Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Chalenge on December 27, 2012, 04:11:08 PM

Title: Supply Depot
Post by: Chalenge on December 27, 2012, 04:11:08 PM
I wish the supply trains/convoys were spawned out of an actual depot, instead of the building at each end of the route that we have now. Something that is very similar to the depots of WWII would be 1/8 to 1/4 of the city size we have now, with track or road along the outside perimeter. It might also be populated with factory objects, as well as auto-defensive guns.

EDIT: Also, why not allow players to spawn resupply from the depot? Not tanks, but M3s and C47s?
Title: Re: Supply Depot
Post by: Tilt on December 27, 2012, 04:45:07 PM
Many years ago we had depots............  for a short while. I wish we could have done more with them.
Title: Re: Supply Depot
Post by: MrKrabs on December 27, 2012, 06:02:50 PM
Actually it would be quite fascinating to have depots again...

But what if the Depots were the only place where you could get Base supplies? And have airfields only supply troops and vehicle supplies?

Title: Re: Supply Depot
Post by: TheMercinary60 on December 28, 2012, 07:46:30 PM
id like to see it, personally, i wouldnt mind to see it in a chain, from factory to depot to fields, have each depot suppy a number of fields, if you bomb the depot it slows down the resupply on the field but dosent last as long as bombing the factory's. i guess reading it out loud it has some flaws but i feel it could be a step in the right direction
Title: Re: Supply Depot
Post by: thndregg on December 28, 2012, 08:37:20 PM
Good concept. Another step toward a more complete strat chain, and more targets for us buff & divebomber nuts to try and get at.
Title: Re: Supply Depot
Post by: MrKrabs on December 28, 2012, 09:23:25 PM
Good concept. Another step toward a more complete strat chain, and more targets for us buff & divebomber nuts to try and get at.

Especially in scenarios...
Title: Re: Supply Depot
Post by: Eric19 on December 28, 2012, 09:44:40 PM
+1
Title: Re: Supply Depot
Post by: ML52 on December 29, 2012, 12:32:18 PM
Would they show on the clipboard map?
+1
Title: Re: Supply Depot
Post by: Lab Rat 3947 on December 30, 2012, 07:10:07 AM
Quote
Would they show on the clipboard map?

like a "mini" field ?   :headscratch:  sounds OK :old:
Title: Re: Supply Depot
Post by: tuton25 on December 30, 2012, 12:07:30 PM
+1, We need a more stratigic game for more stratigic bombing
Give the medium bomber nerds like me to bomb something important :rock
Title: Re: Supply Depot
Post by: TheMercinary60 on December 30, 2012, 09:49:34 PM
+1, We need a more stratigic game for more stratigic bombing
Give the medium bomber nerds like me to bomb something important :rock
go after the strats, ive done it in everything from the jab bombers to the b-25h, its still fun and the jap bombers give you some good points, thats how i afforded my first b-29
Title: Re: Supply Depot
Post by: Tilt on December 31, 2012, 07:49:37 AM
Would they show on the clipboard map?
+1

They used to have a little truck icon. Infact HTC used object clusters that looked like towns with field towers located in them as well as gguns. They were capturable when making a map with depots in the depots took up the field count the same as gv fields and ac fields.


I have always held the opinion that conflict should be more remote from airfields, that it is towns and depots that should form the basis of the land grab. On our maps towns seem to only relate to air fields yet if we look around any war map we see that towns are defended in the main by gv action ( which is suppressed or supported by air action requiring local air superiority) hence I would argue that gv spawns should be more town orientated ( a bit like greebo's map) and that gv fields be placed adjacent to depots that provide local logistics. I would like to see ports also linked to towns and depots, air fields never closer than 5 miles from a town with a single gv spawn to the town from the linked field.

I would go further to suggest that air fields are never captured in one quick reversal of fortunes. I would suggest that they become abandoned for a period  and revert to ownership of those occupying the town after some time has passed like a cv group does after its port is taken.
Title: Re: Supply Depot
Post by: Torquila on December 31, 2012, 08:51:15 AM
I agree with tilt.
Title: Re: Supply Depot
Post by: Volron on January 02, 2013, 10:30:44 AM
If only we could add on merchant/freighter/oiler ships into the equation...which would give the Beau a solid target to hit (Beau should be added regardless :D).  The convoy could vary in size, dependent on the amount of damage sustained to it's destination?  Example would be, undamaged destination would have something like: 2 Merchant Ships (MS), 2 Freighter Ships (FS), 1 Oiler (O) with 1 or 2 DDE's as escort?  Light damage (99%-70%) would tack on another FS; Medium damage (69%-40%) would add 1 MS, 1 FS, 1 DDE; Heavy damage (39%-0%) would bring a "full sized" convoy of: 3 MS, 4 FS, 2 O and 4 DDE's.  It's a crude idea, but having ship convoy's to hit is appealing. :)
Title: Re: Supply Depot
Post by: Tilt on January 03, 2013, 07:29:24 AM
If only we could add on merchant/freighter/oiler ships into the equation...which would give the Beau a solid target to hit (Beau should be added regardless :D).  The convoy could vary in size, dependent on the amount of damage sustained to it's destination?  Example would be, undamaged destination would have something like: 2 Merchant Ships (MS), 2 Freighter Ships (FS), 1 Oiler (O) with 1 or 2 DDE's as escort?  Light damage (99%-70%) would tack on another FS; Medium damage (69%-40%) would add 1 MS, 1 FS, 1 DDE; Heavy damage (39%-0%) would bring a "full sized" convoy of: 3 MS, 4 FS, 2 O and 4 DDE's.  It's a crude idea, but having ship convoy's to hit is appealing. :)

The easy route would be to jusy "big up" the little convoys we have now (which just seem to sit off shore these days) They could spawn at/near a coastal "depot" and journey to a port as the trucks journey now. Set spawn times, speeds and routes permit the whole thing to burden the FE at about the same level as a train does. The proviso would be that both depot and port have to belong to the same country.
Title: Re: Supply Depot
Post by: Volron on January 03, 2013, 11:20:14 AM
The easy route would be to jusy "big up" the little convoys we have now (which just seem to sit off shore these days) They could spawn at/near a coastal "depot" and journey to a port as the trucks journey now. Set spawn times, speeds and routes permit the whole thing to burden the FE at about the same level as a train does. The proviso would be that both depot and port have to belong to the same country.

Coastal Depot?  Why not make a Port Depot, unless that was what you meant?  But as I think about this more, I see a possible reason to include Railyards into this as well. :bhead

McKrabs has an interesting idea in letting depot's handle base supplies.  But would someone have to take off from an airfield, fly to a depot and pick up supplies, then proceed to target location for supply drop?  Or (which was likely the idea), have the ability to fly/drive from the depot only in a C-47, M3 or 251.  Limiting them to only carry Field Supplies as well?

A idea for the Railyards that I mentioned, would be for them to affect the spawn times of convoy's?  Since everything would originate from the railyard to depots and port depots, with it damaged, increasing the time it would take before a convoy bound for a depot spawns isn't outrageous.  The issue is how much time could be affected without it being a game breaker?  Krusty mentioned this idea in another thread, also saying that it would increase spawn times for convoy's by as much as 10%.  I would say to bump it up to 15% to start though. :headscratch:
Title: Re: Supply Depot
Post by: Tilt on January 03, 2013, 01:50:22 PM
A idea for the Railyards that I mentioned, would be for them to affect the spawn times of convoy's?  Since everything would originate from the railyard to depots and port depots, with it damaged, increasing the time it would take before a convoy bound for a depot spawns isn't outrageous.  

This is very much how it worked back in the day.... railyards fed strat, strat fed depots, depots fed feilds, convoys (trucks) also fed fields (i think from depots) but they were not the sole source of field logistics...there was a mysterious other route of feeding logistics to fields.

Ports operated the same way but had little barges instead of truck convoys.........

There would be a problem to solve if active ports provided merchant shipping spawn points for logistic  to other ports............how would stuff be re-arranged in the event of capture? Hence just as truck convoys spawn from their little barns (which could be configured as depots in the future) so merchant shipping would spawn from coastal depots which (as you say) could be a special port that even uses the existing Port objects with a depot bolted to it.
Title: Re: Supply Depot
Post by: Brakechk on January 03, 2013, 05:29:25 PM
+1  :aok

I like the idea of having more ability for strategic missions for folks.  Especially the idea of harder or softer strategic targets that effect gameplay.  It could just be me but I seem to remember strafing trains years ago.  It would be nice to have targets that range from a full on HQ or Strat factory raid to depots to just popping a train or convoy if you happen to see one...and have them effect the gameplay in someway so there is a reason to do so.  I also like the idea of moving towards using airfields for supporting offense or defense rather than being the primary object of offense or defense.  I do remember not having towns at all and just capturing the base....I guess this would be movement a little further in the direction of adding the town as the target of capture in order to capture the base.  Maybe a few cities with no airfield attached?  Or just the depot idea as a capture point?  Obviously I haven't thought this out well...but the idea sounds cool in general.

I wonder if this would result in less airbase leveling.  Folks who are bombing could have a more meaningful target to bomb and folks who want to up a fighter and just fight might be less likely to have the FH's dropped at the airbase they want to up from.
Title: Re: Supply Depot
Post by: bustr on January 03, 2013, 07:04:51 PM
The more complexity you add to the MA the more you will find no one using those toys and running off to other corners of the map to chase each other around going piu, piu, piu. The closer you get to a game restructuring that allows systematic chokepoint castration of the equal ability to piu, piu, piu all the way down to the war win notification. You will be delighted to death while flying very long distances to find someone to go piu, piu, piu at you.

Do you ever asked yourself why the MA can keep hundreds of players entertained day after day while the Special Historical events are one or two days a week? And often have numbers problems if they have numerous ongoing frames over months? Complexity cannot be addressed by the chaotic random nature of the general MA player base 24x7. Militairy organisations with their membership following orders are stuctured to accomplish that outcome.

Simplicity is not as easy as you are bored to death by it. Solving problems with complexity is very often a good indication of the easily bored from lack of nuance rather than outcomes. Complexity hides a universe of unintended cosiquences that eventualy destroys the consturct with it's weight. But, it is by no means boring while your ship is sinking all around you and you have a well organised, sturctured abandon ship plan with everyone executing their bit down to the end. Then you just have to find another ship to sink with complexity and a crew of the like minded willing to do their bit.

Your average person dosen't want complexity just to have fun for a few hours a night in the MA. Nor do they appreciate the uncertainty that their ability to equaly have fun will not be possible at any other time they login in the future.

Why not ask HiTech to add your toys into the SEA arena of the nature and complexity you want. Then go there and play 2 side war with strategic choke holds and end run killer blows? If any of them are winners the players will advocate for Hitech to move them into the MA full time. They will at least be advocating from experience and their wallets versus Hope and Praying that it might work in some form in the MA if Hitech would simply listen to your advice on what will enhance his simple MA.
Title: Re: Supply Depot
Post by: Chalenge on January 03, 2013, 09:36:52 PM
Nope. All I want is something a little more interesting than one building with trucks that pop out every ten minutes. Something with defensive guns (auto) and things to blow up. It does not have to add to complexity of the game at all.
Title: Re: Supply Depot
Post by: Brakechk on January 04, 2013, 08:14:46 AM
The more complexity you add to the MA the more you will find no one using those toys and running off to other corners of the map to chase each other around going piu, piu, piu. The closer you get to a game restructuring that allows systematic chokepoint castration of the equal ability to piu, piu, piu all the way down to the war win notification. You will be delighted to death while flying very long distances to find someone to go piu, piu, piu at you.

Do you ever asked yourself why the MA can keep hundreds of players entertained day after day while the Special Historical events are one or two days a week? And often have numbers problems if they have numerous ongoing frames over months? Complexity cannot be addressed by the chaotic random nature of the general MA player base 24x7. Militairy organisations with their membership following orders are stuctured to accomplish that outcome.

Simplicity is not as easy as you are bored to death by it. Solving problems with complexity is very often a good indication of the easily bored from lack of nuance rather than outcomes. Complexity hides a universe of unintended cosiquences that eventualy destroys the consturct with it's weight. But, it is by no means boring while your ship is sinking all around you and you have a well organised, sturctured abandon ship plan with everyone executing their bit down to the end. Then you just have to find another ship to sink with complexity and a crew of the like minded willing to do their bit.

Your average person dosen't want complexity just to have fun for a few hours a night in the MA. Nor do they appreciate the uncertainty that their ability to equaly have fun will not be possible at any other time they login in the future.

Why not ask HiTech to add your toys into the SEA arena of the nature and complexity you want. Then go there and play 2 side war with strategic choke holds and end run killer blows? If any of them are winners the players will advocate for Hitech to move them into the MA full time. They will at least be advocating from experience and their wallets versus Hope and Praying that it might work in some form in the MA if Hitech would simply listen to your advice on what will enhance his simple MA.

Actually I was thinking of more stuff to go piu piu piu at while not having to do in base ack (mine or theirs).