just urban blocks, e.g. urban center with town-like periphery and some empty stretches (plazas or whatever), what would be worse about it than the bare land we have now?  Gameplay-wise or otherwise.
Title: Re: Urban areas at "tank towns"
Post by: lyric1 on March 22, 2011, 09:13:24 PM
 :aok
Title: Re: Urban areas at "tank towns"
Post by: 5PointOh on March 23, 2011, 12:14:12 AM
 :aok :aok
Title: Re: Urban areas at "tank towns"
Post by: Pigslilspaz on March 23, 2011, 12:21:38 AM
 :aok :aok :aok
Title: Re: Urban areas at "tank towns"
Post by: AWwrgwy on March 23, 2011, 02:13:41 AM
A question before the wish - is there any reason that large urban areas, like those around strats now, couldn't be used at tank town areas?  Made a little more irregular than just urban blocks, e.g. urban center with town-like periphery and some empty stretches (plazas or whatever), what would be worse about it than the bare land we have now?  Gameplay-wise or otherwise.

There may be an issue with spawning in or on or partially in or on a building? Spawn points are a bit random. Random enough to cause problems maybe?

I haven't spawned in a tree lately.


wrongway
Title: Re: Urban areas at "tank towns"
Post by: moot on March 23, 2011, 03:08:06 AM
You could keep spawn area clear, e.g. a crescent or circle shape to urban limits near spawn.  Stick some hedges so that spawn is less easily camped from urban limits, and maybe put two different spawns like IIRC one of the old maps had for tank town..   I don't remember spawning side trees or buildings, so it's probably safe to assume the normal clutter is safe enough to use for the spawn area.

Or the spawn area could be custom fitted (eg made longer than wide) to urban limits, whatever those are like.
Title: Re: Urban areas at "tank towns"
Post by: Imowface on March 23, 2011, 03:46:31 AM
or just have the spawn points at the edge of the city
Title: Re: Urban areas at "tank towns"
Post by: Chilli on March 23, 2011, 06:29:04 AM
 :aok I wonder is there a way to better obscure the vehicle's icon from the air also?  Remember when we got our first tank town, when the M4 came out I believe.
Title: Re: Urban areas at "tank towns"
Post by: Debrody on March 23, 2011, 06:31:30 AM
Just like in the ndisles map. That has the most fun tank town.
Been wished before, i hope we get it soon     :aok
Title: Re: Urban areas at "tank towns"
Post by: JunkyII on March 23, 2011, 06:35:39 AM
It must have bridges into the town!!!
Title: Re: Urban areas at "tank towns"
Post by: Imowface on March 23, 2011, 06:36:02 AM
Agreed debrody
Title: Re: Urban areas at "tank towns"
Post by: PFactorDave on March 23, 2011, 07:29:28 AM
There may be an issue with spawning in or on or partially in or on a building? Spawn points are a bit random. Random enough to cause problems maybe?


I would think that exact spawn locations can be controlled.  After all, when you spawn at an airbase, you spawn in the exact location inside the VH everytime.  I don't see why map makers couldn't put the spawn points pretty much anywhere they want.
Title: Re: Urban areas at "tank towns"
Post by: ImADot on March 23, 2011, 09:36:36 AM
I would think that exact spawn locations can be controlled.  After all, when you spawn at an airbase, you spawn in the exact location inside the VH everytime.  I don't see why map makers couldn't put the spawn points pretty much anywhere they want.

The spawns on bases are fixed into the objects themselves, so you always spawn in the same spot in the hangar or on the runway.  When a spawn point is added to a terrain, it is a circle approx .25 mile in diameter and you can spawn in any of 3-4 spots within that circle.

I did some testing on the new AvA terrain I built, and even with a spawn point inside one of the new city blocks, I never spawned on a building.  So, I think maybe HTC figured out how to avoid objects when a player spawns in.
Title: Re: Urban areas at "tank towns"
Post by: Debrody on March 23, 2011, 10:15:38 AM
True, you never spawn in a tree even tho there are trees and farm buildings in the usual spawn areas.
Title: Re: Urban areas at "tank towns"
Post by: Volron on March 23, 2011, 11:08:18 AM
So long as I don't spawn into a mountain and reach the speed of light in "The Endless Fall"... :noid  Fastest item in game, the Tiger in a free fall. :lol

What if you mixed it up with the Capital and Town layouts?  Basic idea is (I'm on a lunch break, so no time to think it out), put a bunch of towns around the Capital, shrink the Capital and bampf!  You got something...  Fight starts in the rural area, makes it way into downtown kind of thing.... :headscratch:
Title: Re: Urban areas at "tank towns"
Post by: Greebo on March 23, 2011, 12:29:45 PM
A question before the wish - is there any reason that large urban areas, like those around strats now, couldn't be used at tank town areas?

Simple answer....yes there is. I tried this with my MA terrain, using sections of the city as GV clutter on spawn routes and in tank town. Unfortunately these tiles are tied into the strat system in a way that can't be got round so HTC made me get rid of them. MA terrain builders are not allowed to add custom shapes to their terrains either. So the only clutter you can use is the "tanktown" object that's used in at least one MA terrain now.

I would like to see HTC make a few custom groups of buildings for MA terrains. They could use existing building objects to create new villages, towns, factories, bridges etc. These would not have to have any strategic purpose, they could just be for visual effect and to give GVs something to fight in besides countryside.
Title: Re: Urban areas at "tank towns"
Post by: ImADot on March 23, 2011, 01:09:51 PM
Simple answer....yes there is. I tried this with my MA terrain, using sections of the city as GV clutter on spawn routes and in tank town. Unfortunately these tiles are tied into the strat system in a way that can't be got round so HTC made me get rid of them. MA terrain builders are not allowed to add custom shapes to their terrains either. So the only clutter you can use is the "tanktown" object that's used in at least one MA terrain now.

Really?  That would suck.  I found one with no guns or anything, and am using it in my small AvA terrain that I submitted a few weeks ago (still waiting for Skuzzy's verdict).  I assigned the tile as a "barrier" so it cannot be destroyed.  Maybe the AvA/SEA arenas are that much different enough from the MA arenas.

Clickable thumbnails:
(http://i289.photobucket.com/albums/ll239/ViperDriver/AcesHighII/Terrain%20Samples/th_CanyonTTown.jpg) (http://s289.photobucket.com/albums/ll239/ViperDriver/AcesHighII/Terrain%20Samples/?action=view&current=CanyonTTown.jpg)

(http://i289.photobucket.com/albums/ll239/ViperDriver/AcesHighII/Terrain%20Samples/th_CanyonTTownClose.jpg) (http://s289.photobucket.com/albums/ll239/ViperDriver/AcesHighII/Terrain%20Samples/?action=view&current=CanyonTTownClose.jpg)
Title: Re: Urban areas at "tank towns"
Post by: moot on March 23, 2011, 05:49:06 PM
Thanks Greebo
Title: Re: Urban areas at "tank towns"
Post by: Chilli on March 23, 2011, 06:18:22 PM
Well, until they get around to making more available for MA, like Greebo said, it looks like the Axis versus Allies terrains can give you a better tanking environment.  ;)  Nice work ImaDot.  :salute

I still believe this to be a good wish, and I think that eventually we will get some upgrades in the MA.  Until then maybe we should petition the community terrain makers to include more of the "tank town" villages in their new works.