Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Citabria on May 29, 2012, 09:25:54 PM
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has the idea of two opposing spawn points bewteen two bases that stay the same distance from eachother but move forward or back based on who is occupying the space where the current spawn is?
ie if the spawn is over run it keeps retreating until it is forced back to its own base?
this would make spawn camping a little less of a fixed position thing as the battle line would be in motion and it would better simulate reinforcements ariving from both sides.
the spawn would start halfway between two bases and if no resistance is encountered would be moved by whatever side occupies the spawn.
discuss if you think this would be fun.
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in essense by having this you would as the player physically move the front towards an enemy base simply by occupying its current position.
in my map making I have been very interested in methods of getting players to "meet in the middle" away from their bases. this would be a huge step towards that goal. making vbase chains would not be required to get a moving front line ground war.
you could even go as far as each side having a little convoy with an entrenched and advancing animation.
a little tent with a landing area to exit the fight and when the spawn advances perhaps a convoy that moves ahead then entrenches once outnumbered.
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interesting idea would defiantly make for more real to life tank combat
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Mobile Spawn points are a great deterrent to spawn point camping. Perhaps we could ask for an additional M-3 role in that it can be sortied out to set up an Tactical Assembly Area, or more simplistically have that "spawn point" be within 500 meters of 3 or more surviving tanks/ground vehicles that are within 1k of each other? I know the suggestion has been made before about the additional role of the M-3 by someone else, but it bears mentioning here again I think...
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Instead of a spawn point, have a smaller V base with 2 hangars. :bolt:
Maybe use the old camo-net style hangars and a few defensively guns. No radar, 55 gallon drums for fuel storage and a map room.
Chugamug
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Hitech said the area of the spawn can be increased. It's just a setting. I'd like to see the spawn area expanded out more so the random spot you spawn out at could be like a mile away from the last spot you spawn at. At least this way the spawn would cover a much wider spawn area and make camping much harder. The only problem is then you might have to drive to the fight, or really use spotters to find the fight. Might be too much for some GVers.
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Didn't someone ask that your spawn arrow was moveable inside of the random spawn area like CV direction arrows so you could choose? That would seem fair in the face of the real war that you some times would get strategic feed back about the battle area and choose to move off in a flanking manuver.
Have a more granular approach. If the diameter of the random spawn area is 5000 yards, have a spawn area sub map that is available when you choose a GV. Say 5kx5k or 20kx5k for your spawn area as a square or rectangle. Impose a central front demarcation line that cannot be spawned past. Grid coordinate the sub map so that you can recieve strategic fight info from the front to better enable your choice of location to support the current spawn battle.
This could be a precursor program to tieing in artillery barages a few years down the road when HTC possibly adds first person shooter troops to the game. For now only GV get an active spawn grid map and only for their half of the battle area to communicate safe spawn areas.
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Hitech said the area of the spawn can be increased. It's just a setting. I'd like to see the spawn area expanded out more so the random spot you spawn out at could be like a mile away from the last spot you spawn at. At least this way the spawn would cover a much wider spawn area and make camping much harder. The only problem is then you might have to drive to the fight, or really use spotters to find the fight. Might be too much for some GVers.
I think the primary issue is that this would kind of discourage the use of GV's as offensive weapons. Its really impractical to mount any kind of coordinated attack in a timely manner with a 1 miles spawn radius.
Troops might end up less than 1000yds from base, but all of the tanks you need to take the base down could end up 4000yds back. Or you might plan on using some Panther's and a couple of Tiger II's to spearhead the assult, but then end up with them scattered and entering combat piece meal.
Its that or wait the 15 minutes while everyone groups up, and the enemy calls in air support.
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interesting idea would defiantly make for more real to life tank combat
Maybe it's just me, but the GV combat we have now barely resembles real to life tank combat. Alot of ambushes, not very much fire
and movement. The shock value of an armored attack is completely irrelevant here.
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The problem with the OP's idea is that while it might work fine on flat terrain in the deep canyon areas who knows where on the canyon wall the spawn might end up and how would you climb that steep canyon wall to move it back further along the flats above? Therefore I give it a -1.
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To stop spawn camping, you simply cannot "enlarge" the spawn area, instead of one person camping it takes two to shut down a spawn, a decent tanker can accurately hit above 2k away. What I've always suggested was maximum the spawn buttons on the clipboard.
Instead of having one spawn (North) into a base, use all three, three spawns could either tie up a dozen ground units, or have one mission punch through a camp zone and onto a base.
Enlarging a spawn only ties up two campers, one for each corner, with a Panther they could hold the spawn unless supplies run out, having mobile spawns is out of the question since its been brought up time and time again with no interest.
In my opinion, I know of maybe 10-12 tankers that excel in Aces high, given the number that play the game I don't see enough interest in changing anything.
Most have no credibility or simply tank "once or twice" and whine about it (insert reason here), unless the entire ground vehicle system gets overhauled, I don't see anyone taking anymore interest in tanking then we have now.
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In 10 years every large group tank battle from spawns I've flown over or deliverd supplies into looks like a giant game of who blinks first. Everyone hides behind trees or each other and snipes at the other sides GV doing exactly the same thing. Massed tank assults. Nope all I've ever seen is massed flocks of chickens hiding in the bushes telling everyone else to sneak forward and see where they are hiding.
There are always 2-3 brave individuals who sneak forward while eveyone else cheers them on and holds firm in their protected sniping positions. There are no "Armored Assaults" becasue you guys are too chicken about getting shot as part of the price to overwhelm the enemy. You won't even take advantage of your Storch's real time feed back to push weak spots in the other sides lines. But, you are the first to proclaim the other side cowards for calling in their lancasters to clear the trees of your hideing sniping carcases.
Hitech should just replace all the tanks with mobile howitzers so you guys can lob shells at each other from miles away and stay safe. Thats about all I see of the Aces High GV game. You guys using assault tanks as fixed howitzers until you get bombed or sniped with a small handfull of unique individuals who seem to be able to move around in the GV battles and kill at will.
There is nothing wrong with the GV game as it is. You all have the same toys to shoot each other with under the same disadvantages in the same terrain. Mostly you guys just don't want to blink first. So nothing much happens very often out in those bushes.
Sounds just like the air game excpet players either hide in hoards, hide in ack, or hide above 15k so they won't get shot. It just happens much faster than on the ground in the bushes.
It's hard to have a battle if no one on either side wants to get shot first.
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There is nothing wrong with the GV game as it is. You all have the same toys to shoot each other with under the same disadvantages in the same terrain. Mostly you guys just don't want to blink first. So nothing much happens very often out in those bushes.
Sounds just like the air game excpet players either hide in hoards, hide in ack, or hide above 15k so they won't get shot. It just happens much faster than on the ground in the bushes.
It's hard to have a battle if no one on either side wants to get shot first.
This sums up tanking.
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In 10 years every large group tank battle from spawns I've flown over or deliverd supplies into looks like a giant game of who blinks first. Everyone hides behind trees or each other and snipes at the other sides GV doing exactly the same thing. Massed tank assults. Nope all I've ever seen is massed flocks of chickens hiding in the bushes telling everyone else to sneak forward and see where they are hiding.
There are always 2-3 brave individuals who sneak forward while eveyone else cheers them on and holds firm in their protected sniping positions. There are no "Armored Assaults" becasue you guys are too chicken about getting shot as part of the price to overwhelm the enemy. You won't even take advantage of your Storch's real time feed back to push weak spots in the other sides lines. But, you are the first to proclaim the other side cowards for calling in their lancasters to clear the trees of your hideing sniping carcases.
Hitech should just replace all the tanks with mobile howitzers so you guys can lob shells at each other from miles away and stay safe. Thats about all I see of the Aces High GV game. You guys using assault tanks as fixed howitzers until you get bombed or sniped with a small handfull of unique individuals who seem to be able to move around in the GV battles and kill at will.
There is nothing wrong with the GV game as it is. You all have the same toys to shoot each other with under the same disadvantages in the same terrain. Mostly you guys just don't want to blink first. So nothing much happens very often out in those bushes.
Sounds just like the air game excpet players either hide in hoards, hide in ack, or hide above 15k so they won't get shot. It just happens much faster than on the ground in the bushes.
It's hard to have a battle if no one on either side wants to get shot first.
Yes...and No.
Your point is valid but I think this addresses spawn camping, which is the bigger problem.
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Honestly, I feel the issue is that theres no incentive to be agressive, and its very difficult to make attacks without air support.
I mean really, shutting the spawn down is as good as pushing the enemy back 15 miles in Aces High, because the ground in between bases doesn't matter at all.
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I think this sort of creates a "front line" which would be great....... however the moving spawn (as defined by enemy location along a common spawn line) does require an interaction between the enemy location and a now mobile spawn point.
I have always liked the concept of spawn roads. Roads between towns along which a player can spawn by simply clicking on that portion of the clipboard map. The road could be split into sections such that no one can spawn into the section closest to the enemy gvfield/town but could choose between 3 or 4 sections joining the the two bases. A next step could be to have those sections with enemy adjacent to them flash red as a warning (the others remaining green) or in the spirit of the OP they (and the sections behind them if it were a moving front) also get switched off. Forcing the player to spawn closer to his own base to avoid "ambush"
In this way the road sections act like "ground radar" which would only be visible in the tower on the GV spawn clipboard map.
The problem with switching all sections off (beyond the "front line") is the fact that he who spawns first will decide who is attacking and who is defending. It could cause a griefer to merely drive around in a jeep causing the spawn point to move to the enemies defensive section rendering them unable to spawn into an attacking position. To counter this it must be possible to spawn into green roads that are beyond a red flashing road............some may see this as the ability to "warp" behind enemy lines........ others may liken it to a "flanking action" like the red armies flanking thru the Pripet marshes to bring its T34's into the flank/rear of the Army Group Central.
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There may not be a need to "move" the front line, if you use the "spawn road" idea. All you really need multiple spawn locations, to make camping relatively unattractive. Anyone camping a spawn farther away from the base, instead of the spawn closest to the base, would have to contemplate attackers spawning "behind" them.
The main drawback to any of these ideas is that they require map changes...
MH
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In 10 years every large group tank battle from spawns I've flown over or deliverd supplies into looks like a giant game of who blinks first. Everyone hides behind trees or each other and snipes at the other sides GV doing exactly the same thing. Massed tank assults. Nope all I've ever seen is massed flocks of chickens hiding in the bushes telling everyone else to sneak forward and see where they are hiding.
There are always 2-3 brave individuals who sneak forward while eveyone else cheers them on and holds firm in their protected sniping positions. There are no "Armored Assaults" becasue you guys are too chicken about getting shot as part of the price to overwhelm the enemy. You won't even take advantage of your Storch's real time feed back to push weak spots in the other sides lines. But, you are the first to proclaim the other side cowards for calling in their lancasters to clear the trees of your hideing sniping carcases.
Hitech should just replace all the tanks with mobile howitzers so you guys can lob shells at each other from miles away and stay safe. Thats about all I see of the Aces High GV game. You guys using assault tanks as fixed howitzers until you get bombed or sniped with a small handfull of unique individuals who seem to be able to move around in the GV battles and kill at will.
There is nothing wrong with the GV game as it is. You all have the same toys to shoot each other with under the same disadvantages in the same terrain. Mostly you guys just don't want to blink first. So nothing much happens very often out in those bushes.
Sounds just like the air game excpet players either hide in hoards, hide in ack, or hide above 15k so they won't get shot. It just happens much faster than on the ground in the bushes.
It's hard to have a battle if no one on either side wants to get shot first.
To your point, don't you think the sound is the bigger problem? The hyper acurate directional sonar, coupled withthe very long range detection of a rolling tank means the tank on the move is at a huge dissadvantage. So people sit and park and hide. I wonder if there is some calibration that could be done there to provide better game play. I don't have any idea how sound was used tin real tank battles, but sometimes when GV-ing it feels more like I'm playing "Hunt for Red October" :salute
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Why not an active spawn process that identifies the location of all campers and places you 3000 to 10,000 yards from the closest camper depending on terrain and numbers of campers?
Change the concept of the spawn arrow end point with a random area spawn circle so many thousand yards in diameter, to a grid with the leading 3k-5k wide edge the spawn's battle front with up to 10,000 yards of random depth back from the published line front seen on all maps by everyone. You would have the current line and arrow with an added 90 degree line that the arrow bisects showing the leading edge of the active battle front. Now a bit of cooperative air ground reconnaissance makes sense when you camp a battle front or need an idea why you spawned so far back from that front.
Obviously with two GV bases in each others back yards the short spawn stays as is. But, scale this up and down for the larger venues with longer spawn lines. Some tuneing would be required to keep players off cliffs or out of the bottom of unclimbable features. With a horizontal line front published on the map, the campers will know if they move past it spawners will generate in out of range up to 10k back up the spawn arrow line across a 3k-5k wide corridor.
So even if you try to be sneaky and stay to the sides of the corridor and not be detected, the spawn in player probably has a better chance to evade you. Or Hitech can simply not tell players you are detected as a camper of the corridor by an additional 1k buffer around the borders.
As the campers move forward into the corridor destroying in spawing tanks, the process can extend the rear boundry of the corridor all the way back to the home feild spawning you out of camper range. Or unfortunatly on some maps back you up to an ocean or a mountain. This is where you call in air support to clear your corridor back to the published front and reset the battle.
Or see the Additional Spawn choice below.
GV commanders while in their GV could have availble mini grid marked maps that show these grid corridors to work with other tankers coordinating attacks against the spawn campers. Heck let the campers have the same map info. The point to this is to attempt to spawn players in far enough and random enough from campers to make camping a rairity opposed to tanks hunting each other down. We have great dead eye point and click main gunners who land outragious kill strings. Not to many tankers who can out manuver you and come home with scalps.
An additional spawn choice based on the mini grid maps, is a player can communicate with another in the corridor, be given a grid location, choose manual override mode, then move the spawn arrow to where his freind needs him to spawn in and support him. This might be interesting if a large force has pushed the front back into the corridor and you want to manualy choose to spawn in a rescue force of tanks to hit the spawners force from behind.