Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Citabria on April 03, 2011, 11:46:04 AM

Title: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Citabria on April 03, 2011, 11:46:04 AM
my idea gadget in my brain is on fire.

(if you want to dedicate new coad. a moving front line that changes position based on destroyed trenches that also moves the gv/trench base spawn points then you might see my line of thought. but existing coad can work for this too.) just a line drawn on the map. Color coded for each country. new trenches can spawn along the line for each side. distance between each sides trench is constant. when it moves it rebuilds itself in the new position or it can just very very slowly actually move like a cv group.

think of the gv/trech bases as just floating spawn points. when their guns and observation balloon are destroyed they retreat back and respawn just a little bit behind their origional position. perhaps as small as 50 yards further back. give the player a carrot. a small one that influences the front. conversly if the opposing sides trench and balloon are also destroyed the front stalemates and does not retreat on either side.

see where im going with this?

the distance between opposing sides should remain constant. a trench theoretically could be pushed anywhere in the current no mans land graphic like a cv group on the open sea. but its movement is based on damage.

Brilliant!

as simple as possible I want a fluid front with 3-4 spawn points per side. floating gv/trench bases. each with 1 observation balloon, 1 player controlled flak gun, and 1 or 2 player controlled artillery pieces.


I want to see the front. the ghastly stalemate of it. it can be done with current in game gadgets. Funnel the Aircraft to the front. closest point of action. kill weather baloons etc. if arena population is empty till someone joins the fight. think tetris. somthing to do to keep you entertained while the arena population builds. a mini game within the game.

Imagine a ww1 tank town similar to the center isle of ozkansas but laid out line abreast in trench form with 3 sides converging and no depth to the bases.

minimal AI except ambiance ground fire between trenches till they are destroyed.
Infantry positions generalized as destroyable trenches tied to each GV/trench base. possibly trenches with an inhabbited look that fires very small calibre sporadic ground/air pot shots until destroyed that gives a cratered burned out pulverized graphic. trenches laid out in conventional wwI style with no mans land in between.

3-4 gv/trench bases per side with only manned guns and maybe some very small caliber ai rifle calibre ground fire.

gv/trech bases each have an observation baloon with only player controlled small calibre guns.

gv/trench bases have 1-2 player controlled artillery that can fire on enemy trenches/tanks like our current 17lbr manned AT guns. and also 1  player manned flak gun per base.


a ww1 tank would be good but not immediately needed.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Citabria on April 03, 2011, 11:54:03 AM
and after all that add in a big fat zeppelin also based on the cv mechanic but controlled by rank like the main arena carrier groups. 1 per side.

it should be at the actual height the zeppelins flew at... 7-10k?

player manned guns of course and the ability to drop bomblets on the front for fun.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: LLogann on April 03, 2011, 12:03:41 PM
There is good stuff in here!!!

 :aok

Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Citabria on April 03, 2011, 12:46:16 PM
further thought.

you can setup the gv/trench bases as the same as current CV groups being driven by paths setup by the map makers
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: B-17 on April 03, 2011, 09:59:30 PM
and after all that add in a big fat zeppelin also based on the cv mechanic but controlled by rank like the main arena carrier groups. 1 per side.

it should be at the actual height the zeppelins flew at... 7-10k?

player manned guns of course and the ability to drop bomblets on the front for fun.

:aok i like these ideas. what are the armament/loadout specifics for a zeppelin? i.e. gunners, bombs...and would you be incorporating incendiary bullets/bombs with that, as it was the only effective way of bringing one down.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: BnZs on April 03, 2011, 09:59:54 PM
Those are cool idea...but I think maybe just some new planes would hit the spot too.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Raphael on April 03, 2011, 10:41:04 PM
I wish HiTech would post answers on WWI wish threads


 :noid
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Guppy35 on April 04, 2011, 01:56:37 AM
Problem is the trenches won't move for four years once it's implemented and then the war will end :)
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Citabria on April 04, 2011, 04:42:05 AM
if you put your imagination into this it has some interesting possibilities for the MA. and it would be a massive realism increase. call each vbase an army perhaps? (1st Army 2nd Army etc)

the pathing of the front could be laid out by map makers. if it crosses water the Army could turn into a normandy invasion with a floatilla of ships steaming toward the enemy beachhead. if destroyed then the enemy gets to try to advance their own invasion force to continue along the axis of advance. this has fun torpedo naval engagement possibilities.

it could legitly make strat worth hitting if how far down the factories are determines how fast the front advances.

the front could be bombed to hell but the troops are dug in and hard to erradicate with bombs. IE make it more effective for bombers to kill strat to affect the front by making the m3/sdk/goon reinforcing the front more powerful in advancing and reinforcing the front than bombers carpetting it?

the side that more effectively manages their resources with troops being deployed along the front and Strat targets destroyed would force the front forward in their favor perhaps.


you could have pockets of resistance in the form of an airbase captured behind enemy lines that has to be resupplied by the air until the front links up with it.

all airbases would have a spawn that is active when the base is behind enemy lines for the enemy to atempt to retake it by ground.

or when the front is within 25-50? miles from an airbase a spawn to attack it could become active.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Citabria on April 04, 2011, 07:28:41 AM
you could even advance based on a capture the flag occupation style mechanic that whenever a country wants to move a front forward they have to simply have numerical superiority in that position to "capture the ground".

then the front line for the succesful side mobilizes from its previous position and advances to the new position.

you could tie in strat to this by how long it takes to occupy new ground for it to be captured modified by how far down the enemy city/factories are.

ie 10 minutes numerical superiority. 5 minutes if the enemies strat targets are obiterated and yours are up.

15 minutes if your sides strat is destroyed to take the ground.

if both sides at 0 strat it equalizes back to 10 minutes each to take the ground.

Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Chilli on April 04, 2011, 02:11:47 PM
Observation balloons, moving front lines, game within the game (even in an empty arena), WW1 ground war  :rock :rock

What this should add to a 3 cornered war:  Air base movement is not affected so land grab only moves the spawn points, and the front lines will always be in contact with the other 2 sides, just closer or further from their airbase.  This will allow as many fun milkruns as a person could manage, without porking the game play for their enemy counterparts.  Strategy may at some later time come into play, once members have found the sweet spots for gun placements, etc.  Firing artillery at enemy lines and enemy guns, could make for some good MA practice.

Actually, tons more of things that just didn't hit me right off the top.  And I haven't even mentioned the fun factor of Zeppelins and observation balloons.

Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: AWwrgwy on April 04, 2011, 02:28:07 PM
Problem is the trenches won't move for four years once it's implemented and then the war will end :)

I was going to say that.
 :)

WW I tanks didn't fight WW I tanks.
Did Zepplins bomb anything other than cities?


wrongway
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: CptTrips on April 04, 2011, 02:44:46 PM
I was going to say that.
 :)

WW I tanks didn't fight WW I tanks.
Did Zepplins bomb anything other than cities?


wrongway



Were large important airfields captured with 10 guys dropped from a C47?

Was WWII a 3-way war between countries named Knight, Rook, and Bishop?

Did P51s fight P51s?

:headscratch:,
Wab




Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Chilli on April 05, 2011, 05:00:17 AM
Correct me if I am wrong, but I didn't see tanks mentioned by Fester.  The ground war, is more of a strat / stat war decided by action of the actual players but not in the current style of dropping troops on a town and moving into an enemy's base.  Instead, think of it as ground troops advancing through forests and networks of trenches, to gain the best artillery positions.  Whereas, the only actual player involvement in the ground fight will be from the actual gun emplacements (not sure about the balloons).

WW1 arena would be a nice testing ground for possible next generation Main Arena game play.  Lord knows I am wishing for some.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Kazaa on April 05, 2011, 06:27:16 AM
Adding anything new to the WWI arena would be a waste of resources.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: CptTrips on April 05, 2011, 11:16:16 AM
Adding anything new to the WWI arena would be a waste of resources.



As opposed to the vitally important B-29 needed to go bomb strat targets that don't matter.

Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: moot on April 05, 2011, 11:21:32 AM
B-29 is much better HQ/Me 163 zone bomber than anything else we had. Catches fire real easy, but still major net improvement for HQ raids.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Chilli on April 05, 2011, 01:37:34 PM
Kazaa,

WW1 arena was a nice addition to the AH2 arenas.  One could make arguments against a number of current arenas, but for those that enjoy those arenas, there can be no convincing that HiTech should abandon any of them.

First of all, there are new damage models and pilot head movements, not to mention an entirely different flight model system, that were all developed for the WW1 arena.  At some point the resources developed in / for that arena may very well become a part of the Main Arena's future upgrades. 

A good portion of the Main Arena wishes have been directed at re vitalizing the current game play aspects.  If folks were given a glimpse of the future through upgrades in WW1 arenas or other arenas, transitions into Main Arena future developments, could go over smoother and even be anticipated.  For example, I and others may now be excited about a future damage model for WWII models.
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: BnZs on April 05, 2011, 07:50:42 PM
Adding anything new to the WWI arena would be a waste of resources.

On the contrary, adding anything new to the WWII arenas would be the complete waste of time. Almost any plane that can conceivably be added to WWII will either be historically insignificant, so low performing that it will be a scenario specialist, or both. This is not the case for WWI, which has huge and obvious gaps where historically important planes should be-planes that will also prove potent cotenders in the arena.

Then there is the fact that when you take away the acknowledged strengths of the WWII arena (The huge variety of fighters and bombers, the different missions besides pure fighter you can go on, the GVs, the capture system, the carriers, etc), WWII air combat is fundamentally more boring than WWI air combat. Large fights are basically a series of drive by shootings where being an aimbot accounts for alot more than flying, even duels are usually ended by the first to manage to pull some sort of angle, and the planes themselves are mostly too easy to fly...this last bit means that the fight is more likely to be decided by basic aircraft performance traits like the hard-wired turning ability than airmanship (The opponent had a better turning plane, but he miffed up abit and stalled it into a tree...this being a common occurence makes things more sporty IMO.)
Title: Re: GV/Trench bases, Observation Balloons, Zeppelins for WWI Arena Upgrade.
Post by: Sid on April 06, 2011, 12:22:45 PM
my idea gadget in my brain is on fire.

(if you want to dedicate new coad. a moving front line that changes position based on destroyed trenches that also moves the gv/trench base spawn points then you might see my line of thought. but existing coad can work for this too.) just a line drawn on the map. Color coded for each country. new trenches can spawn along the line for each side. distance between each sides trench is constant. when it moves it rebuilds itself in the new position or it can just very very slowly actually move like a cv group.

think of the gv/trech bases as just floating spawn points. when their guns and observation balloon are destroyed they retreat back and respawn just a little bit behind their origional position. perhaps as small as 50 yards further back. give the player a carrot. a small one that influences the front. conversly if the opposing sides trench and balloon are also destroyed the front stalemates and does not retreat on either side.

see where im going with this?

the distance between opposing sides should remain constant. a trench theoretically could be pushed anywhere in the current no mans land graphic like a cv group on the open sea. but its movement is based on damage.

Brilliant!

as simple as possible I want a fluid front with 3-4 spawn points per side. floating gv/trench bases. each with 1 observation balloon, 1 player controlled flak gun, and 1 or 2 player controlled artillery pieces.


I want to see the front. the ghastly stalemate of it. it can be done with current in game gadgets. Funnel the Aircraft to the front. closest point of action. kill weather baloons etc. if arena population is empty till someone joins the fight. think tetris. somthing to do to keep you entertained while the arena population builds. a mini game within the game.

Imagine a ww1 tank town similar to the center isle of ozkansas but laid out line abreast in trench form with 3 sides converging and no depth to the bases.

minimal AI except ambiance ground fire between trenches till they are destroyed.
Infantry positions generalized as destroyable trenches tied to each GV/trench base. possibly trenches with an inhabbited look that fires very small calibre sporadic ground/air pot shots until destroyed that gives a cratered burned out pulverized graphic. trenches laid out in conventional wwI style with no mans land in between.

3-4 gv/trench bases per side with only manned guns and maybe some very small caliber ai rifle calibre ground fire.

gv/trech bases each have an observation baloon with only player controlled small calibre guns.

gv/trench bases have 1-2 player controlled artillery that can fire on enemy trenches/tanks like our current 17lbr manned AT guns. and also 1  player manned flak gun per base.


a ww1 tank would be good but not immediately needed.

I just love your ideas here Fester. :salute Sounds just like the WWI sim I've been looking for, for so many years. :x