Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Butcher on December 27, 2011, 08:37:47 PM
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I'd love to see a mix of European and Pacific theater logistics to attack, it wouldn't change the outcome of the game we have now, but here are some ideas:
Submarine Bases: A huge target in the european theater, would take quite a bit of ords to take them down, and cannot be captured.
V1 Weapon Sites would be a nice target to add to the game (although the V1 would not be used in game as a weapon) it would make a nice ground attack target.
Factories: Holy hell there are at least 6 major ones I can think of, Airframe production, Ball bearings, Chemical, Refinery, steel, and Power Plants. Although a larger map would be required before adding these, logistically it would not hamper what a player could fly in game, rather if bombed could pose a penalty to the country who does not defend it. For example if we need 20% of each countries bases plus 90% of our own bases - we could throw in 60+% of industry must be undestroyed to win a war. Basically if your factories are bombed, you can't win the war.
Rain yards are a great idea, the trains like convoys would be used to supply bases - ship convoys would obviously deliver supplies to oversea bases, and even coastal bases. Rail yards would supply bases on land, however each "sector" of bases would require a railyard, which means it would have to be defended before you could knock out its resupplying methods.
The idea here is adding logistics to the game, which was a huge factor in World War 2, In aces high naturally logistics would be quite boring, however like above - if you don't defend it, you can pay a penalty.
Shooting in the dark with ideas, maybe some might be interesting enough to add one day :aok
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How about a V-2 site?
(http://img443.imageshack.us/img443/5985/76166932h.jpg)
:)
A rail yard could be in a terrain if a terrain maker took the time to build it piece by piece. I plan on making one for an AvA terrain sometime in 2012. Of course, rules for MA and AvA terrains are very different.
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OK... to start off before anyone says wrong room, this isn't a 'wish list' posting, but an area to discuss a possible enhancement we may wish would happen... so Nyah!
I've put this forth in a previous post, but I think it may deserve it's own thread since I see the same thread popping up again and again in regards to CV's.
My thoughts would be to have support fleets for CV's, much like the trucks that run to bases to resupply these. These would be needed to maintain operations and also work towards rebuilding a damaged fleet. Basically, the support fleet leaves the port of call and makes a B-Line for it's fleet (following water of course). The cons of this become immediately apparent... The farther away from port you get, the longer resupply will take, and the greater chance for interception (DUH?!?!).
This adds two great aspects to the game... You now have the ability to utilize attack craft for one of their main purposes, attacking soft targets, especially trains and convoys, and also would correct the issue of hiding carriers.
Carriers would have a 'bleed' set on their resources based on an over time equation. Over time would be used because if were based on planes or anything realistic people would be really really mad... But basically, this bleed on effectiveness (Droptanks are disabled... Ordinance is disabled) would make the use of a carrier under assault a much harder task. In addition, the CV would always require supplies, so convoys would always need to be sent. If the carrier is hidden, supply convoys could be tracked. If the base is under enemy control, the convoys cease, and the carrier becomes nearly useless (25% fuel no ord fighters only?).
This would also add the use of scout planes, particularly PBY's which I'd love to see in game to the overall aspect of gameplay while not removing anything from anybody. I see this is a 'win win'. I'd love to hear any suggestions or thoughts in regards to /this/ topic...
(http://www.dornier-wal.com/02254_PBY5_Y-45_ROSE_BAY.jpg)
And this...
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+1
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I agree that there needs to be a whole gander more worth of target to hammer other than the near impenetrable city and industrial complex, and fields.
The old strat system offered targets spread clear out over the map.
I urge HTC to figure something out.
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How about a V-2 site?
(http://img443.imageshack.us/img443/5985/76166932h.jpg)
:)
A rail yard could be in a terrain if a terrain maker took the time to build it piece by piece. I plan on making one for an AvA terrain sometime in 2012. Of course, rules for MA and AvA terrains are very different.
V-1 sites for closer to the front, V-2 for the rear? sounds great to me!
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I'm tired of hitting FHs and town buildings. I want to do some real strategic bombing, but not being limited to some gay target 10+ sector away and right next door to a 163 pub
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i like the idea about the v1 and v2 sites but i would like them to acctually be able to luan ch and attack ground targets as well
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i like the idea about the v1 and v2 sites but i would like them to acctually be able to luan ch and attack ground targets as well
Why add something that would be completely useless to the game? In strategic value, neither were accurate, with the perk value cost alone with the hit percentage, only people who would use it would be someone quitting the game and wanting to blow all their perks.
Even then, 25% of them might just hit their target, assuming its a dead on hit.
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Maybe there could be random explosions within a certain radius of a town/airfield/city.
:D
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+1 Butcher along with your proposed CV arrangements - :banana:
HP
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+1 for all the idea's.
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:aok Definitely headed in the direction I would like to see things develop.
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Ranger made a V-2 rocket site, why not throw a few on a map, long as its no where NEAR a Me-163 base.
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I'm tired of hitting FHs and town buildings. I want to do some real strategic bombing, but not being limited to some gay target 10+ sector away and right next door to a 163 pub
+1 .........Will gay people be in these gay target areas?
Other non captured targets would be good to bomb as requested. Disperse these throughout the map. You still get points and it does affect the other side unless you bomb their main cities of course so they wil have a reason to defend these "small" areas of opportunities also. Example: a fuel plant bombed affects 25% fuel (and would go no lower than this) for all airfields and ports within a XXX mile radius provided by an area ring on map such as the dar rings do for radar.
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+1 .........Will gay people be in these gay target areas?
Other non captured targets would be good to bomb as requested. Disperse these throughout the map. You still get points and it does affect the other side unless you bomb their main cities of course so they wil have a reason to defend these "small" areas of opportunities also. Example: a fuel plant bombed affects 25% fuel (and would go no lower than this) for all airfields and ports within a XXX mile radius provided by an area ring on map such as the dar rings do for radar.
In another game I play called War in the Pacific, pilot experience effects what bombload they can carry, under 70 gets 500lbs, above 70exp get the 1,000 or 2,000lb bombs.
Now this can be reflected in the Main Arena by having Ammo Factories, when they drop below 66% you can't take 2k bombs, 33% 1k bombs.
however there would be at least 2-4+ factories for this to be balanced, otherwise a single mission could level the entire factory and cause unfair balance.
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In another game I play called War in the Pacific, pilot experience effects what bombload they can carry, under 70 gets 500lbs, above 70exp get the 1,000 or 2,000lb bombs.
Now this can be reflected in the Main Arena by having Ammo Factories, when they drop below 66% you can't take 2k bombs, 33% 1k bombs.
however there would be at least 2-4+ factories for this to be balanced, otherwise a single mission could level the entire factory and cause unfair balance.
They should also do the same with Airfields and Max Aircraft active at one time. That way you won't have an ubermission of 70 people taking off from one small airfield, they'd have to utilize maybe 1 large field, or 2 mediums, or 4 small to launch that amount of planes, causing people to form up... and also adding a bit of strategy into how you assault a front.
:noid
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Good one... A single airstrip won't up 60-80 buffs, times 3, in 5 minutes...
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Good one... A single airstrip won't up 60-80 buffs, times 3, in 5 minutes...
Bigger problem is for snapshots, FSO's and scenarios - trying to limit how many "buffs" can take off from one field would be a total pain in the neck.
Same for hording, how do you limit how many planes take off from 1 airfield?
Its possible, however I think if HTC would of had an answer to this it would of been delt with long ago, except the hordes have changed just about every few years.
First it was a dozen Me110s and a few goons.
Then it was a dozen Me110s, few fighters and a few goons.
Then it was a few Me110s, bunch of 4 engines and a few goons.
Then it was a few fighters and few 4 engine lancs with a few goons.
Then it was 4 dozen fighters and a few goons.
Next will be "Vote the NOOOOOOOOOOOOOK!" with one B29 and a dozen goons.
After that I am guessing 5 years from now "Nuclear Submarine to n00k town" with a few goons.
I will still be drinking a beer saying "Dude when did they add nuclear subs? last patch? since when?"
2 Years later I will still be begging for the horde to let me "dogfight someone 1vs15"
Same poop, different patch.
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Rail yards would supply bases on land, however each "sector" of bases would require a railyard, which means it would have to be defended before you could knock out its resupplying methods.
I like the railyard as a target, big, easy to hit, great for those little 50Kg or 100 lb bombs ... divide it up into squares (like buildings in a town) so that damage is spread out and measured as a percentage, extend the time it takes for bldgs, hangers, ord, etc, in it's sector to pop in a ratio based on damaged %, Say 1 min per every 20% damage. Maybe have some random locomotives and railcars that give perks if destroyed... ? Allow it to be captured (take the roundhouse), but only after ALL bases (4 or 5?) in it's sector are captured.
The only drawback I see would be adding it to the maps.
:aok
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(http://theunitedveteransreport.com/CImages/File/Spitfire%20tipping-off%20%20a%20V1.jpg)
:noid
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Lol what are you implying, Raphael?? :noid:
The railyard idea is great, and the resupply concept is in need of a bit of work :( it works okay as it is now, but it's gotten stale, and I think if perks were involved, more players might try to be strategic, rather than HORDEHORDEHORDEHORDEHORDECAPC APCAPGOONGOONGOONHORDEHORDEHO RDEHORDE.........
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+1 to all but with the v1 and 2 non mannable but like an auto ack that fires randomly at enemy bases and doesnt flash the dar for a fun tgt if you happen to come across one
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tipping!
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Maybe there could be random explosions within a certain radius of a town/airfield/city.
:D
^
Like that?
I shoud think it would flash the base, but there would be no dot, and no dar-bar.
Also, at least 25 perks if one is shot down.
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I agree that there needs to be a whole gander more worth of target to hammer other than the near impenetrable city and industrial complex, and fields.
The old strat system offered targets spread clear out over the map.
I urge HTC to figure something out.
Nuff said.... :salute
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At least with good strat targets, we don't have "Fields, V-bases and Ports" but a wide range of targets. I honestly would love to fly a simple small mission to a strat, with a historical setup (whether Zeros and betties or He-111s and 109s).
However anything that avoids Me-163s, would be appreciated :)
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Here's a proposterous idea...
What if we had all of those bases, but the V1, V2 and X-planes bases did not appear on the map? Possibly even if the V-rockets were programmed to fire every x amount of minutes until the base was found and destroyed?
Just an idea :salute