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General Forums => Aces High General Discussion => Topic started by: FBCrabby on November 19, 2011, 01:11:40 AM

Title: Full railroad system. Could bring possibilities?
Post by: FBCrabby on November 19, 2011, 01:11:40 AM
What if we took a step back and edited the maps we have now to have a full railroad system that passes near all bases...

Also what if we were able to spawn tanks from said trains depending upon where they are at the time? almost like a cv...

NOT exactly a wish. just a thought?
Title: Re: Full railroad system. Could bring possibilities?
Post by: LCADolby on November 19, 2011, 01:20:08 AM
Like the old days with Zone Bases?

I miss the old days. Going NOE getting shot to death by a Doom Train... CHOOO WOOOOOO! BANG CRASH... "Curses"  :joystick:
Title: Re: Full railroad system. Could bring possibilities?
Post by: TinmanX on November 19, 2011, 02:42:55 AM
Plenty of potential in this idea.

If a full railroad system were in place again you could implement a whole new supply dynamic to the game.

Limited number of Field Supplies produced in a certain amount of time at Factory, say 600 an hour. They are also generated by the towns attached to airfields but those supplies are for that field alone - 10 an hour.
Supplies leave factory on railroad network and are delivered 50 at a time until the train is empty.
So 12 Airfields within the factory vicinity are receiving 70 Field Supplies per hour.
Once these supplies are at a field, they can be re-distributed to any other friendly field by C47, M3 etc (obviously more than 1 at a time a goon could hold 5 say). If the player is killed carrying the supplies they revert back to the field of origin (for obvious reasons).
Planes and GV's would have a supply cost as would ord, fuel and troops, though I think Fuel would be a minimal cost. So a 5 ENY plane would cost 3 field supplies. A 20 ENY plane would cost 0.5 field supplies (random figures pulled out of the air). The field can only provide the ride if it has the resources.

This is all just off the top of my head, but with a little work this has the potential to reduce the horde, make strat and supply lines important again, make strategy and resource management part of the game, remove the ability to steam-roller base after base.....

Drunk
Title: Re: Full railroad system. Could bring possibilities?
Post by: danny37 on November 19, 2011, 05:36:33 AM
bring back the old strat system...add the trains like op stated..and add bridges that can be destroyed as well.
killing trains and bridges were a part of ww2 as much as anything else.but make them part of capturing a base or said strats.
also add plane,gv,bomber factories among other things.
 :cheers:
Title: Re: Full railroad system. Could bring possibilities?
Post by: Tyrannis on November 19, 2011, 06:03:01 AM
How about adding a train-yard or something of that nature as a strat?
Title: Re: Full railroad system. Could bring possibilities?
Post by: FBCrabby on November 19, 2011, 06:43:44 AM
Meh?

(http://ahfreebirds.sitehermit.com/forum/gallery/2_19_11_11_12_43_17.jpeg)
Title: Re: Full railroad system. Could bring possibilities?
Post by: oboe on November 19, 2011, 07:07:21 AM
I like this idea

I'd also like to see realistic track routes using tunnels and destroyable/rebuildable bridges.   None of the this up and over 45 degree mountainsides.   In moutainous regions track generally follows the river valleys, and uses tunnels to pass through mountains when necessary.

Title: Re: Full railroad system. Could bring possibilities?
Post by: lunatic1 on November 19, 2011, 08:13:29 AM
wow finally somebody with a heck of an idea :rock
Title: Re: Full railroad system. Could bring possibilities?
Post by: fbEagle on November 19, 2011, 09:49:40 AM
 :aok
Title: Re: Full railroad system. Could bring possibilities?
Post by: bortas1 on November 19, 2011, 10:51:39 AM
 :salute attacking rilroads and maybe railyards might consintant to alot of the wing camera movies i have seen. most of those didnt shot back lol. great idea  :aok
Title: Re: Full railroad system. Could bring possibilities?
Post by: IrishOne on November 19, 2011, 12:21:55 PM
i like it  :aok
Title: Re: Full railroad system. Could bring possibilities?
Post by: B-17 on November 19, 2011, 12:35:00 PM
:aok +1

Sounds good to me. Can we have trestle bridges, to watch them BURN?!?!?!?!?! :x :x :x

But I like the sounds of this idea. :D
Title: Re: Full railroad system. Could bring possibilities?
Post by: Chilli on November 19, 2011, 12:52:03 PM
 :aok

Add destructible rail bridges to slow the supply lines and increase base repair times significantly. 


Woooo WOOOOOOOO!!!    :cheers:
Title: Re: Full railroad system. Could bring possibilities?
Post by: Klam on November 19, 2011, 01:21:46 PM
Some good ideas there.  +1
Title: Re: Full railroad system. Could bring possibilities?
Post by: AHTbolt on November 19, 2011, 02:04:20 PM
In the old FA trains supplyed the bases carried tanks and had AA on them. While the tanks in FA were AI if you hit the rails or the engine they would detrain and continue there mission. And FA had 2 types ov bridges, steel girder multi span and stone that were guarded by AI flak and they could be knocked out but also you had defined rivers with steep banks.
Title: Re: Full railroad system. Could bring possibilities?
Post by: uptown on November 19, 2011, 02:28:15 PM
 :aok :aok 2 thumbs up!
Title: Re: Full railroad system. Could bring possibilities?
Post by: EagleDNY on November 19, 2011, 02:51:27 PM
+1 - lets do SOMETHING to make this game have an actual strategic component...
Title: Re: Full railroad system. Could bring possibilities?
Post by: wil3ur on November 19, 2011, 02:53:04 PM
Meh?

(http://ahfreebirds.sitehermit.com/forum/gallery/2_19_11_11_12_43_17.jpeg)

+1

[EDIT:] And didn't USRanger make a map that had destroyable bridges and sand storms?
Title: Re: Full railroad system. Could bring possibilities?
Post by: Getback on November 19, 2011, 03:46:44 PM
I like it!! We could mount long range guns on it like they had in WWII.

Also it would give bona fide targets for jabo runs. It would be awesome. Maybe we could blow up bridges and damns as well. Okay I may be carrying it a bit far but this enthuses me.
Title: Re: Full railroad system. Could bring possibilities?
Post by: pipz on November 19, 2011, 04:37:41 PM
Good ideas.  :aok
Title: Re: Full railroad system. Could bring possibilities?
Post by: crazyivan on November 19, 2011, 05:16:11 PM
I never understood the reason for the strat change if there even was one. Other than grouping them around the newly created city which you only see 30k in a bomber. :rolleyes: Anyways I say yes to bringing back the choo choo and the sheep. :devil
Title: Re: Full railroad system. Could bring possibilities?
Post by: FBCrabby on November 19, 2011, 06:17:23 PM
+1

[EDIT:] And didn't USRanger make a map that had destroyable bridges and sand storms?

Wasn't just USRanger who had a Demo map with such models! Guess all those submissions were sent to the "Folder Of No Return" on HTC's desktop...

Still would be nice for serious Jabo targets... Would give numb-numbs to get a few perks with and give numb-numbs something to shoot at

But, still would love to have a moving gv's spawn that follows the rail system, but that would only be somewhat useful for getting your own bases back from the nme - not attacking bases the nme originally had.
Title: Re: Full railroad system. Could bring possibilities?
Post by: Chilli on November 20, 2011, 02:41:34 AM
Yes, USRanger does have an approved terrain for Special Arenas called Twinrvr.  It is not listed on the download link from the home page, but MrMidi, Soda or USRanger could tell you where to get download it.  The map includes custom made destructible bridgess, and clouds are made to look like sandstorms.

There have been some terrains that have been updated also, but terrains for the MAs are much more finicky.  But in as much as I hate to agree that even some newer MA maps that I love the way they look and feel, but are a real drags to play because of the horde or nothing fights that occur on them. 
Title: Re: Full railroad system. Could bring possibilities?
Post by: WYOKIDIII on November 20, 2011, 02:25:20 PM
In before wishlist

oh and...+1
Title: Re: Full railroad system. Could bring possibilities?
Post by: wil3ur on November 20, 2011, 03:14:22 PM
http://youtu.be/yGL4ZtvDN0o (http://youtu.be/yGL4ZtvDN0o)

The Paddy works on the Railwaaaaaaaaaay
Title: Re: Full railroad system. Could bring possibilities?
Post by: Skyguns MKII on November 20, 2011, 04:09:43 PM
http://bbs.hitechcreations.com/smf/index.php/topic,323964.0.html
Title: Re: Full railroad system. Could bring possibilities?
Post by: Midway on November 21, 2011, 12:51:07 AM
+1 :aok
Title: Re: Full railroad system. Could bring possibilities?
Post by: FBCrabby on November 21, 2011, 02:50:40 AM
http://bbs.hitechcreations.com/smf/index.php/topic,323964.0.html

Drool...

and...

http://www.youtube.com/watch?v=qKomzCUZZDw (http://www.youtube.com/watch?v=qKomzCUZZDw)
Title: Re: Full railroad system. Could bring possibilities?
Post by: hitech on November 21, 2011, 09:47:04 AM
And what and how would you precisely have these supply routes do?

Also include all rate controls.

P.S. if you can just hit a static target (i.e. bridge) what is the use of having the supply route?

HiTech
Title: Re: Full railroad system. Could bring possibilities?
Post by: Krusty on November 21, 2011, 09:50:49 AM
This is just off the top of my head, but what if killing a train depot down to a certain level (25%?) makes the convoy/train resupplies 10% slower to any strats or fields? Or even if the roads/tracks aren't implemented in the map, that time delay for resupply shipments.

10% might not seem like much, but if you need 4 to 6 convoys or trains to fully resupply something, that will add up to a noticable delay and help your country's base taking efforts down the road.
Title: Re: Full railroad system. Could bring possibilities?
Post by: Volron on November 21, 2011, 01:13:40 PM
This is just off the top of my head, but what if killing a train depot down to a certain level (25%?) makes the convoy/train resupplies 10% slower to any strats or fields? Or even if the roads/tracks aren't implemented in the map, that time delay for resupply shipments.

10% might not seem like much, but if you need 4 to 6 convoys or trains to fully resupply something, that will add up to a noticable delay and help your country's base taking efforts down the road.

I believe 25% is too high.  20% would be a better choice, or even lower.  Mind you, this is coming from someone who LOVES to hit strategic targets.  I want my run to make an impact, but I don't want it to be too easy for me to inflict serious damage to the enemy's industry.  Don't take it to a Capital's difficulty, but definitely not have it as easy as the old strategic system was.

A Complex Version:
What if the delay is based on the condition of the rail yard?  At 90%-70%, there is a 2% delay.  At 69%-40%, 5%.  At 39%-21%, 7% delay.  At 20% or less, you have a full 10% delay.


And what and how would you precisely have these supply routes do?

Also include all rate controls.

P.S. if you can just hit a static target (i.e. bridge) what is the use of having the supply route?

HiTech

Rail Yards could cover the spawn times of a convoy.  From what I can tell, there is currently no way to delay the spawn time of convoy's.  The Convoys always spawn at the same time (they spawn more often if a base is damaged), regardless of the status of strategic target's they are tied to.  This would add another aspect to the strategic war effort.  You can inflict damage to the supplies produced and/or the time it takes for them to reach their destination.

Slightly off topic but; Any word about your idea of a Concrete Factory?  I remember you mentioning the possibility of adding a factory that affects the down times of towns.  Maybe it could also be tied into the down time of the Rail Yards?  That may make that bit complicated, (EDIT) having the factory for town times tied to the rail yards... :headscratch:
Title: Re: Full railroad system. Could bring possibilities?
Post by: thndregg on November 21, 2011, 01:44:48 PM
+1 - lets do SOMETHING to make this game have an actual strategic component...

Amen to that. I'd love to fight my way in to smash something vitally important other than hangars & strats on a base.
Title: Re: Full railroad system. Could bring possibilities?
Post by: Midway on November 21, 2011, 02:41:09 PM
And what and how would you precisely have these supply routes do?

Also include all rate controls.

P.S. if you can just hit a static target (i.e. bridge) what is the use of having the supply route?

HiTech

Re the P.S.   It's fun to blow up bridges, and other targets that interrupt the enemy's operations and rebuilding process.  Even if it only lasts for an hour or two but especially if it were to stay down for three or four hours.  Players want to feel like they are making a difference / impact on winning or slowing the enemy.  Trains, convoys, bridges, depots, factories, and strats would all be fun to destroy or defend if it makes a real noticeable difference.  :aok

Once down, these targets should stay down for a while and not be fully resupplied via multiple sup runs negating the effort to take them down in the first place.  Maybe the fastest you can resup these targets should be half the down time. 

Bombers can take a long time to bomb HQ and it is pointless if five minutes later five goons can resup it back to normal.
Title: Re: Full railroad system. Could bring possibilities?
Post by: R 105 on November 21, 2011, 02:48:20 PM
Sounds fun to me.
Title: Re: Full railroad system. Could bring possibilities?
Post by: uptown on November 21, 2011, 02:58:25 PM
And what and how would you precisely have these supply routes do?

Also include all rate controls.

P.S. if you can just hit a static target (i.e. bridge) what is the use of having the supply route?

HiTech
Supply routes could randomly drop supplies at spawn points. Some could just be there for ack. Some could drop sheep off at various places... :devil
Some could carry troops or engineers with field supplies to rebuild roads and bridges as well as reduce down time for hangers,town buildings, ord, troops..etc.
Also random layouts for towns and bases would be interesting.
Rate controls could be random given eny or enemy presence or strategic value of that area maybe?  :headscratch:

Random is the key.
Title: Re: Full railroad system. Could bring possibilities?
Post by: uptown on November 21, 2011, 03:07:21 PM
How cool would it be to be sitiing in a tracked Tiger saying "oh boy here comes the supply train to bring me supplies", and it gets there and drops off some sheep or a 30mm auto ack gun instead  :lol  :bhead
Title: Re: Full railroad system. Could bring possibilities?
Post by: stickpig on November 21, 2011, 06:31:10 PM
I miss train hunting. It was always good fun when things got boring or just felt likedoing something different.
Bring back the trains
Title: Re: Full railroad system. Could bring possibilities?
Post by: Gatr on November 21, 2011, 06:57:28 PM
Trains are EVIL and must die...
EVIL!!!!!
Salute
Gatr
And death to all Train lovers... sick bastages u know who u r!!!!
Title: Re: Full railroad system. Could bring possibilities?
Post by: Mano on November 22, 2011, 11:34:18 AM
Are we talking real Lionel Trains here?   :D   (not those cheap ones from China) :(


+1

 :aok
Title: Re: Full railroad system. Could bring possibilities?
Post by: Midway on November 22, 2011, 11:52:27 AM
Are we talking real Lionel Trains here?   :D   (not those cheap ones from China) :(


+1

 :aok

European trains!  :aok
Title: Re: Full railroad system. Could bring possibilities?
Post by: Tigger29 on November 22, 2011, 02:10:14 PM
Here is my idea.  I like the idea of being able to destroy bridges but that shouldn't stop the supplies from getting through.  I think each train car or truckload should count as one supply and that each train/convoy should have five cars/trucks/barges.  Each load of supplies driven or flown in manually to a base, HQ or strat should count as five loads.  I think when a convoy reaches a destroyed bridge it should lose five cars (to repair that bridge) - basically the train or convoy reaches the bridge and the bridge comes back up (and the convoy disappears).

I think it would also be cool to have A.I. controlled goon convoys for supplies - five goons flying back to back from one base to another.  These would have no icons and each A.I. goon would count as one single supply (five for the entire group).

Each supply convoy leaves the HQ or Strat every 15 minutes.  If the HQ is destroyed then no convoy leaves it until it is resupplied manually (or after two hours).  If the strat city is damaged its convoys should have a proportionally amount of fewer cars.. in other words if it is 1%-20% destroyed then its convoys have four cars instead of five.  If it is 21%-40% destroyed then its convoys have three cars instead of five... and so on.  If it is more than 80% destroyed then no supply convoys leave until it is 'healed' above 20%.

Forget about separate supplies for troops, fuel, ord, etc as that just makes things too confusing.  Each non-hangar building that is destroyed at a base is down until it receives twenty supply loads (four convoys of five cars).  Each load of supplies is applied to all down buildings.  In other words if three barracks are destroyed and one single load of supplies gets to the base then all three get one load of supplies.  If a load of supplies is manually flown in then EVERY down building gets credited with five supplies.

This may describe my idea a little better:

(http://i43.tinypic.com/311wh6u.jpg)
Title: Re: Full railroad system. Could bring possibilities?
Post by: RTHolmes on November 22, 2011, 02:52:53 PM
bridges aside this is just a different version of the old zone system, rail depots substituting for zone factories.


why reinvent the wheel? :headscratch:
Title: Re: Full railroad system. Could bring possibilities?
Post by: mthrockmor on November 22, 2011, 04:03:08 PM
Some great ideas.

What about having a dam to buster for some Lancs? You could have some Vbases that are at a higher elevation, dam right above them. Lanc has option of that ordinance, have to fly perfect profile to bounce it in over the torpedo net, sink to the bottom. Of course ack to guard the dam. If you hit it the vbase is inoperable for maybe 15 minutes, no new uppers, field guns, GVs, zip. And while it is down you can waltz in with troops and capture it.

Boo
Title: Re: Full railroad system. Could bring possibilities?
Post by: danny37 on November 22, 2011, 05:24:22 PM
bridges aside this is just a different version of the old zone system, rail depots substituting for zone factories.


why reinvent the wheel? :headscratch:
because the game as it is now is boring and needs something to restore the fun back into it.
as it is now its pretty much just up to fight the horde,die from be ganged by no less than 1/2 of the horde..oh what fun.
not to mention HTC is gonna have some competition soon when WOP comes out as it is free.
Title: Re: Full railroad system. Could bring possibilities?
Post by: Babalonian on November 22, 2011, 06:02:29 PM
I <3 this thread and the ideas.  Keep it up guys!


One thought that popped into my head looking over others great ideas here (and I don't want to butt other's shoulders or my way into the great melting pot going on here), what if the full railroad system also incorporated/raplaced the existing advanced vehicle spawn function in the game?  Kind of taking the current "static" vehicle spawn system and making it really dynamic and variable upon multiple conditions.
Title: Re: Full railroad system. Could bring possibilities?
Post by: Lab Rat 3947 on November 23, 2011, 05:49:45 AM
 :aok  :old:
Title: Re: Full railroad system. Could bring possibilities?
Post by: icepac on November 23, 2011, 08:33:20 AM
because the game as it is now is boring and needs something to restore the fun back into it.
as it is now its pretty much just up to fight the horde,die from be ganged by no less than 1/2 of the horde..oh what fun.
not to mention HTC is gonna have some competition soon when WOP comes out as it is free.

It's not the game that's boring......it's the players.

Here's a list of player behavior that is contributing to your perceived "boring".

1.   Tank driver who leaves the vehicle hanger, turns his back on the enemy GV on the field, and rumbles out 2 miles to his favorite spawn point.     No, he can't be bothered to drive any further than where a remote spawn puts him or his enemy.

2.   Fighter only pilot who joins a base take without any ordnance on board and with zero intention to take the base or cover friendlies.     He will watch as the enemy kills the c47 or drag a pursuing enemy toward said c47 in an effort to get the pursuer to break off attack on him.

3.   Milk running buff pilots who drop a single bomb on 14 town centers and intentionally disco when enemy is hammering his formation.
These guys are the reason buildings pop up before your troops can enter the map room.

4.   "Base takers" who rally a significant amount of friendlies to assist in a poorly planned base take that was doomed to fail from the beginning because they still haven't learned how to properly take a base even after a decade of Aces High flying.   
When the base take starts to die, they decide that throwing more pilots at it will solve the problem left by bad planning and spam the country channel with "help!" messages.

5.   Cv drivers who drive a CV up to a base without checking the traverse of the shore batteries and forgetting to hit the base with heavy buffs before the ship is near.
As the base take goes bad, the country channel is spammed with "help!" and the cv is then driven into the PT boat spawns or never gets close enough to allow a LTV to make the trip to town in less than 41 minutes.

There are plenty more but the basic gist is that Laziness of the player base is causing "the boring" to manifest itself.

If the game is to blame even the slightest, it would be in enabling this behavior by making it easy.

Title: Re: Full railroad system. Could bring possibilities?
Post by: FBCrabby on November 25, 2011, 10:08:22 AM
It's not the game that's boring......it's the players.

Here's a list of player behavior that is contributing to your perceived "boring".

1.   Tank driver who leaves the vehicle hanger, turns his back on the enemy GV on the field, and rumbles out 2 miles to his favorite spawn point.     No, he can't be bothered to drive any further than where a remote spawn puts him or his enemy.


I'd like to think of spawn camping like fishing... And your turret is your fishing rod... You stick it out there for a little while and hope for a bite... Sometimes you get little fish and big fish... Usually I get the little angry piranha's that come back with bombs :D
Title: Re: Full railroad system. Could bring possibilities?
Post by: Butcher on November 25, 2011, 10:10:40 AM
I'd like to think of spawn camping like fishing... And your turret is your fishing rod... You stick it out there for a little while and hope for a bite... Sometimes you get little fish and big fish... Usually I get the little angry piranha's that come back with bombs :D

Whats more fun is doing the Hooter maneuver where you contact everyone on the opposing side while you camp a spawn and hope they bring you supplies, big bonus if the guy running supplies get's pissed and ups 30 times afterward.
Title: Re: Full railroad system. Could bring possibilities?
Post by: DREDIOCK on November 25, 2011, 05:07:16 PM
It's not the game that's boring......it's the players.

Here's a list of player behavior that is contributing to your perceived "boring".

1.   Tank driver who leaves the vehicle hanger, turns his back on the enemy GV on the field, and rumbles out 2 miles to his favorite spawn point.     No, he can't be bothered to drive any further than where a remote spawn puts him or his enemy.

2.   Fighter only pilot who joins a base take without any ordnance on board and with zero intention to take the base or cover friendlies.     He will watch as the enemy kills the c47 or drag a pursuing enemy toward said c47 in an effort to get the pursuer to break off attack on him.

3.   Milk running buff pilots who drop a single bomb on 14 town centers and intentionally disco when enemy is hammering his formation.
These guys are the reason buildings pop up before your troops can enter the map room.

4.   "Base takers" who rally a significant amount of friendlies to assist in a poorly planned base take that was doomed to fail from the beginning because they still haven't learned how to properly take a base even after a decade of Aces High flying.   
When the base take starts to die, they decide that throwing more pilots at it will solve the problem left by bad planning and spam the country channel with "help!" messages.

5.   Cv drivers who drive a CV up to a base without checking the traverse of the shore batteries and forgetting to hit the base with heavy buffs before the ship is near.
As the base take goes bad, the country channel is spammed with "help!" and the cv is then driven into the PT boat spawns or never gets close enough to allow a LTV to make the trip to town in less than 41 minutes.

There are plenty more but the basic gist is that Laziness of the player base is causing "the boring" to manifest itself.

If the game is to blame even the slightest, it would be in enabling this behavior by making it easy.



Naa. The strat system currently in place definitely needs to be reworked. It was better before. The zone system in particular. With some tweeks to the old system it could be made far more interesting. I like my own suggestion as well as several others here. Put some sort of depots or dumps near the town and have trains running through it all and it would definitely make GVing (A tank town at every base) Base captures and strat bombing all far more interesting.

Bring back and implement some sort of zone system similar to what we had and certain bases suddenly become more important to both attack and defend. As I stated elsewhere. Some of the best fights I remember being a part of in the last 9 year have been in the desperate struggles over zone base. Both attacking and defending them.
Title: Re: Full railroad system. Could bring possibilities?
Post by: Skyguns MKII on November 25, 2011, 07:20:51 PM
 :aok
Title: Re: Full railroad system. Could bring possibilities?
Post by: Skyguns MKII on November 25, 2011, 07:26:31 PM
And what and how would you precisely have these supply routes do?

Also include all rate controls.

P.S. if you can just hit a static target (i.e. bridge) what is the use of having the supply route?

HiTech

Supply routes will be routes that are taken to supply.  :P

ABOUT THE BRIDGE  :old: hitting a bridge when a convoy or train is in route will stop the train or convoy and will not move until there path is able to be used again. hitting a bridge when they are already passed will do this to the next train or convoy in route. now, I'm not sure about hows servers and stats interact but i would be interested to know the relations.
Title: Re: Full railroad system. Could bring possibilities?
Post by: FBCrabby on November 25, 2011, 09:17:56 PM
Well, what if we went the simple 1st-step route and Gv Spawns periodically move? Yes they move slightly already as it is, but talking more than just the few dozens yards and then take it from there? Or use the road system that is already in place as spawn source?