Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Gorf13 on April 26, 2014, 02:47:46 PM
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Just curious if Trinity was still out of the rotation...not trying to start anything....be nice :)
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Just curious if Trinity was still out of the rotation..
Yes, still out.
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A shame. Some of my most intense and immersive dogfighting took place in that canyon area. What a fantastic map when player levels can sustain it.
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Trinity was the best map in the game, have great canyon fight along with a great GV'ing at 135. Sure both sides camped 135 but the spawn was easily broken and fun was had by all.
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Trinity was the best map in the game,
I will honor the OP's request by not commenting on that :old:
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I will honor the OP's request by not commenting on that :old:
You can comment all you want my friend. You won't change MY opinion of Trinity :aok
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A shame. Some of my most intense and immersive dogfighting took place in that canyon area. What a fantastic map when player levels can sustain it.
Agreed.......thanks for the heads-up y'all <S>
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Trinity was fun once a side captured a base on the opposite side of the mountains. A rework of the map with the mountains lowered/lessened would be great.
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Its back in 2 weeks :banana:
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Perhaps after the engine re-write beta is complete :devil
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speaking of beta, isn't that the one with mainly front line gv bases that require you to drive 5mins or more to get into a gv fight?
trash beta, bring back Trinity
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The old trinity was the best map. Had the OLDtank town, major fights in the canyons. Anything you wanted to do, could be done back then.
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Fighting in the fishbowl above 135 was. Blast. Shame it's gone.
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Trinity was my favorite map, the spawn camp at V135 was always populated, regardless of what people think. Usually one country had a camp on it, however in all hours it always had something going on (whether being attacked, shut down, or a horde)
I loved camping it, and also bombing it, honestly I thought it brought more fun to the map then any other I can think off. You always had someone up and get killed spawning in, then they would fly a P-47 or such to kill the spawn campers. Even when there were 40 people online,
you could still get some A2A action just flying cap over it, let alone the GV action.
Only thing I hated was the one base where if you spawned you had a good chance of rolling down the hill. I lost more perks on trinity then I can say I lost every other map combined.
/first tiger II ditch was from rolling off that damn hill
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+1 If you want it back in the rotation
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Fighting in the fishbowl above 135 was. Blast. Shame it's gone.
Trinity was my favorite map, the spawn camp at V135 was always populated,
Sorry guys, but one "battle" (was going to call it a good fight, but let's not kid ourselfs here.)between 2 counties in a 3 sided war is grounds enough to scrap this map. Combined with the other issues that limited combat, good ridence Trinity. Any return will be too soon.
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No one ever used Trinity's Tank Town crater, camping the wack a mole at 135 was the path of least resistance and killed the gameplay.
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No one ever used Trinity's Tank Town crater
It was always full with activity back the first time Trinity was around. I basically learned tanking there. Two years of forced retirement after the arena split broke that 'tradition'.
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Such a shame, I went there a few times but never came across more than 1 or 3 people in about 2 and a half years.
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No one ever used Trinity's Tank Town crater, camping the wack a mole at 135 was the path of least resistance and killed the gameplay.
Trinity was a cool map,I dont think the 135 spawn was a killer of the game play. I for one dont spend much time in any of the tank town's, they are all for the most part boring, but on most maps thats all the gv guys have to play in. I like and most of the other GV guys like head to head spawns fights, they have the most action and are real slug fest's, look at any map that has head to head spawns and that's where you will find the fight. Trinity's A1 head to head spawn fights were some of the best GV fights I have ever been in.
Saying spawn camping is killing game play is the same as saying vulching does, it's part of the game and ya have to live with it the way the game and maps are set up.
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Saying spawn camping is killing game play is the same as saying vulching does, it's part of the game and ya have to live with it the way the game and maps are set up.
Vulching can be avoided by spawning a field back from the line, avoiding spawn camping in a tank doing this... Well drive 25 odd miles and find out.
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I loved spawning in below that high altitude V field and driving past it on a steeply banked mountain to reach the city/strats which nobody ever expected to find a tank............so they don't look for them.
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Dunno why people think tank town was never used, actually the day I quit playing it was alive and well. People figured out that 135 was camped, so off to tank town everyone went. Three times it was packed during peak hours, at least before I quit playing - 135 was dead except for a few scavengers who thought they could break through 135.
Quite a few good battles took place there, then again a year ago is a different story, Don't know when Trinity was taken out or when it died, it was alive and well for me.
I actually liked the Tank town area on trinity, it was well mapped out with tons of space, unlike the Islands map where you basically have three giant mountains that you can't exactly drive around, so you are in a limited area. Trinity allowed people to flank and it was pretty fun watching Tiger2's pop out and get sniped by M18s.
Unfortunately It wasn't always busy, but then again I don't know how the numbers have been from 2 years ago till today.
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I believe just about any question about this map has been summed up here by Devil505's assessment:
Sorry guys, but one "battle" between 2 counties in a 3 sided war is grounds enough to scrap this map. Combined with the other issues that limited combat, good ridence Trinity. Any return will be too soon.
The majority of the pleasant recollections have been talking about v135. I know it well, and as described above only 2 countries could share that spawn. Smell the coffee, plenty of maps that have the same setup from spawn to spawn that can be camped, although I haven't seen one recently that had the shooting range with the little ducks sitting in the valley. :rolleyes:
And I thought hindsight was supposed to be 20/20. Meanwhile, there are at least 3 to 4 "new" maps that have been added in rotation that are less restrictive to flight paths to and fro possible fights.
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Vulching can be avoided by spawning a field back from the line, avoiding spawn camping in a tank doing this... Well drive 25 odd miles and find out.
Yep.... that 25 mile drive is well worth it to befuddle the campers who have no clue how a tank showed up behind them.
Almost as fun as hunting tanks that are killing trains at our city.
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Don't we have a near continual battle between two countries in a 3 sided war on every map? I believe the only time that fluctuates is when 2 sides gang the third...doesn't matter what map is up.
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Don't we have a near continual battle between two countries in a 3 sided war on every map? I believe the only time that fluctuates is when 2 sides gang the third...doesn't matter what map is up.
Pretty much, but trinity favored the Western country - the north/south were almost at war by themselves, the western country had to go through V135 to attack one base with gv's, they needed to use carriers/NOE to actually take bases.
Thus put the north/south countries at war the entire time, until the westerns showed up with carriers.
Then again I can think of a few maps that favor one country, while two others are left desired. Hindsight, these "favored" positions really did help in a way for late night, it rolled crappy maps easier.
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The majority of the pleasant recollections have been talking about v135. I know it well, and as described above only 2 countries could share that spawn. Smell the coffee, plenty of maps that have the same setup from spawn to spawn that can be camped, although I haven't seen one recently that had the shooting range with the little ducks sitting in the valley. :rolleyes:
With all the recent talk of the inability to find a fight, I fail to see much of a down side to having one central location where you are almost guaranteed to find action 24 /7.... In spite of the fact that it only involves two teams..... The same thing could be said about v85 or the other v135 Or any of the other numerous ever-popular spawn battles.
It seems you are arguing to deprive me and many others who have enjoyed v135 over the years because one poor side has to end up with the slightly disadvantaged valley side....
I always had a blast at that spawn regardless of what side I was on. Got a ton of satisfaction from being a duck in the valley knocking em off the ridge. Was it a challenge? Sure it was.... But some people really like challenges.
:salute Nishizawa
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Sorry but while V135 was the big GV spawn battle A1 was usually a large air to air fight as were the fields across the water from one another on the same side. Tank town got borked when the map was re-introduced the second time around.
Also I don't get why maps have to be even steven. As long as the counties rotate positions I like the variety of fighting maps like Trinity and Mindy provide.
I always liked Trinity and hated to see it go.
People complained it couldn't be "won". Rather than remove the map maybe they should have just gone back to weekly resets for any map that hadn't been won in x amount of days.
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Sorry but while V135 was the big GV spawn battle A1 was usually a large air to air fight as were the fields across the water from one another on the same side. Tank town got borked when the map was re-introduced the second time around.
Also I don't get why maps have to be even steven. As long as the counties rotate positions I like the variety of fighting maps like Trinity and Mindy provide.
I always liked Trinity and hated to see it go.
People complained it couldn't be "won". Rather than remove the map maybe they should have just gone back to weekly resets for any map that hadn't been won in x amount of days.
Agreed... Trinity offered a lot of different and more difficult challenges than most other maps in the rotation, even as BE posted some complained that it couldn't be won... Although in reality it could be won and was won many times over causing the map/side change and reset...
Trinity was one of my more favourable maps that was in the rotation.... Hope it comes back someday...
Cheers
TC
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A shame. Some of my most intense and immersive dogfighting took place in that canyon area. What a fantastic map when player levels can sustain it.
:aok
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Although in reality it could be won and was won many times over causing the map/side change and reset...
Well, speaking of reality it was the map least likely to be won at all. I did track the map rotation several times and it turned out that Trinity, unlike any other map was almost always going the full 7 days. Occasionally we played as much on Trinity in a single month than on all other terrains combined.
The main reason for the difficulty was the 30k mountain layout. It initially made pushing into another country's territory very difficult. Once a foothold was established, it was much easier to continue pushing there instead of capturing the missing bases from the other country.
On V135 and tank town:
V135 was the most active place on the map for sure. But not only because of the attraction of spawn camping, but also because the mountain layout often choked any activity in other places. It also mean that when flying for the south country, any battles could be much harder to find, especially at off hours.
And tank town was not "alive and well" in any way. It was mostly deserted, In later stages often captured completely by 1-3 milkrunning players, 'cause few player even bothered to take a look at it. Sometimes there was some activity in it, but generally with less than a handful of players from two sides only fighting over a single base.
When Trinity came back to AH after 2 year hiatus, several of us old timers tried to get TT going again. Promotion on all channels and the BBS. Each time we failed, the spark could not ignite the fire again.
In the days of old, an "alive & well" tank town on Trinity meant 40-150 players at any given moment (depending on time of day) slugging it out in the center, the original "tank town". Back then TT was the only place that never stopped to have action, not matter at which time and for which country you were going there. The V135 spawncamp was just a minor sideshow at best.
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Dunno why people think tank town was never used, actually the day I quit playing it was alive and well. People figured out that 135 was camped, so off to tank town everyone went. Three times it was packed during peak hours, at least before I quit playing - 135 was dead except for a few scavengers who thought they could break through 135.
Quite a few good battles took place there, then again a year ago is a different story, Don't know when Trinity was taken out or when it died, it was alive and well for me.
I actually liked the Tank town area on trinity, it was well mapped out with tons of space, unlike the Islands map where you basically have three giant mountains that you can't exactly drive around, so you are in a limited area. Trinity allowed people to flank and it was pretty fun watching Tiger2's pop out and get sniped by M18s.
Unfortunately It wasn't always busy, but then again I don't know how the numbers have been from 2 years ago till today.
:aok
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Sorry but while V135 was the big GV spawn battle A1 was usually a large air to air fight as were the fields across the water from one another on the same side. Tank town got borked when the map was re-introduced the second time around.
Also I don't get why maps have to be even Steven. As long as the counties rotate positions I like the variety of fighting maps like Trinity and Mindy provide.
I always liked Trinity and hated to see it go.
People complained it couldn't be "won". Rather than remove the map maybe they should have just gone back to weekly resets for any map that hadn't been won in x amount of days.
I agree I liked that map and would like to see it back with old tank town. V135 was fun I liked to drive a Tiger out from the base and long range the enemy tanks hiding by the bridge at about 2900 yards away. ( I liked the reference to judge Robert Bork, got Borked) :aok
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Well, speaking of reality it was the map least likely to be won at all. I did track the map rotation several times and it turned out that Trinity, unlike any other map was almost always going the full 7 days. Occasionally we played as much on Trinity in a single month than on all other terrains combined.
The main reason for the difficulty was the 30k mountain layout. It initially made pushing into another country's territory very difficult. Once a foothold was established, it was much easier to continue pushing there instead of capturing the missing bases from the other country.
On V135 and tank town:
V135 was the most active place on the map for sure. But not only because of the attraction of spawn camping, but also because the mountain layout often choked any activity in other places. It also mean that when flying for the south country, any battles could be much harder to find, especially at off hours.
And tank town was not "alive and well" in any way. It was mostly deserted, In later stages often captured completely by 1-3 milkrunning players, 'cause few player even bothered to take a look at it. Sometimes there was some activity in it, but generally with less than a handful of players from two sides only fighting over a single base.
When Trinity came back to AH after 2 year hiatus, several of us old timers tried to get TT going again. Promotion on all channels and the BBS. Each time we failed, the spark could not ignite the fire aga
In the days of old, an "alive & well" tank town on Trinity meant 40-150 players at any given moment (depending on time of day) slugging it out in the center, the original "tank town". Back then TT was the only place that never stopped to have action, not matter at which time and for which country you were going there. The V135 spawncamp was just a minor sideshow at best.
I always wondered why they changed Old tank Town? It was great fun with much action and I miss it. :(
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I always wondered why they changed Old tank Town? It was great fun with much action and I miss it. :(
Well, for the most part it was no deliberate change of Trinity's tank town itself. Trinity was removed from rotation after the great arena split of 2006, and when it came back we already had several iterations of general terrain updates. Which indirectly affected Trinity's tank town area when it came back. It also absolutely killed NDisles Tank Town for some time as well (hedges).
The other main problem was that with being gone for so long, a huge part of the player base had never experienced TT on that map and thus did not go there immediately. And you know, nobody goes there if nobody is there...
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Maybe if the major inhibitive problems as described in length by Lusche in this thread can be fixed and THEN V135 could be returned. Until then, what do you expect the rest of the folks who pay to play a game called Aces High, or happen not to have a spawn to V135, to do for 7 days? I expect they will do as they did when it was in rotation, log off.
So, bring a more compelling argument (tell the truth) for what advantages bringing a two sided GV battle into a 3 sided war (borrowed from Devil505) has.
Those who think it should not have been removed from rotation are obviously biased (nothing including reduced interest in the game should interfere with their ability to do what they please):
I agree I liked that map and would like to see it back with old tank town. V135 was fun I liked to drive a Tiger out from the base and long range the enemy tanks hiding by the bridge at about 2900 yards away. ( I liked the reference to judge Robert Bork, got Borked) :aok
Sorry but while V135 was the big GV spawn battle A1 was usually a large air to air fight as were the fields across the water from one another on the same side. Tank town got borked when the map was re-introduced the second time around.
Also I don't get why maps have to be even steven. As long as the counties rotate positions I like the variety of fighting maps like Trinity and Mindy provide.
I always liked Trinity and hated to see it go.
People complained it couldn't be "won". Rather than remove the map maybe they should have just gone back to weekly resets for any map that hadn't been won in x amount of days.
With all the recent talk of the inability to find a fight, I fail to see much of a down side to having one central location where you are almost guaranteed to find action 24 /7.... In spite of the fact that it only involves two teams..... The same thing could be said about v85 or the other v135 Or any of the other numerous ever-popular spawn battles.
It seems you are arguing to deprive me and many others who have enjoyed v135 over the years because one poor side has to end up with the slightly disadvantaged valley side....
I always had a blast at that spawn regardless of what side I was on. Got a ton of satisfaction from being a duck in the valley knocking em off the ridge. Was it a challenge? Sure it was.... But some people really like challenges.
:salute Nishizawa
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I used to like it on Titanic Tuesdays when we had 500+ in the arena. When you put 100 in tanks and IL2s at A1 you end up with a major fight.
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Vulching can be avoided by spawning a field back from the line, avoiding spawn camping in a tank doing this... Well drive 25 odd miles and find out.
Maybe I should have phrased that better, GV spawn camping and vulching the end of the runway are the same thing, just different vehicles involved. both cases you dont have to up there. I have driven to the back side of the 135 in a T2 just to kill the campers, took forever but I did it.
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Trinity was fun once a side captured a base on the opposite side of the mountains. A rework of the map with the mountains lowered/lessened would be great.
Or had more canyons. This would just like the canyon fight referred to, naturally funneled most of the action to those areas
Truthfully though. Trinity was good when there were much more players playing. Pre arena split. There simply isnt the numbers at the moment for it
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Or had more canyons. This would just like the canyon fight referred to, naturally funneled most of the action to those areas
Truthfully though. Trinity was good when there were much more players playing. Pre arena split. There simply isnt the numbers at the moment for it
Bring trinity map back more people will get new accounts :cheers:
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Maybe if the major inhibitive problems as described in length by Lusche in this thread can be fixed and THEN V135 could be returned. Until then, what do you expect the rest of the folks who pay to play a game called Aces High, or happen not to have a spawn to V135, to do for 7 days? I expect they will do as they did when it was in rotation, log off.
So, bring a more compelling argument (tell the truth) for what advantages bringing a two sided GV battle into a 3 sided war (borrowed from Devil505) has.
Those who think it should not have been removed from rotation are obviously biased (nothing including reduced interest in the game should interfere with their ability to do what they please):
it has been stated there were other fights aside from 135... A1 was a lot of fun as well, with lots of air action... And I recall plenty of air action over 135 as well.
I intended to address the "two sided GV battle/3 sided war thing" by saying trinity is no different than several of the maps currently in the rotation (don't know the names but the one with the v85 spawn, the other v135, v136 spawn, another on the pizza map, and several other maps with GV spawn hotspots). I assume swarms of folks don't log when they see those maps.
Assuming the issue is distance to a decent air to air fight, I would think it would help:
1)if a few more ports/carriers were added along each sides respective seaboards
2)throw a couple "Malta's" in each of the seas
3)I wonder what unintended consequences lowering the mountains ranges would have.... Perhaps a high alt AF to fight over in the midst of the mountains.... Just plant it away from 135. ;)
If the inability to win the map is the issue:
4)if the map is still sitting there for the full rotation time, why not lower the rotation time to 4 days per map? Give the perkies to the side with the most bases at the end of 4 days.
Those who would like to see trinity banished forevermore are biased as well, but I hardly think Hitech's gonna go along with their true desires to banish GVs altogether along with trinity.
:salute Nishizawa
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3)I wonder what unintended consequences lowering the mountains ranges would have....
I wonder about that too... because I can't really think of any when lowering the mountains from a rather ridiculous 30k (how high was Mt. Everest again? ;)) to a more reasonable value.
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I intended to address the "two sided GV battle/3 sided war thing" by saying trinity is no different than several of the maps currently in the rotation (don't know the names but the one with the v85 spawn, the other v135, v136 spawn, another on the pizza map, and several other maps with GV spawn hotspots). I assume swarms of folks don't log when they see those maps.
I think it's Compello, but I can't remember exactly. The big differences here lay in the fact that the v85 spawn can easily be knocked out by bombers, whose only physical barrier is the cross-channel flight. Also, you have close air bases in which fighter defenders or anti-Gv planes can launch. There are many ways to battle over v85. Furthermore if you that map has many other areas where combat takes place.
The problem with v135 on Trinity is that the mountains make it a chore to fight with an aircraft. so the GV spawn camp often goes on in stalemate. If you don't want to fight for v135 then your SOL because that's the only battle.
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I think it's Compello, but I can't remember exactly. The big differences here lay in the fact that the v85 spawn can easily be knocked out by bombers, whose only physical barrier is the cross-channel flight. Also, you have close air bases in which fighter defenders or anti-Gv planes can launch. There are many ways to battle over v85. Furthermore if you that map has many other areas where combat takes place.
The problem with v135 on Trinity is that the mountains make it a chore to fight with an aircraft. so the GV spawn camp often goes on in stalemate. If you don't want to fight for v135 then your SOL because that's the only battle.
that is far from true. A1 is also another battle, the port and coastal bases on either side are always busy with battles as we're the coastal bases to the south. If you couldn't find a fight on Trinity it wasn't the maps fault, it was your own fault.
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that is far from true. A1 is also another battle, the port and coastal bases on either side are always busy with battles as we're the coastal bases to the south. If you couldn't find a fight on Trinity it wasn't the maps fault, it was your own fault.
Lemme guess... another peak time US flyer...
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I wonder about that too... because I can't really think of any when lowering the mountains from a rather ridiculous 30k (how high was Mt. Everest again? ;)) to a more reasonable value.
wasn't this supposed to be happening? The only downside I suppose would be making bomb****ing 135 a little easier, but it's not terribly difficult to just fly through the canyon to accomplish this.
I think it's Compello, but I can't remember exactly. The big differences here lay in the fact that the v85 spawn can easily be knocked out by bombers, whose only physical barrier is the cross-channel flight. Also, you have close air bases in which fighter defenders or anti-Gv planes can launch. There are many ways to battle over v85. Furthermore if you that map has many other areas where combat takes place.
The problem with v135 on Trinity is that the mountains make it a chore to fight with an aircraft. so the GV spawn camp often goes on in stalemate. If you don't want to fight for v135 then your SOL because that's the only battle.
You are describing what I believe was a conscious effort by the map designers to allow GVers to have their fun and make it difficult for planes to interrupt their lil spawn battle. I know that's the case with Greebos map.... It's evidently the case with the southwest 135/136 spawn off to itself many islands map. If the planes are lacking action with the trinity map, wouldn't my other discarded unquoted points address that? Why must air to air game be promoted at the expense of the GV game? The "GV spawn camp often goes on in stalemate" if I'm reading you right is EXACTLY what the GVers have a blast with..... A frantic spawn battle.... That is what the 135 spawn was and why it's so sorely missed.
:salute Nishizawa
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wasn't this supposed to be happening?
So it's been said... :old: ;)
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Lemme guess... another peak time US flyer...
Aren't the majority of ah players peak time US flyers? Sorry you live across the pond, and there aren't enough of your people playing during your peak time. Why are we catering to the minority of players again?
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Aren't the majority of ah players peak time US flyers? Sorry you live across the pond, and there aren't enough of your people playing during your peak time. Why are we catering to the minority of players again?
Peak time is only a small time window and thus I wouldn't be so sure it's only a (small) minority of players playing during that time. And for sure it's not only those "across the pond", many US players playing during non peak times as well, for various reasons.
And only a fool would think making AH an attractive playground only during a 4h period each day beign a wise move for overall numbers, business and in the end not having a negative impact on peak hour as well.
As been said, trinity worked much better when we had about twice the numbers airborne at any given moment.
By the way, the numbers you are currently having at US peak hours had about been the numbers we had at euro prime time when I joined...
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that is far from true. A1 is also another battle, the port and coastal bases on either side are always busy with battles as we're the coastal bases to the south. If you couldn't find a fight on Trinity it wasn't the maps fault, it was your own fault.
Always? Not even close. The A1 fight was just as stationary as the v135 GV spawn camp. Could good fights exist there? sure. But it could easily be snuffed out with a horde or a group of 262. If the A1 fight goes sour, then what? likewise, the taking a CV to the south coast is fine if the CVs are close. But then the fools on defense sink the boat and it takes 4 hours to get back there. Very rarely could a country grab a foothold via CV and hold it.
Lemme guess... another peak time US flyer...
I play in the US peak time. It still sucked.
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wasn't this supposed to be happening? The only downside I suppose would be making bomb****ing 135 a little easier, but it's not terribly difficult to just fly through the canyon to accomplish this.
You are describing what I believe was a conscious effort by the map designers to allow GVers to have their fun and make it difficult for planes to interrupt their lil spawn battle. I know that's the case with Greebos map.... It's evidently the case with the southwest 135/136 spawn off to itself many islands map. If the planes are lacking action with the trinity map, wouldn't my other discarded unquoted points address that? Why must air to air game be promoted at the expense of the GV game? The "GV spawn camp often goes on in stalemate" if I'm reading you right is EXACTLY what the GVers have a blast with..... A frantic spawn battle.... That is what the 135 spawn was and why it's so sorely missed.
:salute Nishizawa
The tank town in the center was built for that explicit reason. V135 is the opening move to enter the other country's territory, but it's placment prevents progress with air power.
The GV's were put in this game to facilitate a greater battle. IL-2 types attack the tanks, bomber's attacking the Vbases, and fighters atacking anything that flies. Think of the greater game like the food chain in the ocean, then the v135 spawn is a lobster tank. And it shouldn be so limited in scope.
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The tank town in the center was built for that explicit reason. V135 is the opening move to enter the other country's territory, but it's placment prevents progress with air power.
Be that as it may the topography of the 135 spawn is what I believe accounts for its popularity over tank town... Again you dismiss suggestions that directly address this.
The GV's were put in this game to facilitate a greater battle. IL-2 types attack the tanks, bomber's attacking the Vbases, and fighters atacking anything that flies. Think of the greater game like the food chain in the ocean, then the v135 spawn is a lobster tank. And it shouldn be so limited in scope.
I'll not be so bold as to presume to speak for Hitech and and his motivations for adding GVs to the game but whatever the reasons I'm betting he's not disappointed with the life all their own that they took. I also wonder if Hitech would agree that GVs are simply nothing more than il2 food in today's AH food chain.
:salute Nishizawa
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{snip}
Assuming the issue is distance to a decent air to air fight, I would think it would help:
1)if a few more ports/carriers were added along each sides respective seaboards
2)throw a couple "Malta's" in each of the seas
3)I wonder what unintended consequences lowering the mountains ranges would have.... Perhaps a high alt AF to fight over in the midst of the mountains.... Just plant it away from 135. ;)
If the inability to win the map is the issue:
4)if the map is still sitting there for the full rotation time, why not lower the rotation time to 4 days per map? Give the perkies to the side with the most bases at the end of 4 days.
Those who would like to see trinity banished forevermore are biased as well, but I hardly think Hitech's gonna go along with their true desires to banish GVs altogether along with trinity.
:salute Nishizawa
We agree! :aok If these issues would be addressed, I would LOVE to see you and other Trinity supporters have their map back into rotation. I wish more folks could admit their can be compromise.
So, you see I don't want Trinity banished forever. I would not however like to see it return to its former state (addressing none of the problems and returning it to rotation as it was would infuriate many more players than support it).