Aces High Bulletin Board

General Forums => Wishlist => Topic started by: TDeacon on December 19, 2012, 03:17:27 PM

Title: Give the CraterMA map more than one slot in the map rotation.
Post by: TDeacon on December 19, 2012, 03:17:27 PM
If the new CraterMA map is going to only last 1 or 2 days, I would be in favor of giving it more than one slot in the map rotation.  It is one of the few maps which was designed to have something for everyone, including "GV furballers".  (Other maps with this characteristic include Compello, Ozkansas, and Ndisles (when TT is intact). 

MH
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: Babalonian on December 19, 2012, 05:51:54 PM
It lasted one day, about 22-23 hours I think, but saw a lot of territory shift and back and forth.  What finally did it in, from the biased view of a devout knit, was a combination from last night/very early when both the rooks and bish made advances into nitland and either held each other off or ignored each other, then at some point later this morning the bish gained the advantage and pushed into rook territory.  The Rooks didn't mount an effective defense (although they did repeatedly and effectively to defend the one field ~one sector away from the knights strats) and very quickly (within 60-90 minutes) the bish gained the share of rook fields they needed to win, and did.
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: Bruv119 on December 20, 2012, 09:02:10 AM
It lasted one day, about 22-23 hours I think, but saw a lot of territory shift and back and forth.  What finally did it in, from the biased view of a devout knit, was a combination from last night/very early when both the rooks and bish made advances into nitland and either held each other off or ignored each other, then at some point later this morning the bish gained the advantage and pushed into rook territory.  The Rooks didn't mount an effective defense (although they did repeatedly and effectively to defend the one field ~one sector away from the knights strats) and very quickly (within 60-90 minutes) the bish gained the share of rook fields they needed to win, and did.

I think those 2 long spawns have been fixed,  i liked the idea of opening up in the centre of an enemy country and the fights that would ensue but from a Bish perspective neither nits or rooks put up any sort of defence and were scrapping over that one field when all they had to do was fight on their Bish fronts.   

Under normal logical conditions I think the Bish horde would find it pretty difficult to capture some bases providing the enemy at least attempts to mount some sort of defence.   Wherever there isn't an m3 spawn = hard work for them.   

Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: The Fugitive on December 20, 2012, 09:18:11 AM
I think those 2 long spawns have been fixed,  i liked the idea of opening up in the centre of an enemy country and the fights that would ensue but from a Bish perspective neither nits or rooks put up any sort of defence and were scrapping over that one field when all they had to do was fight on their Bish fronts.   

Under normal logical conditions I think the Bish horde would find it pretty difficult to capture some bases providing the enemy at least attempts to mount some sort of defence.   Wherever there isn't an m3 spawn = hard work for them.   




This is the biggest problem with any map, and any team, not much defense. Sure you'll get that spot defense when someone yells about an NOE or a base is about to get rolled, but no sustained defense. Most people are into the offense, be it furballin, or base grabbin, but very few center their time around defense.
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: Nathan60 on December 20, 2012, 09:51:53 AM

This is the biggest problem with any map, and any team, not much defense. Sure you'll get that spot defense when someone yells about an NOE or a base is about to get rolled, but no sustained defense. Most people are into the offense, be it furballin, or base grabbin, but very few center their time around defense.
Well you can argue the best defense is  to get offensinve and drop ords and troops. The problem is  there is  a distinct culture of Furballing for score or using a mobile tank as  a pillbox and sniping at other tanks for score. Until that changes nothing is going to change this.
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: The Fugitive on December 20, 2012, 10:55:16 AM
Well you can argue the best defense is  to get offensinve and drop ords and troops. The problem is  there is  a distinct culture of Furballing for score or using a mobile tank as  a pillbox and sniping at other tanks for score. Until that changes nothing is going to change this.

Personally if I have an hour or so to play I certainly don't want to be hauling bombs to outlying fields to pork them. I'd much rather be fighting, wheather that is in a furball, or defending bases doesn't matter, I want a fight.

At this point the game is all about advancing, with nothing about "holding" what you have. So what happens is a race to see who can capture the requisite number of bases first. If there were some way to gain points/perks for holding a number of bases for "X" amount of time, would that help build a more defensive minded game play to appose the offense?
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: Nathan60 on December 20, 2012, 11:21:58 AM
Personally if I have an hour or so to play I certainly don't want to be hauling bombs to outlying fields to pork them. I'd much rather be fighting, wheather that is in a furball, or defending bases doesn't matter, I want a fight.

At this point the game is all about advancing, with nothing about "holding" what you have. So what happens is a race to see who can capture the requisite number of bases first. If there were some way to gain points/perks for holding a number of bases for "X" amount of time, would that help build a more defensive minded game play to appose the offense?
I can understand the limited time crowd,  however I dont think the majority of those you dsee in game only play for an hour.  The hold bases for x amount of time for a perk modifier is  an ok idea but theat would create alot of ENY as side switchers would jump to the side that has the highest modifier, and you would have some truely horrendous hordes.
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: The Fugitive on December 20, 2012, 12:56:16 PM
Keep it on the same 12 hour cycle HTC uses now. If your team doesn't lose a base, or a certain number in that 12 hour cycle (they could lose them and regain them) those that haven't changed in or off that team during that 12 hour receives 35 perks. I don't think there is as much switching now a days as there use to be. I also don't know how much trouble it could be to coad this. I do think there needs to be something that will help people "embrace" the idea of keeping bases as apposed to just racing for the most captures. 
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: Zoney on December 20, 2012, 02:07:53 PM
You might also douple the perks reward for kills made inside your own dar circle, therefore promoting defense.
Seems possible also, as the game knows if you ditch inside your own dar circle as an example
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: Lusche on December 20, 2012, 02:53:02 PM
Seems possible also, as the game knows if you ditch inside your own dar circle as an example


Sorry for my nitpicking, but the game doesn't care about dar circles as such. You get a ditch in a plane when the closest base is friendly, being inside or outside of a dar circle doesn't matter.
Title: Re: Give the CraterMA map more than one slot in the map rotation.
Post by: ink on December 20, 2012, 06:14:28 PM
"furballing for score"



thats a new one. :rofl