Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Lone82 on August 19, 2013, 02:39:22 PM
-
A Steel Mill.
1: Damage would affect the downtime's of FH's, VH,s, BH's & CV's.
2: Not easily taken down. Say each building at Steel Mill Strat has the same Hardness of FH's, VH,s & BH's.
3: Affected downtime of FH's, VH,s, BH's & CV's much lower than objects currently affected by other Strategic targets. Perhaps 1/4.
4: Reduction in Steel Mill Strat's downtime by resupply same as other Strategic Targets.
(http://4.bp.blogspot.com/-AWr--fMbtac/UKEnUyu5-BI/AAAAAAAADJc/2SYnyd_tX_E/s1600/Chicago+US+Steel+1SA0000040015.jpg)
(http://3.bp.blogspot.com/-w_M_9H1sAVs/UKEomOs81DI/AAAAAAAADJk/rOvj8cq8JT4/s1600/Gary+West+1PK0000010136.jpg)
(http://3.bp.blogspot.com/-w_M_9H1sAVs/UKEomOs81DI/AAAAAAAADJk/rOvj8cq8JT4/s1600/Gary+West+1PK0000010136.jpg)
-
I applaud the effort to add more more strategic targets without hesitation, however adding such a "mirco" specific target makes less sense at this point vs something in a larger more "macro" sense such as a rail yard, ship yard, aircraft factory, tank factory, etc. In the future if HTC wants to get more precise in the how and what categories, they could add oil fields, steel mills, grain fields, iron/copper mines, and any other strategic source of material.
Good wish, just direct it to a more useful and pragmatic item. :aok
-
Rail yards and supply depots that stop trains and convoys from spawning would be a nice touch.
-
Rail yards and supply depots that stop trains and convoys from spawning would be a nice touch.
+1
-
What about a shipyard object, that adds a delay to the CV respawn time?
-
What about a shipyard object, that adds a delay to the CV respawn time?
That's the reason I suggested a Steel Mill. Lack of steel would affect the rebuilding times of all structures including ships.
-
That's the reason I suggested a Steel Mill. Lack of steel would affect the rebuilding times of all structures including ships.
Of course you did. ;)
I could see rail yards and ship yards adding another few minutes to convoys, trains, and barges either via slowing their pace or delaying their re-spawn. Also perhaps increase the default repair time of hangers by a few mins, too.
-
The devil is in the details, and your details I can squable over for a while.... BUT!...
First and foremost, your diea for a Steel Mill strat (despite the details of how it will work and what it will impact and to what extent...) is brilliant! Never heard it before here and I think it fits the current theme of things like a glove.
A steel mill and rail yard can probabley get plugged into the strats north and south of the city pretty nicely, but what purpose can they have that won't radicly disrupt gameplay many miles away on the fronts but still impact it?... Being able to knock a hangar out from more than 15-minutes can be pretty brutal...
-
Question is, what would the maximum time cap for hangers/ships be? 30 minutes? 60 minutes?
Either way +50
-
Question is, what would the maximum time cap for hangers/ships be? 30 minutes? 60 minutes?
Either way +50
I think the 30 minutes is reasonable (what the hangers used to be). 60 minutes is.. well high, imo. Unless HTC adds something to balance it. But I think 30 minutes is a fair 'time cap'.
Tinkles
<<S>>
-
I could see rail yards and ship yards adding another few minutes to convoys, trains, and barges either via slowing their pace or delaying their re-spawn. Also perhaps increase the default repair time of hangers by a few mins, too.
Steel Mills of the Era (and still today) have huge Railyards and Ports. Perhaps the Strat Structure could be a combination of Mill & Railway. Unfortunately our starts aren't always on the waters edge so incorporating a Port with the Mill may not be possible
-
That's the reason I suggested a Steel Mill. Lack of steel would affect the rebuilding times of all structures including ships.
a steel mill is useless without a rail yard next to it. I know I work in one.
semp
-
Steel Mill/Railyard as a target and slightly more difficult target, I like it, good idea.
Just add the merchant ships and cargos that sup these factories on maps as well :P
-
Just add the merchant ships and cargos that sup these factories on maps as well :P
Would be nice to have a Port attached to the Mill (3 Stategic targets in 1) but that would involve modifiing the map to have a Waterway channel from the sea to the Strats default & Rear locations and I highly doubt HTC is going to do that
-
What about a shipyard object, that adds a delay to the CV respawn time?
My vote for the next strat target to add would be rail yards. However, I like the idea of something to control CV re-spawn. My I offer a suggestion? How about a new tactical target at ports, i.e. a dry-dock. There has been much speculation about what might have happened if the IJN had proceeded with their planned third strike during the Pearl Harbor raid, which had as one of it's primary targets the dry docks (as well as sub-repair facilities and other logistics support targets). Because the dry docks were spared, most of the damaged ships (including, as I recall, six out of eight battleships damaged) were able to return to service within a year or less. Otherwise, most of the heavily damaged ships would have had to be towed to California (some where probably too damaged to make the trip) for repair. Add a dry-dock to the ports that, if destroyed, would have to be repaired first (15 minutes, perhaps) before the CV timer respawn count could begin.
-
Would be nice to have a Port attached to the Mill (3 Stategic targets in 1) but that would involve modifiing the map to have a Waterway channel from the sea to the Strats default & Rear locations and I highly doubt HTC is going to do that
steel mills were normally away from the sea to avoid being destroyed from the sea. they used railroads to bring in supplies and to move steel to the ports.
that's the main reason Kaiser steel was built in the middle of nowhere but in a location that was easily supplied by train.
semp
-
(http://www.baltimorebrew.com/content/uploads/2013/05/spt_1953.jpg)
-
+1 awesome idea. As a bomber pilot, I would love to see a large scale bombing raid on steel mills. :cheers:
-
+1 awesome idea. As a bomber pilot, I would love to see a large scale bombing raid on steel mills. :cheers:
I concur. Steel mills, ball bearing plants, railroad marshaling yards and other big infrastructure that is necessary for a nation to wage war.
Bring it! :rock
-
Would like to see this added to the new terrains if we get any with the new terrain generator. We had a blast running PT boats all the way up the river to the strats but the river is more of a ditch and not even wide enough for 2 boats and pretty shallow & one small touch in the shallow and you loose a motor. Would like to see wide , deep rivers so we wouldnt have to creep along at 5-10mph
-
I'd like to see a blend of the old zone system mixed with the central strat targets. The central strat targets could resupply their respective sub-factories scatterred throughout the country. The sub-factories supply all friendly fields within a zone of influence. Captured enemy bases outside this zone will have to rely on player resupply or wait the full down time for an object to repair itself. Instead of having a bunch of factories tied to one zone base, I propose the allegiance of each sub-factory being tied to the ownership of their own field nearby (port, airfield, or v-base). If that field is captured, then the respective sub-factory will cease resupplying its default fields and will in turn start resupplying its particular zone fields owned by the possessing country.
Im torn about marshaling yards for trains and ships. If they handle transportation of supplies, the destruction of this facility would cause a strategic bottleneck. Why destroy one factory when you could destroy a marshaling yard and hamper the resupply of fields from all the factories? On the other hand, I greatly enjoy attacking and defending things of strategic value.
-
I'd like to see a blend of the old zone system mixed with the central strat targets. The central strat targets could resupply their respective sub-factories scatterred throughout the country. The sub-factories supply all friendly fields within a zone of influence. Captured enemy bases outside this zone will have to rely on player resupply or wait the full down time for an object to repair itself. Instead of having a bunch of factories tied to one zone base, I propose the allegiance of each sub-factory being tied to the ownership of their own field nearby (port, airfield, or v-base). If that field is captured, then the respective sub-factory will cease resupplying its default fields and will in turn start resupplying its particular zone fields owned by the possessing country.
Im torn about marshaling yards for trains and ships. If they handle transportation of supplies, the destruction of this facility would cause a strategic bottleneck. Why destroy one factory when you could destroy a marshaling yard and hamper the resupply of fields from all the factories? On the other hand, I greatly enjoy attacking and defending things of strategic value.
I said all that in a post I made awhile back, but you made it sound better :D
+1 to both
-
I say get rid of that mega strat and city..place the strats in separate locations behind the line...
In reality, no country would build all their war making resources in one location..
Separate strat targets behind the line..
-
I say get rid of that mega strat and city..place the strats in separate locations behind the line...
In reality, no country would build all their war making resources in one location..
Separate strat targets behind the line..
in a perfect world, maybe. Please go look up where the industrial belts were in German, Russia, Japan, and even the US. In the scale of what we are speaking of in AH, I think it goes with the territory well enough. However, I still think steel mills, railroad yards, ship yards, etc, could all be added with some relevance for bombers to have more to bomb.
-
Bumping this just because in hopes for a late addition to the new terrain engine...
DON'T HURT ME!! :angel:
-
like the idea a real original +1
but first we have to make strats worth hitting......40min-3hr flight nullified within 15min by c47s :rolleyes:
-
like the idea a real original +1
40min-3hr flight nullified within 15min by c47s :rolleyes:
:headscratch:
It absolutely is not. Each drop of supps only reduces building downtime of one factory by only 4 minutes.
Strats have a huge impact on the game, and (as I have shown in detail repeatedly) it takes a tremendous effort to redeem the damage done to the strats by a single strat raider.
-
I agree with lone82 fun runs like that are awesome!!. I would like to see the marshaling yards added a main one at the strats and several around zone bases for us fighter jocks and med buff pilots to hit. Jabos have a tough time getting to strats if there were small train yards/ depos that affected area bases I would be happy and keep the main strats that affect the country overall. :) +1 for steel mill the more strat targets the better adds a whole new level of strategy to the game :)
-
Reviving for those that missed it
-
I'd love to see a redo of the strat system.
-
Seen a lot of wishes, made a few myself. This one I can give a big +1 :aok
-
I can live out my Luftwaffe fantasies in a G6 or A5/A8 with a few friends hunting a buff mission to a rail yard or metal refinery deep in the heart of my country. <--- still a Luftweenie for hire, will fight the horde for perks.
-
Rail yards and supply depots that stop trains and convoys from spawning would be a nice touch.
+1
-
This would simply be fit into the current formula while giving you a new target to attack. Bombing down the city to 0% delays all resupply of everything in the effected country by 120 minutes I believe. That is why sometimes when you try to resupply a strat it takes forever. You first have to ensure the health of the city.
There is a strategic aspect to the game.
1. - Reduce the city to 0%.
2. - Reduce strats and their resupply will take forever after hitting the city.
3. - Reduce the radar, ammo, and AAA strat first after the city.
4. - Now when you hit an airfield the radar, auto ack and ords stay down forever while you punish the uppers and capture the town.
5. - If you take out the HQ, it takes forever for that country to get it's eyes back while you roll it.
How many of you didn't know this was in place??
-
This would simply be fit into the current formula while giving you a new target to attack. Bombing down the city to 0% delays all resupply of everything in the effected country by 120 minutes I believe. That is why sometimes when you try to resupply a strat it takes forever. You first have to ensure the health of the city.
There is a strategic aspect to the game.
1. - Reduce the city to 0%.
2. - Reduce strats and their resupply will take forever after hitting the city.
3. - Reduce the radar, ammo, and AAA strat first after the city.
4. - Now when you hit an airfield the radar, auto ack and ords stay down forever while you punish the uppers and capture the town.
5. - If you take out the HQ, it takes forever for that country to get it's eyes back while you roll it.
How many of you didn't know this was in place??
I thought the city controlled town building downtimes now. :headscratch:
-
If we decide to do anything that effects the downtime of the play of the game (Hangars), we need to have an equal reaction. Being able to resupply hangars would be a must. Not being able to up at a base for 30 minutes would suck. ESPECIALLY, in the early morning hours where (typically) Rooks are outnumbered. All they would have to do is do a strat run on the steel mill, and take down hangars, then boom, we wouldn't be able to counteract.
ALSO, the two stage main fronts is a bad idea. On some of the maps, a lot of the bases are incredibly close together. Not allowing 1 side, or sometimes either sides, to get alt. So say you're already being pounded. Now you're limited to being able to up within a half a sector of the fight, not allowing a whole of alt.
Keep the way things are now imo. I like the map/war set-up. Spread out all the strats over a single sector. Making it an industrial district with reinforced defences (Ack). But most importantly. Up the damage needed for HQ runs..
-
I thought the city controlled town building downtimes now. :headscratch:
town & hq
-
Sub-Strats to change War Win Percentages.
HTC could add sub-strats to each country that modify the percentage of fields you need to capture in that country towards winning the war and flipping the map. Some number would have to be determined along with salting them in across the medium back field of each country. They can artistically look like rail yards, steel factories and such.
Their structure would be strategic targets with about the same kill ability and rebuild\resupply ability as a town. Their purpose, as your bombers, or jabo, or tanks destroy them. The percentage of fields needed to win the war from that country is reduced from 20%. Very heavy auto ack would be reasonable due to their direct impact on winning the war.
Just as a town can be destroyed, an M3 or C47 can bring the place back up. If you own the next GV base or airfield over, hurray for your side wining the war sooner. Or hurray for that evil M3 driver or sneaky C47 pilot who gave up an hour or more to drive or NOE across a sector to stick you in the eye by bringing up the strat.
So the percentage destroyed of a substrat or combination of substrats destroyed would combine to modify the percentage of country fields you need in your possession to win the war. And that sneaky M3 driver or C47 pilot would be able to change the odds back to his country's favor in one or two trips along with the rebuild time controlled by the City strat. A detailed page from the clipboard would be needed to clearly show all country's substrat, their percentage damage in real time, and what percentage of fields are needed at that moment a country to win the war.
Targeted Outcomes or Downsides.
Those who don't care can furball or GV spawn fight like always. Those who do, now have real short term war like targets to impact the outcome of the war including the ability to stick the winning country in the eye at the last moment by resupplying.
In the end, you get a new map to do it all over again faster if one country gets it together to smash all of the substrats with strategic bomber missions and quickly steam rolls the minimum number of bases in concert. And you keep an open sand box world for the players who simply want to drop in for an hour and shoot at things. If a furball, bomber intercept or GV battle is happening near a substrat, funsies for them. Or they hunt up the usual offering of game play and not worry about the strategic war win.
The biggest downside, you will need bodies and a certain amount of coordination of assets to leverage the reduced percentage of fields to win the war quickly. On the up side, just as a last minute M3 can raise the percentage of fields needed to win the war and cut your success short. A single bomber or even jabo can suddenly win the war with the small number of bases you already have. Strategic options so to say instead of needing a hoard. But a hoard can do it like old times since the maximum number of fields needed will still be 20%.