Aces High Bulletin Board
General Forums => Wishlist => Topic started by: johnyjones on March 21, 2014, 08:50:19 AM
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the title says it all, how about troops that shoots, attacks and defends.
this way troops could also be used to defend a field against other sets of troops.
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the title says it all, how about troops that shoots, attacks and defends.
this way troops could also be used to defend a field against other sets of troops.
we've got actual people (players) that can do that.
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yes and i found this quite annoying that player while in a chute can shoot troops while the troops wont shoot back
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I think in the short term it would be better to expand the role of the troops rather than HTC take on some huge programming/"coading" undertaking.
I think it would be easier for HTC to code troops to have specific goals. As I've suggested before, have different kinds of troops available in the hanger. Currently, we just have "troops" to capture a map room. Why not include engineers to destroy X number of buildings, or commandos to destroy X number of auto ack? Etc. I'm thinking specific roles that could be used in a town setting, not so much in attacking an airfield or gv base.
The FPS aspect does not really interest me at this point in AH.
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I think in the short term it would be better to expand the role of the troops rather than HTC take on some huge programming/"coading" undertaking.
I think it would be easier for HTC to code troops to have specific goals. As I've suggested before, have different kinds of troops available in the hanger. Currently, we just have "troops" to capture a map room. Why not include engineers to destroy X number of buildings, or commandos to destroy X number of auto ack? Etc. I'm thinking specific roles that could be used in a town setting, not so much in attacking an airfield or gv base.
The FPS aspect does not really interest me at this point in AH.
we've got actual people (players) that can do that.
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i'll tell you what,why don't just like the game play itself--let it fly all the plane's-tanks-ships--everything--while we just set back and watch....jj you keep wishing for stuff that takes play out of player..i'm a player,i want to play this game,not sit back and just watch it...was it your troops the parachutist shot down..in WWII pilots carried handguns.and would shoot at bad guys if they were in their landing area..in our game it's fun and necessary to kill troops or you lose the base.you need to wish for something more useful.
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Map Room Pilots!
This is directed at you!
And so is all of my hate!
:)
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Map Room Pilots!
This is directed at you!
And so is all of my hate!
:)
:rofl
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I do kind of see his point about how silly it is that a pilot can bail, camp the maproom, and pick off the troops at leisure because they don't shoot back.
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i'll tell you what,why don't just like the game play itself--let it fly all the plane's-tanks-ships--everything--while we just set back and watch
it seems to be an odd trend lately on this forum for people to wish for duller things (driving trains) or more AI to do more of the playing for them (AI troops, AI gunners on buffs, etc) :headscratch:
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it seems to be an odd trend lately on this forum for people to wish for duller things (driving trains) or more AI to do more of the playing for them (AI troops, AI gunners on buffs, etc) :headscratch:
:aok +1
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it seems to be an odd trend lately on this forum for people to wish for duller things (driving trains) or more AI to do more of the playing for them (AI troops, AI gunners on buffs, etc) :headscratch:
AI Troops:
Yes.
AI Gunners:
No.
Map room pilotz!!!! You shall die!
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As far as the troops go, will there at some point in game upgrades be an increase in the number of troops needed to take a field?? Just seems a little silly to me still that 10 troops walk into a town and take over the place!!At least increase it to like 20 or 30 troops !!yes/no? whats your thoughts
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As far as the troops go, will there at some point in game upgrades be an increase in the number of troops needed to take a field?? Just seems a little silly to me still that 10 troops walk into a town and take over the place!!At least increase it to like 20 or 30 troops !!yes/no? whats your thoughts
I've also vouched for getting away from every troop carrier being able to carry 10 troops and/or mixing things up in terms of how many troops it takes to capture the map room. No, it isn't representative of the real deal. British Royal Marine Commandos, or US Army Rangers, or other such special forces are not going to send 10 troops via M3 half track barreling through the forest at top speed to an enemy town in hopes of getting to the "map room" to blow it up and declare the base now theirs. It is just a representation, obviously.
Also, currently with 10 troops in every troop carrier and the base needing 10 troops for the "winz", it is too easy for a defender to strafe the troops, get only one, and save the day. I say any one of a number of things could mix it up easy enough to make it more involved.
HTC could give each troop carrier a number of troops more closely matched to what it could actually carry in WWII. The M3 and SdKfz 251 both could legitimately carry 10 combat troops, so I say leave it the same. The LVT-2 could carry 18 troops. The C47 goon could carry 28 paras (or thereabouts). So with that in mind why not keep the M3 and 251 at 10, increase the LVT-2 to 12, and the goon to 14 or 16? Oh, and why not up the number of troops needed to 12 to capture a map room to 12? By increasing to 12 the two larger troops carriers would always be available to get the capture providing the hangers are up, and the M3's speed would be more of a luxury with 2 M3's needed or a combo of an M3 and a jeep. Simple, yet it mixes it up.
HTC could also play with the % of buildings that need to be down as well. Remember, AH is full of arbitrary settings. I wish HTC would consider mixing up times and requirements for capture, OBJ destruction, etc, etc, from time to time to put a spin on things.
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I've also vouched for getting away from every troop carrier being able to carry 10 troops and/or mixing things up in terms of how many troops it takes to capture the map room. No, it isn't representative of the real deal. British Royal Marine Commandos, or US Army Rangers, or other such special forces are not going to send 10 troops via M3 half track barreling through the forest at top speed to an enemy town in hopes of getting to the "map room" to blow it up and declare the base now theirs. It is just a representation, obviously.
Also, currently with 10 troops in every troop carrier and the base needing 10 troops for the "winz", it is too easy for a defender to strafe the troops, get only one, and save the day. I say any one of a number of things could mix it up easy enough to make it more involved.
HTC could give each troop carrier a number of troops more closely matched to what it could actually carry in WWII. The M3 and SdKfz 251 both could legitimately carry 10 combat troops, so I say leave it the same. The LVT-2 could carry 18 troops. The C47 goon could carry 28 paras (or thereabouts). So with that in mind why not keep the M3 and 251 at 10, increase the LVT-2 to 12, and the goon to 14 or 16? Oh, and why not up the number of troops needed to 12 to capture a map room to 12? By increasing to 12 the two larger troops carriers would always be available to get the capture providing the hangers are up, and the M3's speed would be more of a luxury with 2 M3's needed or a combo of an M3 and a jeep. Simple, yet it mixes it up.
HTC could also play with the % of buildings that need to be down as well. Remember, AH is full of arbitrary settings. I wish HTC would consider mixing up times and requirements for capture, OBJ destruction, etc, etc, from time to time to put a spin on things.
Very nice setup, I like it.
+1
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I always thought the first logical test of FPS would be a few of the base capture troops are player manned positions.
Consider all of the unintended consequences of that. Newbie player doesn't get how to man the FPS troop and never gets to the map room. Result, 4 hours of hard work down the drain. Or, player manned FPS troop gets PO'd at the armchair generals screeching from their hovering fighters where and how to go and he slows to a crawl. Or player manned FPS troop decides he wants to run over to the airfield and spawn camp the runway, screw the capture.
Once a player and his freedom of choice and mobility is injected into the capture mechanism at such a level. The numbers of things that can go wrong, along with impacting the fun of, and sense of accomplishment expected by, the group who just expended the majority effort is exposed to an unnecessary risk. By the time you need troops to run into a map room, you basically need mindless suicidal robots. Not humans who will hesitate, worry about getting caught, or will just want to act contrary.
At the time Hitech introduces player FPS troops, I hope he introduces a different capture mechanism that will not rely on humans to replace robotic single minded purpose as the flag capture process. Like not introducing strategic objects which can be bombed to 0% effectively killing the war effort of a whole country by a single player's button press from his safe bombers at 30,000ft. Player FPS troops as part of the flag capture holds the efforts of many to the calamity or caprice of a tiny number of players. Suicidal robots are for now a fair solution.
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Maybe instead of having capture-the-flag/maproom, it instead becomes "capture and hold territory." Move the capture mechanics away from the fields themselves, so attacking a field instead has more to do with suppressing bases supporting the capture target, rather than capturing the base itself. This would also require much more effort on the attacker's part, because they may now have to pin down multiple fields to capture the area rather than being able to mob a single base at a time to roll it.
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Most base captures these days look like adults parodying grade schoolers trying to play soccer. The best you get in most cases is everyone, including some times the goalie, running the same direction the ball is rolling. And you are projecting a future game that only the US Military could pull off playing in a complex structured manner. Because they have the power to bring up anyone not complying with orders on articles.
So how are you going to force(punish) the AH grade school soccer team to comply long enough to pull off your well organized vision? Making the game mechanisms more complex will not suddenly make the players anything more than they currently are.
After 12 or so years, if more complexity was going to be the ultimate secret to increasing membership in this game. We probably wouldn't have players much younger than their mid 20's nor older than their late 40's. Structured complexity is very demanding, frustrating and taxing on most people. Games that are fun, leave the complexity level up to the imaginations of it's players, while keeping it's structures accessible to even the least able of it's players. One of Hitech's strengths.
Complex structures tend to fall apart under their own weight unless they are slavishly tended too all the time. And so they have functionally imposed fitness requirements for the operators to keep grade schoolers from breaking them.
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Also, currently with 10 troops in every troop carrier and the base needing 10 troops for the "winz", it is too easy for a defender to strafe the troops, get only one, and save the day. I say any one of a number of things could mix it up easy enough to make it more involved.
HTC could give each troop carrier a number of troops more closely matched to what it could actually carry in WWII. The M3 and SdKfz 251 both could legitimately carry 10 combat troops, so I say leave it the same. The LVT-2 could carry 18 troops. The C47 goon could carry 28 paras (or thereabouts). So with that in mind why not keep the M3 and 251 at 10, increase the LVT-2 to 12, and the goon to 14 or 16? Oh, and why not up the number of troops needed to 12 to capture a map room to 12? By increasing to 12 the two larger troops carriers would always be available to get the capture providing the hangers are up, and the M3's speed would be more of a luxury with 2 M3's needed or a combo of an M3 and a jeep. Simple, yet it mixes it up.
It doesn't relate directly to your wish, but something to keep in mind.
HTC has said that if they ever increased the number of troops a single player could bring to a capture they would also increase the number of troops NEEDED to capture to match.
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If you increase the amount of troops that are required to take a base. HiTech would simply increase the capacity of the troop carrier vehicles/plane to that limit. So it would still only require 1 m3 1 sdk or 1 C47 to take a base. Not 2 like you are wanting. HiTech stated this a while ago.
Tinkles
<<S>>
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It doesn't relate directly to your wish, but something to keep in mind.
and
I'm well aware of HTC's current position on adjusting the number of troops the carriers carry and the number of troops needed to capture a map room. However, the only things absolute are death and taxes. In terms of AH, one just can't hang their hat on a "for sure" thing. :aok
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I think the map room concept would have to go first. I would like capture to be based upon the occupation of a building by an infantry man.
In its simplest form infantry either shoots enemy infantry or occupies buildings. I guess as it is now those buildings would be a combination of town buildings and barracks.
Occupy more than #% buildings = capture and access to gguns.
So to defend a town fill the buildings with defending troops..... Shoot incoming troops and troop carriers.
To attack a town , kill gguns, release attacking troops, destroy buildings with defending troops, shoot incoming defensive troop carriers.
COAD would be such that each trooper heads to the nearest town building not occupied by freindly.
If occupied by enemy a quick shoot out kills both leaving the building unoccupied.
The state of the town buildings ( destroyed or not) makes no difference. Except maybe that to kill enemy troops hiding in full buildings requires those buildings to be destroyed whereas splash damage is quite sufficient when firing upon troops hiding in rubble.
If troops see no enemy action after z minutes then they "go home for lunch"
The COAD is more complex, and I think troop icons would have to go to protect frame rates.... But the game play mechanic is really quite simple. One side had to get x% more troops into a town or onto a base than the other side.
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^ Quite like this, attackers need at least 3 - 1 in favour to take the town, nice concept :aok