Aces High Bulletin Board

General Forums => Wishlist => Topic started by: vgazoo on October 12, 2012, 03:50:42 PM

Title: increasing strat cargo "less 4 minutes downtime"
Post by: vgazoo on October 12, 2012, 03:50:42 PM
  When the country strats are first hit, causes each strat structure to go down for 180 minutes. At 4 minutes less downtime, would require 45 cargo boxes to resupply each structure.  Since u have eliminated resupply perks to a maximum of 3.75, no one is wanting to resupply strats, causing the very few dedicated players to do the supplying.  I know Aces High tries to promote teamwork, however, pulling 30 or more people to only resupply strats, is asking a bit much.  My request; is that please at least increase a box of cargo to "less (10) minutes downtime", just as they are for a regular town and field. Also, that as a strat is first hit, should award the first cargo with the most perk points, and then decrease on a sliding scale, as it once was.  Please send ur comments to this request, as I know I am not the only one, getting bored of the game by constantly resupplying, when I could be doing something more productive.  Thanks, vGAZOO.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: guncrasher on October 12, 2012, 08:35:17 PM
when i was resupplying most of the guys who were didnt do it for the perks and I know they had plenty.   the reason most of us gave up resupplying is because we dont know what exactly needs to be done to bring it up to 100%.  even with the new command which i dont even remember is hard to tell which building is about to be 100%.

what we need is a change in how the resupply works so if we drop for example on the fuel depot then the same building gets all the resupplied points or maybe a couple of buildings.  that way we can see that if for example we start with fuel being 43% down then after a few drops we see it at 45% then 46% or something like that.  it actually makes it look like we are doing something instead of seeing the same 43% down after 10 resupply drops and having no idea what the heck we doing.

forget giving more perks a better incentive is to actually see that percentage slowly crawl up to 100%.


semp
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: HighTone on October 12, 2012, 08:49:47 PM
I like it the way it is. -1
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: kvuo75 on October 12, 2012, 10:12:40 PM
when i was resupplying most of the guys who were didnt do it for the perks and I know they had plenty.   the reason most of us gave up resupplying is because we dont know what exactly needs to be done to bring it up to 100%.  even with the new command which i dont even remember is hard to tell which building is about to be 100%.

what we need is a change in how the resupply works so if we drop for example on the fuel depot then the same building gets all the resupplied points or maybe a couple of buildings.  that way we can see that if for example we start with fuel being 43% down then after a few drops we see it at 45% then 46% or something like that.  it actually makes it look like we are doing something instead of seeing the same 43% down after 10 resupply drops and having no idea what the heck we doing.

forget giving more perks a better incentive is to actually see that percentage slowly crawl up to 100%.


semp

since a field supply supplies everything in a mile radius (2 mile diameter), i'm pretty sure if you drop in the middle of a town or a strat factory, it will supply every dead building in said town or strat factory..

(i have not measured the factories or towns tho, but I'm guessing they are no more than 1 mile square)
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: guncrasher on October 12, 2012, 11:00:36 PM
since a field supply supplies everything in a mile radius (2 mile diameter), i'm pretty sure if you drop in the middle of a town or a strat factory, it will supply every dead building in said town or strat factory..

(i have not measured the factories or towns tho, but I'm guessing they are no more than 1 mile square)


of course i understand that but the thing is that it would make more sense to have all the resuply go to 1 building to it can be fully up then whatever is nexst go to the next one.  it would simply seeing what we are doing.  you know see the percentage go up 1 or 2 instead of 20 or 30 at a time because all the buildings got resuplied at the same time.


semp
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: The Fugitive on October 13, 2012, 09:49:02 AM
when i was resupplying most of the guys who were didnt do it for the perks and I know they had plenty.   the reason most of us gave up resupplying is because we dont know what exactly needs to be done to bring it up to 100%.  even with the new command which i dont even remember is hard to tell which building is about to be 100%.

what we need is a change in how the resupply works so if we drop for example on the fuel depot then the same building gets all the resupplied points or maybe a couple of buildings.  that way we can see that if for example we start with fuel being 43% down then after a few drops we see it at 45% then 46% or something like that.  it actually makes it look like we are doing something instead of seeing the same 43% down after 10 resupply drops and having no idea what the heck we doing.

forget giving more perks a better incentive is to actually see that percentage slowly crawl up to 100%.


semp

It doesn't matter "what" you resupply, none of it is wasted. It isn't like you drop your supplies and the building only needs half of what your carrying and the rest is wasted, it just goes to the next building.

The reason nobody resupplies is because they don't see a reason to. After all, they don't care if the DAR is down, they are still going to run their NOE to XX base and try once to capture it. If they are stopped they will just pick a different base for the next mission. If the base they are going to launch from has no ORD, they just pick a different base to up from as it doesn't matter which base they capture, only that they sneak in a capture a base.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: JimmyD3 on October 13, 2012, 12:11:07 PM
................

The reason nobody resupplies is because they don't see a reason to. After all, they don't care if the DAR is down, they are still going to run their NOE to XX base and try once to capture it. If they are stopped they will just pick a different base for the next mission. If the base they are going to launch from has no ORD, they just pick a different base to up from as it doesn't matter which base they capture, only that they sneak in a capture a base.

Fugi, thats a little simplistic. Everyone plays for different reason, and utilize different techniques. Guncrasher's suggestion is certainly doable, what he wants is to see the "fruit" of his labor on the "War Status" screen, instead having to do the ".DT" command, or wait "107.7 minutes" for the Factory or City to be 100%. I see nothing wrong with that.

I also believe the "4 minutes" is too low. Perhaps "10 minutes" is to high, we'll let HiTech figure that out.  :angel:
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: The Fugitive on October 13, 2012, 12:55:54 PM
Fugi, thats a little simplistic. Everyone plays for different reason, and utilize different techniques. Guncrasher's suggestion is certainly doable, what he wants is to see the "fruit" of his labor on the "War Status" screen, instead having to do the ".DT" command, or wait "107.7 minutes" for the Factory or City to be 100%. I see nothing wrong with that.

I also believe the "4 minutes" is too low. Perhaps "10 minutes" is to high, we'll let HiTech figure that out.  :angel:

OK, so why bother upgrading the strat system if you guys only want things to be as simple as it can be?

They changed and upgraded the system so that buff guys have a purpose.... you know those guys that "play for different reason, and utilize different techniques". The counter is there has to be a resupply system. Making it too easy to resupply puts the strat system right back to were it was before the update, useless for the buff guys to do.

As for an easier way to see what/how much is needed to repair, either use the .dt code or keep running until it's back up. It's not all that hard to do.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Rob52240 on October 13, 2012, 04:45:45 PM
I don't resupply for perks.  I resupply because it needs to be done.

I'll also point out that even if you crash/die after your drop your load you only get penalized .75 points.

Defend your strats better.  I'm going to hit them two extra times now in retaliation for your whining.

Nevermind gazoo, I wasn't paying attention to who started this thread.  I'll help you resupply and extra 2 times instead.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: JimmyD3 on October 13, 2012, 05:28:45 PM
I don't resupply for perks.  I resupply because it needs to be done.

I'll also point out that even if you crash/die after your drop your load you only get penalized .75 points.

Defend your strats better.  I'm going to hit them two extra times now in retaliation for your whining.

Nevermind gazoo, I wasn't paying attention to who started this thread.  I'll help you resupply and extra 2 times instead.


I'll do 2 also, for the same reasons. :cheers:

Man Fugi, it seems you argue against everything. Are you a Lawyer?  :lol
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: SlipKnt on October 15, 2012, 02:15:30 PM
+1

Under normal circumstances, you can resupply a town and its guns with 3 M3s or 3 goons.

Which I think is fine.  Makes you work really hard to take a base against defenders that know what they are doing. 

But I agree that maybe, allow for more time to come off the clock for resupplying a strat.  If it is going to be down for 180 minutes, would it be possible to also allow for each resupply attempt to resupply for 10 minutes to come off the clock rather than the 4 minutes it is now?

I think it makes sense.

 :cheers:
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: DMGOD on October 15, 2012, 02:41:30 PM
typical vtard wants things easier for him and wants more perks for doing less
again if you think about it it usually takes less then 10 minutes to run sups to the city hq what have you
as apposed to the 30-60+ minutes it takes to bomb the  city or hq and most of the times you bomb city you dont even get 3.75 perks
I'm not entirely sure that auguring while trying to take down a fh is more productive then resupplying hq
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: SmokinLoon on October 15, 2012, 03:11:25 PM
The longer I've played under the new strat system the more I like the current settings HTC uses.. .all except one:

The 3.75 limit on perks able to be earned via resupply.  I can understand a limit, but only allowing credit for 15 objects repaired is too little, especially considering all the time it takes to run supplies to and from a target field.  be it M3 or C47 it takes a lot of long and boring runs. 

FWIW: I am not in need for perk points, I'm simply looking at it from a "effort put in vs rewards earned" perspective. 
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Chalenge on October 15, 2012, 08:26:50 PM
typical vtard wants things easier for him and wants more perks for doing less
again if you think about it it usually takes less then 10 minutes to run sups to the city hq what have you
as apposed to the 30-60+ minutes it takes to bomb the  city or hq and most of the times you bomb city you dont even get 3.75 perks
I'm not entirely sure that auguring while trying to take down a fh is more productive then resupplying hq

This is patently false. If it is a ten minute flight then it is ten minutes times forty-five flights (under the conditions the OP stated) or four-hundred fifty minutes total flight time. During peak flying periods that would take nearly 1/3 of any country out of fighting for ten minutes in order to resupply strats. That has not happened yet. No one person has 7-1/2 hours of their game time to devote to resupply.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: MK-84 on October 15, 2012, 10:20:22 PM
The longer I've played under the new strat system the more I like the current settings HTC uses.. .all except one:

The 3.75 limit on perks able to be earned via resupply.  I can understand a limit, but only allowing credit for 15 objects repaired is too little, especially considering all the time it takes to run supplies to and from a target field.  be it M3 or C47 it takes a lot of long and boring runs. 

FWIW: I am not in need for perk points, I'm simply looking at it from a "effort put in vs rewards earned" perspective. 

I think it was limited because when it was not, you would see a crazy amount of players upping simply to resupply for the perks, and not for the reason why (which I personally feel most people do not understand anyways)
That would throw off the balance of the game so to speak.

The folks that want to win the war bomb the strats (if they know what to hit, I dont other than the HQ)  or they resupply.  Reward them, sure.  But not so you give the people that want to simply engage in combat a reason to stop what they were doing to snag some quick perkies.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Traveler on October 16, 2012, 07:16:58 AM
I'll do 2 also, for the same reasons. :cheers:

Man Fugi, it seems you argue against everything. Are you a Lawyer?  :lol

No, he gets his panites in a knot because everyone is not playing the game the way he want's them to play.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: The Fugitive on October 16, 2012, 04:46:15 PM
No, he gets his panites in a knot because everyone is not playing the game the way he want's them to play.

I don't have a problem with how ANYBODY plays as long as they don't "bastardize" the game by cutting corners and "gaming the game".

Here's a simple analogy for you to follow, or maybe not. Say a players figures out how to make his spit16 fly like a UFO  :noid  Then he shows his squad how to do it. So now there are a bunch of guys doing it, and there is no counter for it. Is it fun for everyone else? Is it fair for everyone else? I'm sure the guys in the spits are having a blast, but its hurting play for everyone else. Then what happens when word gets out on how it's done, now EVERYONE is doing it. Wouldn't that be fun!

Hordes are the same thing. One bunch figure out how to roll a base, and then others learn how to do it. Now you have a bunch of guys rolling bases. There is no real counter for it, you can't have 30+ guys sitting in the tower waiting for someone to call out a siting, you can't expect guys to spend what is suppose to be there "play time" doing nothing but running from base to base trying to keep ords porked along a front.

The strat changes were made to allow a certain segment of players to do what they like and have it worth their time to do it. There is a counter to it, and that is re-supply. As long as there is balance the game is fun for everyone. Once that balance is lost those one side has fun at the expense of the other. 
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Biggamer on October 18, 2012, 12:49:16 AM
It takes 3 people to resup a Town fast as the Enemy team can kill it... imho i dont think the factorys should be the same although i think 10 minutes is to much 4 mins is a bit low 5 mins would be good :D
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Hazard69 on October 18, 2012, 04:10:22 AM
I agree on changing the way the resupply system works too. IMHO all your dropped supplies ought to given first to the nearest damaged building and only after that building is repaired should any excess be passed on to the neighbouring buildings.

For e.g. Im a M# driving to resupply a field with its dar, ammo and barracks killed. I want to resupply the radar or ammo bunker so I drop my supplies near that particular structure. It ought to be fully repaired before my precious supplies are wasted on barracks and other stuff.

I think itd be a pretty simplistic system (closest objec first) where u would know exactly what you just supplied. Plus it people would stop running supplies once the 'essentials' were up, which again can be done within the 3.75 perk limit.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Traveler on October 18, 2012, 08:03:19 AM
I don't have a problem with how ANYBODY plays as long as they don't "bastardize" the game by cutting corners and "gaming the game".

Here's a simple analogy for you to follow, or maybe not. Say a players figures out how to make his spit16 fly like a UFO  :noid  Then he shows his squad how to do it. So now there are a bunch of guys doing it, and there is no counter for it. Is it fun for everyone else? Is it fair for everyone else? I'm sure the guys in the spits are having a blast, but its hurting play for everyone else. Then what happens when word gets out on how it's done, now EVERYONE is doing it. Wouldn't that be fun!

Hordes are the same thing. One bunch figure out how to roll a base, and then others learn how to do it. Now you have a bunch of guys rolling bases. There is no real counter for it, you can't have 30+ guys sitting in the tower waiting for someone to call out a siting, you can't expect guys to spend what is suppose to be there "play time" doing nothing but running from base to base trying to keep ords porked along a front.

The strat changes were made to allow a certain segment of players to do what they like and have it worth their time to do it. There is a counter to it, and that is re-supply. As long as there is balance the game is fun for everyone. Once that balance is lost those one side has fun at the expense of the other. 

The issue I have with your example is your contention that when any number of players organize and attack a base you label it a horde.    I label it an organized coordinated attack.  Which is pretty hard to counter also.  When the 113th hits a base the six of us shut it down and kill their cap and pretty much get the town close to white flag.  Are the six of us a horde?  I’ve also witnessed you arriving at a base,  one that the 113th was defending at,  Just behind the 15 plane horde.  I have the film.  I shot you down twice.
So when I see you rail on about game play and how the horde is gaming the game.  I can only think of the pot calling the kettle black.

I guess it's a horde unless your part of it.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: The Fugitive on October 18, 2012, 06:59:21 PM
The issue I have with your example is your contention that when any number of players organize and attack a base you label it a horde.    I label it an organized coordinated attack.  Which is pretty hard to counter also.  When the 113th hits a base the six of us shut it down and kill their cap and pretty much get the town close to white flag.  Are the six of us a horde?  I’ve also witnessed you arriving at a base,  one that the 113th was defending at,  Just behind the 15 plane horde.  I have the film.  I shot you down twice.
So when I see you rail on about game play and how the horde is gaming the game.  I can only think of the pot calling the kettle black.

I guess it's a horde unless your part of it.

An organized attack would be fighters both heavy and light, buffs, and troops either GV or goon, numbering in the 20-25 player area. They would have assigned targets and mission parameters to accomplish.

A horde is a group of 25 or more all flying the latest "monsters" more often than not cannon birds, and more often than not NOE. Their mission is "drop anything that is up and vulch the field until the goon drops".

I actually respect the 113th. You guys at least do missions with out hordes. If I have any complaint about how you guys go about it it is that most of the time it's the "mission first" fight if we are still alive. In stead of fighting the couple of guys trying to defend your guys would rather make 6 runs on the ack than fight off the defenders. I remember one night when I was flying with the Hell Hawks we defended a base against your squads attack and eventually pushed you guys back and captured the base you were using.  It was a fun few hours with some great fights.

I checked back over a year and you have no kills on me so maybe if your memory is faulty on that point it may be faulty on on the mission that you say I was in a horde. Even so, I do fly "in the horde" from time to time. After flying "against" the horde 15 or 20 times I like to kick back and fly with one. I last longer and don't get as frustrated. Once I get mellowed out again I'll go back against the horde. It's pretty much the only fights around, so I take what I can get.

The horde isn't the only missions running.....yet, but it is getting there. Hordes take no skill, only numbers, and as long as you have numbers, it can't be stopped. Maybe I'll switch to Knights this weekend and you guys can show me how to stop the horde. I'm not to bad in a P38.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Traveler on October 19, 2012, 08:13:54 AM
An organized attack would be fighters both heavy and light, buffs, and troops either GV or goon, numbering in the 20-25 player area. They would have assigned targets and mission parameters to accomplish.

A horde is a group of 25 or more all flying the latest "monsters" more often than not cannon birds, and more often than not NOE. Their mission is "drop anything that is up and vulch the field until the goon drops".

I actually respect the 113th. You guys at least do missions with out hordes. If I have any complaint about how you guys go about it it is that most of the time it's the "mission first" fight if we are still alive. In stead of fighting the couple of guys trying to defend your guys would rather make 6 runs on the ack than fight off the defenders. I remember one night when I was flying with the Hell Hawks we defended a base against your squads attack and eventually pushed you guys back and captured the base you were using.  It was a fun few hours with some great fights.

I checked back over a year and you have no kills on me so maybe if your memory is faulty on that point it may be faulty on on the mission that you say I was in a horde. Even so, I do fly "in the horde" from time to time. After flying "against" the horde 15 or 20 times I like to kick back and fly with one. I last longer and don't get as frustrated. Once I get mellowed out again I'll go back against the horde. It's pretty much the only fights around, so I take what I can get.

The horde isn't the only missions running.....yet, but it is getting there. Hordes take no skill, only numbers, and as long as you have numbers, it can't be stopped. Maybe I'll switch to Knights this weekend and you guys can show me how to stop the horde. I'm not to bad in a P38.

We have a specific order of attack at each type of base and we prefer to kill the field ack to prevent the defenders from running back into the ack for protection.  Most of the initial damage we take is from ack, not enemy fighters.  However, because of changes in the strat game and object down times, a change in strategy is in the works.   I'm pretty sure the film we have of you is still on our wiki page , and it may have been my wingman, Gunston or perhaps Skillet, we fight as winged pairs, either three on one or two on one.  We don't fight fair.  We don't change sides , we started out as Knights and have always remained Knights.  Anyone and everyone is welcome to wing up, for a flight or a night.  We keep the chatter professional and family friendly on Vox 113.  We do fly with other units that do not always practice our disciplines.  We attempt to lead by example with  Vox discipline, good formation flying, assigned primary and secondary targets.  A loose chain of command that puts the mission and squad ahead of the fight.  But our primary goal is to have fun.    We recognize that our way of game play is not for everyone  and that some only want to dog fight or fly the most umber ride and will never understand why we fly from sectors away and climb to 22K.  They want to take off fly a few miles, climb a few thousand feet and engage  , if they find  themselves in the tower they just reup  and repeat, and that’s great.   What we don’t do is rant and rave on the boards for how people are gaming the game because they fly in large numbers, pick or ho or whatever  way they play.   It may be just my perception, but it appears  to me that many  of the  posts I see of yours is a condemnation  of how other’s are playing the game, they just don’t play the way you want or expect them to. 
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: The Fugitive on October 19, 2012, 04:05:21 PM
We have a specific order of attack at each type of base and we prefer to kill the field ack to prevent the defenders from running back into the ack for protection.  Most of the initial damage we take is from ack, not enemy fighters.  However, because of changes in the strat game and object down times, a change in strategy is in the works.   I'm pretty sure the film we have of you is still on our wiki page , and it may have been my wingman, Gunston or perhaps Skillet, we fight as winged pairs, either three on one or two on one.  We don't fight fair.  We don't change sides , we started out as Knights and have always remained Knights.  Anyone and everyone is welcome to wing up, for a flight or a night.  We keep the chatter professional and family friendly on Vox 113.  We do fly with other units that do not always practice our disciplines.  We attempt to lead by example with  Vox discipline, good formation flying, assigned primary and secondary targets.  A loose chain of command that puts the mission and squad ahead of the fight.  But our primary goal is to have fun.    We recognize that our way of game play is not for everyone  and that some only want to dog fight or fly the most umber ride and will never understand why we fly from sectors away and climb to 22K.  They want to take off fly a few miles, climb a few thousand feet and engage  , if they find  themselves in the tower they just reup  and repeat, and that’s great.   What we don’t do is rant and rave on the boards for how people are gaming the game because they fly in large numbers, pick or ho or whatever  way they play.   It may be just my perception, but it appears  to me that many  of the  posts I see of yours is a condemnation  of how other’s are playing the game, they just don’t play the way you want or expect them to. 

As I have said many times before, I couldn't care less how anyone play UNLESS it is play that is detrimental to others play. I believe that hordes take away the ability of many players to enjoy the game. HO's and spawn camping is the same though on a much smaller scale. There is a counter to HOers, as well as spawn campers, but there isn't one for hordes.

While your style of play is far to strict for some, it is perfect for others. But even so, your style doesn't stop others from playing "their" game either. Keeping your focus on hitting your assigned ack makes it easier for a defender to drop you. Your not giving much of a fight, but at least in most cases people know your guys are coming back and when the "objectives" are for filled you guys will fight.

Hordes are even more predictable. Once spotted they will roll in like a horde of locust and destroy everything. Capture the base or not it is now just rubble. Defenders can resupply it, but most likely the horde has already moved on. If they don't capture in the first pass, they move off because they can't fight for the base.

NOEs became so common place that it became "detrimental to game play" and HTC made changes to slow it down. For a while there, it was the ONLY mission run, and the ONLY way bases were taken. Hordes are becoming the next best thing in the way to take bases. It's how all the cool kids are grabbing bases. 
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Traveler on October 19, 2012, 05:25:51 PM
As I have said many times before, I couldn't care less how anyone play UNLESS it is play that is detrimental to others play. I believe that hordes take away the ability of many players to enjoy the game. HO's and spawn camping is the same though on a much smaller scale. There is a counter to HOers, as well as spawn campers, but there isn't one for hordes.


This is my last response on this because it’s pretty obvious to me that you don’t get it.   “As I have said many times before, I couldn't care less how anyone play UNLESS it is play that is detrimental to others play”  and who determines if someone’s play is detrimental to other’s Play?  You?  And that’s my point.   Also, the HO was part of the US Army Air Corps.  Training during WWII.  My dad flew P47’s and later P51’s out of England.  He was trained to turn into an enemy aircraft that he had to climb to ,  He killed a 109 that way,  He also was credited with 110,  He told me they were the only two enemy aircraft that he ever saw with no one else already shooting at.  But he was pretty sure he destroyed more train cars than any other pilot.   
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: The Fugitive on October 19, 2012, 05:48:25 PM
This is my last response on this because it’s pretty obvious to me that you don’t get it.   “As I have said many times before, I couldn't care less how anyone play UNLESS it is play that is detrimental to others play”  and who determines if someone’s play is detrimental to other’s Play?  You?  And that’s my point.   Also, the HO was part of the US Army Air Corps.  Training during WWII.  My dad flew P47’s and later P51’s out of England.  He was trained to turn into an enemy aircraft that he had to climb to ,  He killed a 109 that way,  He also was credited with 110,  He told me they were the only two enemy aircraft that he ever saw with no one else already shooting at.  But he was pretty sure he destroyed more train cars than any other pilot.   


Ahhhh so that is where the communication issue is. You think this is a war simulation, where I look at it as a game.

In a war simulation anything goes, screw the enemy. If it take 10 bombs to flatten a city you bring 20. If it takes 2 guys to defeat every single defender, you bring 3 per defender. If you can sneak in the back door and avoid any chance at combat, all the better.

In a game everyone is suppose to have fun with the same realistic chance at winning. For every action, there should be a counter. If there is no counter the game becomes lopsided and out of balance. In the case of hordes it has become THE way to play. Why should HTC spend any time on updating the trains/system, or the strat systems? They are un-important to the horde because they don't need to knock down the opposing players infrastructure. They are just going to flatten everything at the base they are attacking. They don't need to save their own infrastructure because they will be moving off to some other base anyway for their next mission so supplies and such are not needed.

You talk about "....it was in the war", doesn't it tweak you just a little bit everytime you see some dweeb dive bombing a spawn point with lancs?

As for "detrimental to others play", ultimately it is HTC place to call that. I pointed out time after time that the NOEs were getting out of hand and that those "leaders" should try other options. The players could have "fixed" it themselves, but it was the bestest, quickest way to grab a base at the time. Then one weekend someone from HTC logged in to play one sunday and I'm guessing that they got tired of chasing NOE after NOE around the map and Monday we had real big dar circles and dot dar was on the deck.  If hordes continue, some sunday someone from HTC will log in ta have a few flights and they will see 3 hordes avoiding each other grabbing bases as fast as they can to beat the other team. What will we see the Monday after that?   
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: icepac on October 20, 2012, 09:59:28 PM
It only takes six minutes for 5 guys in M3s to bring back up a freshly destroyed HQ on the trinity map.

It takes at least 2 hours to destroy it and return to base on the trinity map.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: kvuo75 on October 20, 2012, 11:20:22 PM
It only takes six minutes for 5 guys in M3s to bring back up a freshly destroyed HQ on the trinity map.

It takes at least 2 hours to destroy it and return to base on the trinity map.

if it stayed down for 3 hours at a time and wasn't resupplyable, nobody would ever have radar.

ahha.. solution!  make it take 200,000+ lbs to kill hq, keep it down for 3 hours.. 

 

Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: SmokinLoon on October 21, 2012, 01:01:27 AM
It only takes six minutes for 5 guys in M3s to bring back up a freshly destroyed HQ on the trinity map.

It takes at least 2 hours to destroy it and return to base on the trinity map.

Some maps are 20 minute (rounds trip) flight time for C47's to HQ or strats for resupply and 45 minutes round trip for enemy bombers to bomb said targets.  Rotate 'motate, I'm glad we have what differences in maps that we have considering we have no winter or desert maps.   :aok
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: icepac on October 21, 2012, 08:46:11 AM
I guess the different maps even it out.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Eric19 on October 21, 2012, 10:03:57 AM
just increase the amount of perks the bombers get for hit the strat..........like say 10-20 perks for like 40 some buildings in a strat target my buffs inbound to strat equals more resuppliers and equals more defenders
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: Rob52240 on October 23, 2012, 03:30:23 AM
I still think a player controllable train is needed but should cost some points to use.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: kvuo75 on October 23, 2012, 08:46:25 AM
I still think a player controllable train is needed but should cost some points to use.


and i still think a player controlled passenger seat on said train would be just as interesting :)

Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: icepac on October 23, 2012, 09:10:15 AM
A gunner position on the train would be super cool.
Title: Re: increasing strat cargo "less 4 minutes downtime"
Post by: kvuo75 on October 23, 2012, 06:57:15 PM
A gunner position on the train would be super cool.

it would be better than being the engineer or passenger, but I wouldn't say "super cool".  :D