Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Franz Von Werra on September 08, 2013, 06:31:32 AM

Title: Generals and their perks
Post by: Franz Von Werra on September 08, 2013, 06:31:32 AM
What about adding non-player characters that create extra perks for their location.

Like, have to fly him arround and keep him alive and not captured.
Maybe 1 to 3 per team, depending on player population and number of bases?

He starts at an HQ base, where 163s are available.
Next, it goes like this, fly him, in a c47(?), or bomber or gv? We choose him as a load instead of bombs or troops.
Last, land him at a base, and it gets enhancements:
*extra radar range
*extra AA guns and anti-tank guns from accompanying vehicles, like auto ack wirbs or something.
*extra bombs, repair vehicles, from supply convoy with him.
Finally, get him out of there before base gets captured...

Yes he would be killable if his transport is destroyed.
Yes capturable if his base is captured with him in it.
No gv spawning out of the base, only hangar if anything is flashing the base at all.
So fly him out in a plane, storch or gv.

Make it take awhile to get him back if killed or captured.
Have it like a cv, rank required to move him, and who moves him is announced on country channel.

Liven the game up some?
Add a convoy of planes or vehicles to the player's plane, like a formation?
And yes, any of his support stuff is destroyable ofcourse.
Title: Re: Generals and their perks
Post by: Scherf on September 08, 2013, 06:41:18 AM
Frankly, I'd love to see AH do the old Air Warrior thing with AI C-47s shuttling back and forth. I dunno, it could have some effect on supply frequency, or dar survivability, or troop-training facility / field camp hardness.

More targets, further away, for us fans of low-level strafing and hunting.
Title: Re: Generals and their perks
Post by: SmokinLoon on September 08, 2013, 08:01:36 AM
Frankly, I'd love to see AH do the old Air Warrior thing with AI C-47s shuttling back and forth. I dunno, it could have some effect on supply frequency, or dar survivability, or troop-training facility / field camp hardness.

More targets, further away, for us fans of low-level strafing and hunting.

I like this idea.  Have the resupply linked in three ways: land (trains/convoys and city/factory), sea (supply convoys and shipyard), and air (C47 and capitol/factory, etc).

The low level stuff is lacking, unless the wish if for suicide.  I really miss having some sort of strategic element to the low level Mossi or 110 run, it is hard to vouch to take either the Mossi or 110 these days when the P51D will deliver the hulk smash via horde. 
Title: Re: Generals and their perks
Post by: Chalenge on September 08, 2013, 08:15:15 AM
The goons are already there if you know where to look.  :noid
Title: Re: Generals and their perks
Post by: Zacherof on September 08, 2013, 01:51:06 PM
Frankly, I'd love to see AH do the old Air Warrior thing with AI C-47s shuttling back and forth. I dunno, it could have some effect on supply frequency, or dar survivability, or troop-training facility / field camp hardness.

More targets, further away, for us fans of low-level strafing and hunting.
:aok
Title: Re: Generals and their perks
Post by: Karnak on September 08, 2013, 01:54:09 PM
Nice idea, Franz Von Werra.  Almost certainly needs tweaking, but it looks like a fairly solid new idea, something rarely seen.
Title: Re: Generals and their perks
Post by: Tinkles on September 08, 2013, 03:33:04 PM
What about adding non-player characters that create extra perks for their location.

Like, have to fly him arround and keep him alive and not captured.
Maybe 1 to 3 per team, depending on player population and number of bases?

He starts at an HQ base, where 163s are available.
Next, it goes like this, fly him, in a c47(?), or bomber or gv? We choose him as a load instead of bombs or troops.
Last, land him at a base, and it gets enhancements:
*extra radar range
*extra AA guns and anti-tank guns from accompanying vehicles, like auto ack wirbs or something.
*extra bombs, repair vehicles, from supply convoy with him.
Finally, get him out of there before base gets captured...

Yes he would be killable if his transport is destroyed.
Yes capturable if his base is captured with him in it.
No gv spawning out of the base, only hangar if anything is flashing the base at all.
So fly him out in a plane, storch or gv.

Make it take awhile to get him back if killed or captured.
Have it like a cv, rank required to move him, and who moves him is announced on country channel.

Liven the game up some?
Add a convoy of planes or vehicles to the player's plane, like a formation?
And yes, any of his support stuff is destroyable ofcourse.

 :O


+1  :aok :aok :aok :aok

Tinkles

<<S>>
Title: Re: Generals and their perks
Post by: Franz Von Werra on September 08, 2013, 09:48:24 PM
yep, sounds neato...
I would add, that if a player gets him killed, he loses privileges to control him for the rest of the tour, if not the next one also.
seeerriiioouuss stuff! Maybe bring your whole squad to help move him! A mission or something to move him.
Title: Re: Generals and their perks
Post by: Butcher on September 08, 2013, 09:56:05 PM
Nice idea, Franz Von Werra.  Almost certainly needs tweaking, but it looks like a fairly solid new idea, something rarely seen.

no kidding especially on the wishlist forum, I was fully expecting some "arm chair general" comment.

I would certainly like to see this, given it would have a darbar to give their location away, but you have to defend them or shoot them down, so it means risking going into those locations.

+1
Title: Re: Generals and their perks
Post by: Franz Von Werra on September 08, 2013, 10:17:39 PM
more ideas:
*If he gets landed on a CV, add a Battleship for his ride.
*If he gets killed, keep him dead till map reset? Or his replacement has less exp?
*The longer he lives the larger his group? Like if at a base, he gets a higher total for number of wirbles etc, besides the ones respawning that were killed.

What to name them? uhh... !!! LOL
Title: Re: Generals and their perks
Post by: surfinn on September 08, 2013, 10:23:44 PM
Man this is a great Idea :aok  One question though. Do you have to land him at the field? If hes captured vrs killed what benefit does the enemy get?
Title: Re: Generals and their perks
Post by: guncrasher on September 08, 2013, 10:30:55 PM
so you take a c47 from a friendly base to land it at a friendly base.  where is the fight in that?  as for taking him out of the base before the field gets capture.  dont we already hide cv's?

something like this will only work if you fly him thru enemy territory 4 or 5 sectors deep then come back.  then people are gonna whine because some guy that just joined yesterday took one out.



semp
Title: Re: Generals and their perks
Post by: Karnak on September 08, 2013, 10:42:54 PM
so you take a c47 from a friendly base to land it at a friendly base.  where is the fight in that?  as for taking him out of the base before the field gets capture.  dont we already hide cv's?

something like this will only work if you fly him thru enemy territory 4 or 5 sectors deep then come back.  then people are gonna whine because some guy that just joined yesterday took one out.



semp
As noted, tweaks might be needed.  First, whatever bonuses he gives should be things are only really useful at frontline bases to encourage him being moved into danger.  The extra AA guns, or maybe tougher  structures, or maybe the town needs to be fully down to white flag.  Second, intelligence sources should report his general movements such as "System: Rook General left A32", "System: Rook General arrived at A25" with maybe a minute delay.  Consider the intelligence reports to be things like intercepted and decoded radio transmissions or messages from resistance members on the ground.  Perhaps after another minute or so, whether he is flying or driving could be revealed.

Could do a general and an admiral for each side perhaps.
Title: Re: Generals and their perks
Post by: Tinkles on September 09, 2013, 03:37:34 AM
As noted, tweaks might be needed.  First, whatever bonuses he gives should be things are only really useful at frontline bases to encourage him being moved into danger.  The extra AA guns, or maybe tougher  structures, or maybe the town needs to be fully down to white flag.  Second, intelligence sources should report his general movements such as "System: Rook General left A32", "System: Rook General arrived at A25" with maybe a minute delay.  Consider the intelligence reports to be things like intercepted and decoded radio transmissions or messages from resistance members on the ground.  Perhaps after another minute or so, whether he is flying or driving could be revealed.

Could do a general and an admiral for each side perhaps.

Gives us a reason to have like radio stations scattered across the maps, sort of like the ooold factory system. That enemies could kill to lengthen the delay time for those messages. 

Tinkles

<<S>>
Title: Re: Generals and their perks
Post by: Tilt on September 09, 2013, 05:56:40 AM
AW's interceptable logistic supply is modelled thru truck/barge convoys and trains............ albeit a land based model.

But the concept has some merit

I am not sure what the consequences of killing the General (sort of Yamamoto function) would have on arena game play other than the bonus points earned by the successful interceptor.

I think the incentives would be best linked to some sort of intelligence function.

How about the radar (dot) update rate? Killing him increases it to two minutes this time gradually reduces to arena standard over a fixed period.

The generals C47 would fly between random friendly air fields and base (uncapturable) fields and would be identified by 5 stars when in close icon range.
Title: Re: Generals and their perks
Post by: asterix on September 09, 2013, 06:31:05 AM
How about the radar (dot) update rate? Killing him increases it to two minutes this time gradually reduces to arena standard over a fixed period.
-1 if killing the vip character hampers any general arena standard settings.
+1 for the idea just because the cries "why do knights always move their general to get him killed, that`s it I`m going to Rook for a day" would make me laugh. Otherwise it is something I don`t care about.
Title: Re: Generals and their perks
Post by: Karnak on September 09, 2013, 08:03:50 AM
-1 if killing the vip character hampers any general arena standard settings.
+1 for the idea just because the cries "why do knights always move their general to get him killed, that`s it I`m going to Rook for a day" would make me laugh. Otherwise it is something I don`t care about.


I think Franz's idea about the general providing a local bonus above standard that is merely reduced to standard if he is not present for any reason is the way to go.  In addition Tinkle's idea won't work because as nation wide effect it would just mean the general was kept safe in the backfield.


I think making a base harder to capture by requiring the town to be 100% down and perhaps needing 20 troops would be the way to go.
Title: Re: Generals and their perks
Post by: surfinn on September 09, 2013, 11:48:55 AM
I agree karnak great idea. If you capture the general wouldn't it be good if ya got something for it. Like say cv sector locations, not precise but just the general sector. Maybe info on missions that were posted before he was captured.
Title: Re: Generals and their perks
Post by: save on September 09, 2013, 12:42:04 PM
A couple of achievements right there to be exploited  :cool:
Title: Re: Generals and their perks
Post by: Vinkman on September 09, 2013, 01:11:43 PM
Sound like fun.  :aok
Title: Re: Generals and their perks
Post by: Bruv119 on September 09, 2013, 01:18:57 PM
I say if someone shoots me down my team gets -10 shield deflectors.  

was accused of invisible cloak in TT the other day,  

I just came flying through a pretty thick cloud in my Spit 1 and cut the guys tail off from 200 yards @ 450 MPH.   Must be Hax  :noid

Title: Re: Generals and their perks
Post by: Bino on September 09, 2013, 01:55:33 PM
No, just the opposite:

General "Dee" Zaster is a totally automated feature of the game.  Each of the three sides gets an instantiation of him.  He spawns in a C-47 at a rear-area airbase and then goes on a tour of bases.  Where-ever he visits, pandemonium ensues: fuel bunkers run dry, radar stops pinging, hot pads go cold, the trees are filled with underwear, the toilets explode.
Title: Re: Generals and their perks
Post by: Franz Von Werra on September 09, 2013, 11:31:09 PM
For the Battleships and CV part, and land bases - Admiral/General stuff, how's this?
Where he lands determines what he brings?
This method wouldn't change any thing at already exists, it just adds a Battleship or bunch of wirbles, 88mm guns pulled by trucks(?), anti tank guns pulled by trucks(?).

Arrival:
So someone at a land base, ups in a c47 with the Admiral/General on board, lands him at a CV, and INSTANTLY(?) a battleship appears in formation with the CV, regardless of if the CV was blinking or not, or already under attack or not. If he lands at an airfield or vehicle base, blinking or not, he instantly brings his support group, spawning at their 'automatic' places, depending on the type of base.

For in combat:
Technically, he would station on the CV, even though the Battleship comes with him. So he is located in the hangar as a 'load' for all to see.
(As for who can load him is another topic)
The battle:
Anything that gets sunk... he automatically transfers to the next largest ship of the normal convoy, still appearing in the CV just like a normal dead CV, we can go to the hangar, we just can't up.
So to actually KILL HIM, the ENTIRE CONVOY would need to be DESTROYED, if someone tried to escape with him, then that vehicle or plane would need to be destroyed.
When CV's get sank, there is a normal spawn time before the whole thing gets re-spawned back near its port. IF the CV is dead, and the time expires... then, if even one destroyer was still alive, the General would spawn back to that CV's home port, with the new CV, which would have his Battleship with it, in whatever its condition was.
Hence: Yes, every LAST ship of a convoy would become subject to destruction! Better believe it!

Departure:
If the convoy is NOT blinking, then, if someone loads the General, and takes off... the Battleship INSTANTLY disappears.
If the convoy IS blinking, and someone loads him and takes off from the CV in a plane or even a PT Boat, then the Battleship stays there, in combat, until sank or the CV stops blinking.
If the General/Admiral is not on board, and the group is NOT blinking, then yes his support group INSTANTLY disappears.

Arrival:
He has to at least get a ditch, as in land closer to a friendly base or CV, than any enemy base or CV.
If he was in a loaded on board a PT boat, presumed from a dead CV, he has to get within range of either a base or another friendly CV, to get a 'successfully landed' and without an enemy anything within range of him - just like when driving a tank and hoping to get a 'successful landed.'

What he brings:
If his Battleship was burning; then, at the new cv, his Battleship would be in the same condition, burning. And as anything else, it gets repaired with time.
If he goes to a friendly Airfield, or Vehicle-base, then his 'damaged Battleship' becomes a 'damaged support group. Which also would full up, over time, like a de-acked field.

Hence: where he goes, determines what he brings.
If he lands at a CV, he brings a Battleship, if he lands at an airfield or vehicle field, he becomes his normal support group.

Would be a couple of dozen possible achievements and perk awards for any of this by the way, conditions dependent.
Title: Re: Generals and their perks
Post by: Franz Von Werra on September 13, 2013, 08:14:53 PM
Other 'bomb load' guys for the hangar to fly around:

1) Generals: as stated, to add a battleship to CV groups.  Or to add wirbles and anti-tank guns, and auto-ack personel, and extra radar range trucks?
*Edit: Yes, adding to the number of enemy troops to capture his base! Or add to the his outgoing loaded troops per c47.

2) Spys!: Drop this guy off NEAR A BASE or NEAR AN HQ, and then when we right click, we would have more detailed information.
Example: Airbase: "45 of the 50 town buildings are down" and "White Flag!" and stuff like "Aircraft Hangars: 3 of 4 are up."
Pick him up before he's been there too and captured? Or if other team brings their spy to the base?

3) Artworks: Goering's Artwork - transport it from Captured Bases back to your capital for PERKS! After capturing a base, go to hangar to see what's there?

4) War Criminals!: Martin Bormann, if at a base, he kills some of the troops so need more than 10 to capture a base?
Near end of war, escaping war criminals, LOL!!! Transport him to a distant farmhouse within enemy lines to live 'happily ever after under a different name' for achievement?

5) The Ladies!: Singer Lilly Marlene, adds to the number of troops that can be loaded into a c47?