Aces High Bulletin Board
General Forums => Wishlist => Topic started by: JUGgler on May 27, 2011, 07:12:13 PM
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Since there is no way to reasonably organize a "defensive mission" to respond to a base attack. Defenders enter these encounters by their "own" motivations so there is no organized response to a "well organized" attack. The attackers end up with incredible advantages including momentum.
So IMO there should be a way for potential defenders to organize a response and impliment it.
#1- When a base is captured instead of the base immediately switching hands it would go into a kind of limbo state, we can call this state "contested". While contested the base is unusable to any country, ie: no planes no GVs, no ack and no radar. The base color can be changed to signify to all looking at the map that this base is contested.
#2- As soon as the 10 troops enter the maproom a timer is started, say 15 minutes this time can be displayed near the base icon on the map for all to see. If no responding troops enter the maproom in the alloted 15 minutes the base is considered property of the conquering country and immediately reverts to their color fully operational.
#3- For every responding troop that gets in the maproom 1 minute is added to the timer, if all 10 get in then the 15 minutes starts again for the responding country. Ofcourse the perspective conquerers can try to get troops in also thereby increasing their chances for a succesful capture.
This idea would IMHO do 2 very benneficial things for gameplay
#1- gives the defenders a chance to organize a counter attack "withought having to deal with a fully up town or ack. I can see squads specializing in "counter attack" operations. We already have squads that specialize in smashing a base to bits.
#2- The original attackers would have to put up a defense if they wished to retain their prize.
The planning of attacks would get more complicated and include interdiction and deception.
This idea would make porkers important folks to be dealt with! as well as paying attention to base resupplying
The shear tension and desperate attacks and counter attacks would be mind boggling IMO.
I also think a perk bonus should be added to such a capture, after the base is "captured" or "saved" all "winners" within the radar circle recieve a small perk bonus. This might motivate more attacks, thereby motivating more defense!
:salute
JUGgler
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Why complicate the captures?
Hasn't the past shown anything, (in general,) the more complicated the capture the bigger the horde.
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I like this idea. I think it could be a little simpler but the concept of prolonging capture attempts so reinforcements from nearby bases can arrive sounds like a great one to me! +1 Jug :aok
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maybe making a beta test arena for this first.
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I think the easiest way to make base captures harder is to simply put a vehicle spawn in the town. Allowing defenders to spawn GVs into the town will force base takers to come in heavy and will help to prevent the super fast smash and grab missions.
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I think the easiest way to make base captures harder is to simply put a vehicle spawn in the town. Allowing defenders to spawn GVs into the town will force base takers to come in heavy and will help to prevent the super fast smash and grab missions.
My idea is not to make it harder, in fact the initial attack would be the same as it is, the idea is to get defenders involved and motivated as the attackers already are. Put some kinda short term goal in this game for both sides, not just the base takers :aok
generate something to fight over, dare I say something to care about! :aok
JUGgler
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yeah i like that. its a good concept jugler
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I dislike the idea of having the defending side to bring troops to reset the timer, etc.
All it would become is a cesspool looking of circling vultures, looking for the goon.
I highly doubt it would work as intended.
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I dislike the idea of having the defending side to bring troops to reset the timer, etc.
All it would become is a cesspool looking of circling vultures, looking for the goon.
I highly doubt it would work as intended.
It would be an all encompassing fight, the original attackers would need to be alert and aggressive at defending their new potential base, the counter attackers would also need to be aggressive in wrestling it from the grasp of evil :)
I think it would work exactly as intended, I believe most captures would still succeed but there would be some that would be "knock down drag out" slugfests, where the outcome hung in the balance for either side for quite some time.
The way it is now, there is very little fight after the capture, it is just hurry land the vulches and move on to a new target. No need to defend cause we have it and all the guns are up etc. As it is now the defenders try but when it changes hands the ack pops and all defenders are slaughtered. I never see an effort after the fact to retake the base unless it is quite some time later, rinse and repeat.
This would stimulate fighting for a goal and albeit minor, a reward :aok
JUGgler
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+2 I think that the "contested" state of a base would be great, albeit get a lot of whining on the boards. I'm all for it though.
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The way it is now, there is very little fight after the capture, it is just hurry land the vulches and move on to a new target. No need to defend cause we have it and all the guns are up etc. As it is now the defenders try but when it changes hands the ack pops and all defenders are slaughtered. I never see an effort after the fact to retake the base unless it is quite some time later, rinse and repeat.
Why not just leave the Ack down until the proper amount of time elapses? Wouldn't that do essentially the same thing without the complicated troops to the map room race? Just make it so the base takers actually have to defend the base until the auto defenses come back up.
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Why not just leave the Ack down until the proper amount of time elapses? Wouldn't that do essentially the same thing without the complicated troops to the map room race? Just make it so the base takers actually have to defend the base until the auto defenses come back up.
sounds just like in aw. base is dead, no ack, no hangars, nothing. would be too easy for defenders to take it back. specially if there was a long range mission to capture a base 2 or 3 sectors back. imagine how easy will be to take back a gv base after you kill all the planes.
semp
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Since there is no way to reasonably organize a "defensive mission" to respond to a base attack.
There isn't? Players have the same tools to organize defensive CAP missions as other players have to organize offensive missions. The only thing that prevents players from properly defending isn't the game but the players themselves.
Don't confuse player laziness or not caring as "no way to reasonably organize a defensive mission to respond to a base attack".
Defenders enter these encounters by their "own" motivations so there is no organized response to a "well organized" attack. The attackers end up with incredible advantages including momentum.
fault of the defenders and not the game or game play. What you want is basically a "2nd chance" because you and the other defenders couldn't organize in time or couldn't bother to try and defend your base. You want the game to penalize the attackers for the defenders not being able to defend their base.
So IMO there should be a way for potential defenders to organize a response and impliment it.
One more time...there already is a way for potential defenders to organize a response. You see it every day in the MA when a base is successfully defended against an attack and don't use the typical vGuy scape goat boogieman to try and shore up your flagging point. I have been on the team that has successfully defended many bases from the vGuys and all that was needed was for the defenders to actually defend instead of complain how it's impossible to defend a base.
ack-ack
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Well it also seems odd to me that a base can become fully operational for the capturers as soon as ten guys with tommy-guns enter a room. I would view the "limbo state" as the time it takes for the boots on the ground to successfully convert the base, in that time air support would certainly be required to assist them.
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i like this idea. it would help, if only moderately, against the massive swarms that even i saw in my pitiful two weeks. i was piper96, for those who remember.
+1 :aok
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i like this idea. it would help, if only moderately, against the massive swarms that even i saw in my pitiful two weeks. i was piper96, for those who remember.
+1 :aok
so you're a 2 weeker tire kicker that hasn't actually paid to play...and in your educated opinion jugler has a good idea...interesting.
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This idea would ultamitly end NOE Raids as most of them take very light fuel to get to the target as fast as possible. with a Limbo effect in place the attackers would need to have enough fuel to hold the base for that 15 mins.
More i could add but no time right now.
+1
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kinda torn here i can see players just breaking off attack when its a deeply contested base becouse it would be highly unlikely to hold just becouse of the # of enemy but the idea of the ack staying down when newly captured is great. base resources should be same immeadately after capture. ack should be down if it was down up guns simply turn on the former defenders the resup of base should be as if they owned the base the whole time. this would give a more balanced approach to ur idea.
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One more time...there already is a way for potential defenders to organize a response. You see it every day in the MA when a base is successfully defended against an attack and don't use the typical vGuy scape goat boogieman to try and shore up your flagging point. I have been on the team that has successfully defended many bases from the vGuys and all that was needed was for the defenders to actually defend instead of complain how it's impossible to defend a base.
ack-ack
+1 to this. You call Alert # but everyone is doing their own thing.
I've been involved in taking back the lost field in the five minutes it took to re-de-ack the town and get an M-3 there.
Attackers took the field completely down, captured it, and landed as the "defenders" were arriving from the closest base. (Wasn't that also a complaint?)
I actually de-acked the town with a 262. :D
Well it also seems odd to me that a base can become fully operational for the captures as soon as ten guys with tommy-guns enter a room. I would view the "limbo state" as the time it takes for the boots on the ground to successfully convert the base, in that time air support would certainly be required to assist them.
The base doesn't become fully operational. The AAA comes up. That's it.
Destroyed hangers are still on the same timer. Destroyed ords, troops, and dar don't pop back up. Even the town is still down. All except for the ack.
Kill the ack.
wrongway
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just make spawn's for gvs closrer to town. :bolt:
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The base doesn't become fully operational. The AAA comes up. That's it.
Destroyed hangers are still on the same timer. Destroyed ords, troops, and dar don't pop back up. Even the town is still down. All except for the ack.
Yes, but what I mean is it only takes a split second for the field to start spitting out friendly vehicles and aircraft if any of the hangars are still up. Even if the hangars are up I think it should take the new country a certain amount of time to stock them with their aircraft.
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It's actually a really good idea on the micro level. One problem I see with it though, that no one has mentioned is the fact that it makes any given base that much more contested. On the macro scale there will be less real estate changing hands and it will be tough to move the front lines. So if the ultimate object of the game is to win the war, this will make it that much more difficult to do just that. On the giant maps it will be even harder.
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Last year we have seen what happens if you push base capture difficulty past a certain limit. The flag and a less 100% building requirement hadn't been introduced without reason.
This idea would ultamitly end NOE Raids as most of them take very light fuel to get to the target as fast as possible. with a Limbo effect in place the attackers would need to have enough fuel to hold the base for that 15 mins.
NOE raids have already gotten quite rare compared to before that DAR changes. No need to ultimately end them. To be honest, I currently kinda miss them ...
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No. :aok
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Well it also seems odd to me that a base can become fully operational for the capturers as soon as ten guys with tommy-guns enter a room. I would view the "limbo state" as the time it takes for the boots on the ground to successfully convert the base, in that time air support would certainly be required to assist them.
i was thinking of a 5 minute delay time for ack to pop
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It's actually a really good idea on the micro level. One problem I see with it though, that no one has mentioned is the fact that it makes any given base that much more contested. On the macro scale there will be less real estate changing hands and it will be tough to move the front lines. So if the ultimate object of the game is to win the war, this will make it that much more difficult to do just that. On the giant maps it will be even harder.
I'm not so sure Grizz, I paid attention this weekend to some pretty good base fights and some that were not so good. The "good" ones were very intense but I found they were mostly filled with peeps just tryin to get kills for their own reasons, very few of them were actually "bent on the base capture". The "not so good ones" were just "smash and grab" with few defenders.
I understand the concern for my idea to bog things down, but honestly 15 minutes is a very short time to get a weak goon or m3 in for a succesfull counter take IMHO
At the minimum it is an opportuninity to respond , and maybe get more folks involved with the attack and the defense, I suspect most captures would still succeed merely 15 minutes later :aok
JUGgler
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I'm not so sure Grizz, I paid attention this weekend to some pretty good base fights and some that were not so good. The "good" ones were very intense but I found they were mostly filled with peeps just tryin to get kills for their own reasons, very few of them were actually "bent on the base capture". The "not so good ones" were just "smash and grab" with few defenders.
I understand the concern for my idea to bog things down, but honestly 15 minutes is a very short time to get a weak goon or m3 in for a succesfull counter take IMHO
At the minimum it is an opportuninity to respond , and maybe get more folks involved with the attack and the defense, I suspect most captures would still succeed merely 15 minutes later :aok
JUGgler
Yeah it would just bog it down a little bit. I think it could easily be offset by reducing the % of town req'd for capture by 5-10% in conjunction with your wish.