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General Forums => Wishlist => Topic started by: Chilli on July 26, 2014, 01:41:39 PM

Title: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 26, 2014, 01:41:39 PM
Just as an option, this is a wishlist request for a new type of object. 

Minefields were important defenses against attacks.  A new "minefield" object could either include multiple trigger points or a single trigger point ( I would opt for the multiple, making laying them out somewhat like placing a small base on the terrain).


What is the purpose and how should it act


(http://31.media.tumblr.com/c0f902be5feceae14ea297d5e0eaea6b/tumblr_mp45wrz8d31r3eyedo1_500.jpg)
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 26, 2014, 01:56:59 PM
This is from an old thread and discovered by AKAK, I believe.  http://fas.org/man/dod-101/sys/land/docs/981100-schneck.htm (http://fas.org/man/dod-101/sys/land/docs/981100-schneck.htm)

It is just a little tiny blurb from the history of the use of mines. 

I am also, very sensitive to the nature of the harm in real life these devices cause.  Just like everything else that HTC has done with this game, any such addition shall be done entirely with true respect and debt owed to all those who have fought to protect our beliefs and rights. 

(Note:  This is a cartoon game, and hopefully adding such an object will only help to increase the respect for those that fought under these hellish conditions)

(http://ts2.mm.bing.net/th?id=HN.608020752045245891&pid=1.7)   (http://ts1.mm.bing.net/th?&id=HN.607987891247579280&w=300&h=300&c=0&pid=1.9&rs=0&p=0)   (http://ts1.mm.bing.net/th?&id=HN.608016057641076478&w=300&h=300&c=0&pid=1.9&rs=0&p=0)
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Tinkles on July 26, 2014, 03:41:31 PM
Just as an option, this is a wishlist request for a new type of object. 

Minefields were important defenses against attacks.  A new "minefield" object could either include multiple trigger points or a single trigger point ( I would opt for the multiple, making laying them out somewhat like placing a small base on the terrain).


What is the purpose and how should it act

  • The map designer or Scenario admin would be able to set minefields surrounding Ground Vehicle spawn points
  • The new danger will add new dimension to moving into an enemies spawn position
  • It would be the spawn's equivalent to auto guns
  • Disarming them could be tied to base ammo bunkers, even assigning particular bunkers to specific areas
  • Graphics could simulate the minefield warning signs as seen in WW2 film footage
  • Brand new ground strategy for Scenarios or possibly even Main Arena
  • The charges should reflect the amount of damage to vehicles according to armor type
  • Advanced graphics idea could render exploded tanks as burning shells for a period of time (instead of disappearing act)

(http://31.media.tumblr.com/c0f902be5feceae14ea297d5e0eaea6b/tumblr_mp45wrz8d31r3eyedo1_500.jpg)

Would air forces be able to interact with these mines, aka shooting them / bombing them to cause them to detonate and allow friendly ground forces the ability to drive past?  Also, would there be a way to spot these mines?
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: 715 on July 27, 2014, 02:37:41 AM
-1.  Emphatic -1.

Do you really want your tank to randomly blow up from mines you cannot see and have no idea where they are?  If you're up for that then how about random mechanical failures in your airplanes, like having Me163s randomly explode (as they were prone to do)?  How do you think that would go over?  (I can tell you because at one point Air Warrior implemented random mechanical failures.  It was removed almost immediately as it was extremely unpopular.)

Also, why on Earth would the enemy label their mine fields- the whole point of a mine is to catch the enemy unaware and destroy them.  The signs you show are undoubtedly after an area is secure and free of any enemy action, and therefore irrelevant to AH (since we don't have to drive long distances to our fights, we just spawn there).
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chalenge on July 27, 2014, 03:20:59 AM
-1

The mines used during WWII would only knock tracks off of the medium and larger tanks leaving the lighter vehicles as the only targets that would be killed. They already have enough to worry about.

If you want to kill light vehicles then wish for infantry with the Boys anti-tank rifle (.55 cal early war to midwar), or PIAT (late war) system to kill everything.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 27, 2014, 04:55:18 AM
The signs you show are undoubtedly after an area is secure and free of any enemy action {snip}

A good point if this is entirely true.  I would have to research it to agree that minefields weren't ever posted in live battlefields.  Since, the mines would have no way of telling friend from foe in real life, I am skeptical that they were never posted.

They were setup as barriers, the same as I would consider them in the spawn point application in the game.  Maybe I wasn't clear enough.  The minefields would present danger to those who were approaching the spawn "CAMPING" area (not randomly placed everywhere; but also available to be placed elsewhere in scenarios only).  This means that AH tankers would either keep their distance from enemy spawns or endure the dangers of crossing a minefield.

OR

Are we so Xbox oriented at getting kills from defenseless spawners that realistic buffers to tone it down are intolerable? 

-1

The mines used during WWII would only knock tracks off of the medium and larger tanks leaving the lighter vehicles as the only targets that would be killed. They already have enough to worry about.

If you want to kill light vehicles then wish for infantry with the Boys anti-tank rifle (.55 cal early war to midwar), or PIAT (late war) system to kill everything.

A tracked vehicle in an open area close to enemy spawn is just as good as destroyed.  Making the resupply (with jeep or M3) of that vehicle difficult would also be desirable.  Why else would light vehicles need to proceed onto an enemy spawn?

Again, I thought I made this clear (either in the title, or in the original post), the idea is to add danger to vehicles that are attempting to move into an enemy's spawn area
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 27, 2014, 06:45:28 AM
Would air forces be able to interact with these mines, aka shooting them / bombing them to cause them to detonate and allow friendly ground forces the ability to drive past?  Also, would there be a way to spot these mines?

I thought that they could be "deactivated" as the ammo bunkers are taken down.  I was even thinking that independent bunkers might deactivate n(umber)% of mines per minefield.  Large Airfields, having more bunkers would also possibly support more minefields, and as a bunker would go down only a portion of all minefields surrounding its spawns would be deactivated.  All bunkers destroyed then the minefields would be cleared. 

Likewise, as ammo bunkers are rebuilt, the minefields become active at a percentage equal to that of the rebuilt bunkers.

The mines would not be visible, but the minefields would be marked by a change in terrain type (pretty much the way that bases are laid onto terrains as a unit including multiple objects), contained in a barbed wire fenced, contain signs posted, and terrain made to look distinguishable.

Remember, this feature is intended to deter enemy GVs from entering an enemy's spawn area, not to randomly stalk vehicles everywhere.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chalenge on July 27, 2014, 06:51:01 AM
Players in AH are not known to stick to the intentions of the design.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: The Fugitive on July 27, 2014, 07:53:08 AM
A good point if this is entirely true.  I would have to research it to agree that minefields weren't ever posted in live battlefields.  Since, the mines would have no way of telling friend from foe in real life, I am skeptical that they were never posted.

They were setup as barriers, the same as I would consider them in the spawn point application in the game.  Maybe I wasn't clear enough.  The minefields would present danger to those who were approaching the spawn "CAMPING" area (not randomly placed everywhere; but also available to be placed elsewhere in scenarios only).  This means that AH tankers would either keep their distance from enemy spawns or endure the dangers of crossing a minefield.

OR

Are we so Xbox oriented at getting kills from defenseless spawners that realistic buffers to tone it down are intolerable? 

A tracked vehicle in an open area close to enemy spawn is just as good as destroyed.  Making the resupply (with jeep or M3) of that vehicle difficult would also be desirable.  Why else would light vehicles need to proceed onto an enemy spawn?

Again, I thought I made this clear (either in the title, or in the original post), the idea is to add danger to vehicles that are attempting to move into an enemy's spawn area

They already do this ....some what... with the hedgerows. If a map maker doesn't put them in they are not used. As for adding mine by player action I would think the coding would be a nightmare. On top of that, they would be "objects" that would have to be updated to every player, much like 20 PT boats would. Can you see the lag issue that could pop up due to that?

Spawn camping has always been a part of the game, much like vulching. If HTC thought it was something that was hurting the game/game play they would have fixed it. They already have a control to fix it easily. The spawn points have a random spawn point. When you spawn in you spawn in a random spot in a certain sized area... say a square quarter mile <--- just a guess at the size. They can change the number to any size area they want.... 3 square miles say. That would make breaking a spawn camp much easier. But don't count on it happening.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: caldera on July 27, 2014, 11:13:20 AM
I would like floating mines protecting the ports.  Allow one single file arc of mines (floating on the surface) to be placed 10 miles or so on the perimeter of the base.  Any direct hit with a ship would result in it's loss.  They could be set at 250lb damage resistance like field guns and would be repairable as such. 

This would keep CV groups from getting to shouting distance from land.  Imagine the group getting close to shore and the mines getting re-supplied...BOOM!  :devil
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: muzik on July 27, 2014, 11:55:34 AM
Just as an option, this is a wishlist request for a new type of object. 


+1 for any new dynamic to the game ESPECIALLY if it deters spawn camping.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 27, 2014, 03:00:51 PM
Thanks Muzik, it seems that you were able to grasp my concept.  This would be a tool for map makers and scenario administrators ONLY. No player placed mines (although the Claw already had that capability-- that is NOT what is wished for here).

Fugi makes a good point about objects flipping vehicles now, but those objects you are able to see and avoid.  The minefields would be marked, but once you entered the fields, the mines would be invisible

In ANY case the minefields that I am wishing for would NOT stop spawn camping, but it would add strategy, timing, skill and danger.  The best option to avoid, would be to find a location with line of sight, clear of the minefields and sharpen your long range shooting skills. 

:neener: ya missed me  :bolt:  :neener: missed me again
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: FLOOB on July 27, 2014, 04:16:14 PM

Do you really want your tank to randomly blow up from mines you cannot see and have no idea where they are? 
YES! That would be hilarious!
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Coalcat1 on July 27, 2014, 04:35:22 PM
I know how to get past them, send in a few waves of M8s to the spawn to get rid of the mines   :rofl
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: 715 on July 27, 2014, 11:07:34 PM
I understand the desire to decrease spawn camping.  It is a very annoying and gamey, yet hard to avoid, aspect of fighting games.  However, if the mines keep the enemy out of the spawn area, how do the friendlies ever leave the spawn area without their own mines blowing them up?  Or would the mines be "gamey", i.e. only capable of blowing up enemies?

I think perhaps a better solution is to have multiple GV spawn points, some further back from the action, like some maps already have.  With multiple spawn points it's harder to camp all of them.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Xavier on July 28, 2014, 02:17:20 AM
Player rolls out in a perk tank. Hits a mine. ch200 explodes.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Tinkles on July 28, 2014, 02:42:30 AM
Player rolls out in a perk tank. Hits a mine. ch200 explodes.

:lol

Very true.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 28, 2014, 05:55:47 AM
I understand the desire to decrease spawn camping.  It is a very annoying and gamey, yet hard to avoid, aspect of fighting games.  However, if the mines keep the enemy out of the spawn area, how do the friendlies ever leave the spawn area without their own mines blowing them up?  Or would the mines be "gamey", i.e. only capable of blowing up enemies?

I think perhaps a better solution is to have multiple GV spawn points, some further back from the action, like some maps already have.  With multiple spawn points it's harder to camp all of them.

In the original post:


What is the purpose and how should it act

•The map designer or Scenario admin would be able to set minefields surrounding Ground Vehicle spawn points
•The new danger will add new dimension to moving into an enemies spawn position
It would be the spawn's equivalent to auto guns   Yes, that's what friendly munitions (ack ack, bombs, ship guns) do now,  they do not explode friendly armor (although this could depend on arena setting)
•Disarming them could be tied to base ammo bunkers, even assigning particular bunkers to specific areas
Graphics could simulate the minefield warning signs as seen in WW2 film footage.  After rolling a perked tank onto a marked minefield, a player who whines should totally be ignored
•Brand new ground strategy for Scenarios or possibly even Main Arena
•The charges should reflect the amount of damage to vehicles according to armor type.  Perked tanks would most likely become tracked, giving even less of a reason to whine.
•Advanced graphics idea could render exploded tanks as burning shells for a period of time (instead of disappearing act)


Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Lusche on July 28, 2014, 06:38:01 AM
It would be the spawn's equivalent to auto guns   Yes, that's what friendly munitions (ack ack, bombs, ship guns) do now,  they do not explode friendly armor (although this could depend on arena setting)


There is a huge difference between things. Auto guns are simulating the crews as well, they decide not to fire on you (but in fact they actually can hurt and even kill you if you get in their line of fire). A mine doesn't make that decision. It explodes when it's triggered.
So a mine field would have to be marked for the friendly. But in the end, every experienced player will quickly now the location of mine fields. And in the end, not the spawn itself would be camped (which is actually often not completely possible anyway), but the routes out of the mine field. The effect would probably be not very different.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: R 105 on July 28, 2014, 10:38:07 AM
 I am trained in Land Mine Warfare and it is not only used to slow the advance of an Army but also used to funnel your enemy into your fields of fire. A truly effective minefield is an in depth minefield miles wide. Both Rommel and the British made great use of in depth in minefields in the African theater in WWII. Rommel was working on a minefield belt six miles deep in France but did not have the mines or the time to complete it before the 6 June 1944 invasion. (See The Rommel papers)

I can see a use for mines in the game specially if we had a way to lay them as needed but we would then need a way to clear them other than running them over. That brings up the question on towed anti tank guns that could be in place around the minefields to defend against them being cleared and also placed into areas the force the funneling of enemy armor by the use of mines. This could be pretty fun specially with a towed 88mm gun and give us a new ground game with not the much work.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Drane on July 28, 2014, 10:56:19 AM
I am trained in Land Mine Warfare and it is not only used to slow the advance of an Army but also used to funnel your enemy into your fields of fire. A truly effective minefield is an in depth minefield miles wide. Both Rommel and the British made great use of in depth in minefields in the African theater in WWII. Rommel was working on a minefield belt six miles deep in France but did not have the mines or the time to complete it before the 6 June 1944 invasion. (See The Rommel papers)

I can see a use for mines in the game specially if we had a way to lay them as needed but we would then need a way to clear them other than running them over. That brings up the question on towed anti tank guns that could be in place around the minefields to defend against them being cleared and also placed into areas the force the funneling of enemy armor by the use of mines. This could be pretty fun specially with a towed 88mm gun and give us a new ground game with not the much work.

Checkout these wishes for land and sea mine layers from last year...

http://bbs.hitechcreations.com/smf/index.php/topic,353669.0.html (http://bbs.hitechcreations.com/smf/index.php/topic,353669.0.html)

http://bbs.hitechcreations.com/smf/index.php/topic,353666.0.html (http://bbs.hitechcreations.com/smf/index.php/topic,353666.0.html)
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 28, 2014, 12:53:05 PM

There is a huge difference between things. Auto guns are simulating the crews as well, they decide not to fire on you (but in fact they actually can hurt and even kill you if you get in their line of fire). A mine doesn't make that decision. It explodes when it's triggered.
So a mine field would have to be marked for the friendly. But in the end, every experienced player will quickly know the location of mine fields. And in the end, not the spawn itself would be camped (which is actually often not completely possible anyway), but the routes out of the mine field. The effect would probably be not very different.

Okay, so what if infantry engineers are being simulated as well?

Yes, I want the minefield to be marked in order to persuade enemy not to "close range" camp the defenseless spawning vehicles.  Once the vehicle is in motion and has bearings on his surroundings, he should be a target.  It is the kills that we all have experienced from both sides, because the spawn plops vehicles right in front of an enemy's turret that will have added consequences. Also, the added range allows the vehicles a "fighting chance," that is a big difference from camping spawns. 

I see nothing wrong with funneling action into an area that presents a challenge for all.

I am trained in Land Mine Warfare and it is not only used to slow the advance of an Army but also used to funnel your enemy into your fields of fire. A truly effective minefield is an in depth minefield miles wide. Both Rommel and the British made great use of in depth in minefields in the African theater in WWII. Rommel was working on a minefield belt six miles deep in France but did not have the mines or the time to complete it before the 6 June 1944 invasion. (See The Rommel papers)

I can see a use for mines in the game specially if we had a way to lay them as needed but we would then need a way to clear them other than running them over. That brings up the question on towed anti tank guns that could be in place around the minefields to defend against them being cleared and also placed into areas the force the funneling of enemy armor by the use of mines. This could be pretty fun specially with a towed 88mm gun and give us a new ground game with not the much work.

Most of the negative comments, about mines, have been concerning individuals' ability to position them.  Unlike the proposed minefield, as you thankfully have noted, which is a barrier and creates likely paths to engagement. 

Disarming enemy minefields can be achieved by destroying the ammo bunkers of the spawning base (see original post). 

Now that it is mentioned, even a white flag approach to this should be reasonable to coad (but then I am only guessing that change in color of town flag to white, could translate to changing warning signs to blank white signs).
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Zoney on July 28, 2014, 01:08:08 PM
-1 to mines
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: 800nate800 on July 29, 2014, 12:10:44 AM
As long as we can see them alittle bit and can blow em up with a HE round
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 29, 2014, 01:02:42 AM
-1 to mines

And that ends that conversation....  :rolleyes:  As much time as it took to, boost your post count, you could have given a reason.

This is important, because almost all of the NEGATIVE posts have been concerning something that I a NOT promoting.

NO THE DESIGN FOR MINEFIELDS DOES NOT INCLUDE RANDOM PLACEMENT BY INDIVIDUALS. 

YES, YOU WILL KNOW WHERE THEY ARE LOCATED, BUT THEY WILL NOT BE SEEN, ONLY SHOWN AS A MINEFIELD WITH WARNING SIGNS.  ENTER AT YOUR OWN RISK...  and why would you want to enter, other than to participate in the gamey baby seal bashing that occurs at an enemy's spawn...... I unfriend u.....  :frown:

As long as we can see them alittle bit and can blow em up with a HE round

Sorry Nate, but you would have to kill the ammo bunkers to be sure to disarm them.  They will not be visible, so lobbing HE might have a nice effect, but until the bunkers are down the mines are in place.

It bothers me a little that folks fail to read the original post and yet have negative comments about some other idea that is not being discussed.... I appreciate the thread bumps, though. 

In Nate's case, this is possibly his own added wish (I totally understand) but not the original idea.  It would defeat the purpose, and would be more difficult, also involve less strategy than involving multiple ammo bunkers, which give more protection to certain fields than others.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: The Fugitive on July 29, 2014, 07:59:45 AM
I think it's a waste of time and effort. Sure it's something ....... much like eye candy to add to the game but to aid in stopping spawn camping? Not going to happen.

There are already two things IN the game to curb spawn camping, the size of the random spawn point that HTC controls and hedgerows that the map make controls.

They hedgerows can be placed to funnel players away from spawn point just as well as " minefields" without the time and effort to build new element that would then need to be added to the game. On top of that they have never seemed to be worried about spawn camping anyway.

As a strategic element it would most likely just be avoided.  Players would wait outside the minefields and camp there.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: R 105 on July 29, 2014, 08:42:57 AM
 :
Just as an option, this is a wishlist request for a new type of object. 

Minefields were important defenses against attacks.  A new "minefield" object could either include multiple trigger points or a single trigger point ( I would opt for the multiple, making laying them out somewhat like placing a small base on the terrain).


What is the purpose and how should it act

  • The map designer or Scenario admin would be able to set minefields surrounding Ground Vehicle spawn points
  • The new danger will add new dimension to moving into an enemies spawn position
  • It would be the spawn's equivalent to auto guns
  • Disarming them could be tied to base ammo bunkers, even assigning particular bunkers to specific areas
  • Graphics could simulate the minefield warning signs as seen in WW2 film footage
  • Brand new ground strategy for Scenarios or possibly even Main Arena
  • The charges should reflect the amount of damage to vehicles according to armor type
  • Advanced graphics idea could render exploded tanks as burning shells for a period of time (instead of disappearing act)

(http://31.media.tumblr.com/c0f902be5feceae14ea297d5e0eaea6b/tumblr_mp45wrz8d31r3eyedo1_500.jpg)
  :aok
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Zoney on July 29, 2014, 09:13:45 AM
And that ends that conversation....  :rolleyes:  As much time as it took to, boost your post count, you could have given a reason.


I don't want to see anymore crap operating or placed or driven on the ground period. There is plenty already and none of it has anything to do with fighting in airplanes unless you count the GV's that sit on the ground and shoot at aircraft.  I came here to fly airplanes, not run around on the ground or be shot down by some griefer who's not even flying.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 29, 2014, 09:47:33 AM
There are already two things IN the game to curb spawn camping, the size of the random spawn point that HTC controls and hedgerows that the map make controls.

The hedgerows can be placed to funnel players away from spawn point just as well as " minefields" without the time and effort to build new element that would then need to be added to the game. On top of that they have never seemed to be worried about spawn camping anyway.

Fugitive,

I have no idea of how much time it would take to a develop a new object AND coad the minefield trigger effect.  Down times effect tied to ammo bunkers, again I don't know how much effort this takes.  However, you have pointed to random size of spawn points.  What use if any is the random spawn point, other than to avoid the very same thing that is being discussed here (and fails to a degree).  Obviously, HTC has considered this an area that needed attention.

None of the features currently IN game do anything to physically stop an enemy from "driving" right up next to where defenseless targets are "randomly" about to spawn.

I don't want to see anymore crap operating or placed or driven on the ground period. There is plenty already and none of it has anything to do with fighting in airplanes unless you count the GV's that sit on the ground and shoot at aircraft.  I came here to fly airplanes, not run around on the ground or be shot down by some griefer who's not even flying.

Thank you, your reason is clearly noted.  I of course don't agree.  A lot of air activity is created by actions taken by Ground Vehicles.  A perfect example was early this morning, with less than 70 players total, I did something out of character just for giggles.  I wasn't attempting to grief anyone.  I merely, got tired of flying to into the same buzz saw of HO happy  190Ds and Pony Ds.

I drove almost a full sector in a M3 with troops, after deacking the town for A16.  Nothing was going on prior in that entire sector.  Three or four other friendlies heard of what I was doing, and figured what the heck, this might work ( :salute other Knights as wacky as me).
 
Although, I made it to the town safely and had a small window to get troops to the maproom, the capture failed, but only due to another M3 who just resupplied the ack in time to catch my troops while running.  This single spark, created constant air action including several spitfires who defended against the bombers and later the jabos that came to help for an access of 30 minutes.

I assume that HTC doesn't make decisions based on emotion.  As noted by Fugitive, time and priorities probably rule the day for the HTC drawing board, and that nobody should try and argue. 

I wish to have this or similar feature in place to combat, what I see as easy  :ahand kills.  This is only one idea that I thought would help promote even handed spawn action. 
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 29, 2014, 10:23:23 AM
Maybe a picture is better.  * Choke points; Actung Minen; Warning Mines


minefield
               *

          spawn
               
               *
minefield

minefield

       *

minefield
           
enemy spawn






enemy spawn
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: The Fugitive on July 29, 2014, 11:01:20 AM
If HTC increased the spawn area....which they can already do, say to a 5 mile circle. You couldn't cover a spawn point as gvs could spawn up to 5 miles away from your hiding spot.

So, seeing they can already do this just by changing a setting..... and don't , I think spawn camping is NOT something they are looking to do away with.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 29, 2014, 03:26:29 PM
Yes, or maybe they feel that boosting random spawn area would hurt the game in some way.  I recall having spawns that randomly placed you on a steep cliff, or in other awkward positions.  IN any case, I try and think of things that are close to what are already in place and then think outside of the box. 

It would be nice if HTC had a tool that handled spawn camping, somewhat like the auto ack guns provide risk for Vulching airfields.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Lusche on July 29, 2014, 03:48:19 PM
If HTC increased the spawn area....which they can already do, say to a 5 mile circle. You couldn't cover a spawn point as gvs could spawn up to 5 miles away from your hiding spot.


On most spawns, you already can't cover the whole spawn with a single GV. It's only a few, prominent spawns where you can do that.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: The Fugitive on July 29, 2014, 04:31:28 PM
Yes, or maybe they feel that boosting random spawn area would hurt the game in some way.  I recall having spawns that randomly placed you on a steep cliff, or in other awkward positions.  IN any case, I try and think of things that are close to what are already in place and then think outside of the box. 

It would be nice if HTC had a tool that handled spawn camping, somewhat like the auto ack guns provide risk for Vulching airfields.

Guns really don't hinder vulching all that much. The point is vulching and spawn camping has been a part of the game forever. I'm thinking the designer wants it that way seeing as there are already mechanisms in place that could curb them.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 29, 2014, 06:23:08 PM
Guns really don't hinder vulching all that much. The point is vulching and spawn camping has been a part of the game forever. I'm thinking the designer wants it that way seeing as there are already mechanisms in place that could curb them.

Really?  Then how do spawns get camped?  It is simple.  Have 2 or 3 tanks that have advanced to the enemy spawn, observing where they spawn in, and drive to the "perfect" location and collect 40 or more easy  :ahand kills.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: The Fugitive on July 29, 2014, 09:20:12 PM
Really?  Then how do spawns get camped?  It is simple.  Have 2 or 3 tanks that have advanced to the enemy spawn, observing where they spawn in, and drive to the "perfect" location and collect 40 or more easy  :ahand kills.

exactly, and as designed!

Vulching is how a nubie gets his first A2A ....sorta..... kills

Spawn camping is how a nubie gets his first tank kills

The problem is too many don't grow out of that "easy kill" mode. Forcing them out of it isn't how you KEEP subscribers.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: muzik on July 29, 2014, 09:26:10 PM
exactly, and as designed!

Vulching is how a nubie gets his first A2A ....sorta..... kills

Spawn camping is how a nubie gets his first tank kills

The problem is too many don't grow out of that "easy kill" mode. Forcing them out of it isn't how you KEEP subscribers.

 :rolleyes:

Spawn camping was not designed into ANY game. It's a negative consequence of hardware and software limitations and vultching is not spawn camping unless they are hovering over the spawn. Even then it's not extremely far from reality.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 30, 2014, 02:44:27 AM
I am not buying that new guys are the ones spawn camping, or that is the easiest way to get your first kill.

Yes, it is the easiest way to get multiple kills, and there is a large difference between the two.

On another note, I hadn't logged on for more than 10 minutes today when, a player landed 20 GV kills.  It would be very nice to KNOW that they were hard earned from exhibiting good gunnery and situation awareness, rather than having any suspicion that the player was simply ringing up easy  :ahand spawn camp kills.  (In deed, I would want to believe it was a show of skill). 

I wonder who is more likely to keep their subscription, the guy landing 20 kills or those 20 killed (account for same player spawning multiple times)?  If that type of play is "all" they subscribe for, maybe the game would grow with their departures..... (I am just saying).

This game has always evolved.  I don't recall the original game having tanks.  I remember when the M16 and Ostwind were added.  :eek:
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: kvuo75 on July 30, 2014, 10:15:31 AM
vultching is not spawn camping

yes it is. its a cheap easy kill. and if you have the field deacked, zero risk. at least in a gv camp the guy has a chance of swinging a turret around.

I think fugitive is right however, htc could do away with both, but they apparently don't see either as a negative.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: Chilli on July 30, 2014, 11:53:23 AM
yes it is. its a cheap easy kill. and if you have the field deacked, zero risk. at least in a gv camp the guy has a chance of swinging a turret around.

I think fugitive is right however, htc could do away with both, but they apparently don't see either as a negative.


In spawn camps, the spawner rarely has a chance to locate and kill  the camper.  I have had more kills on vulchers over shooting and landing passing shots than the former. How could HTC do away with either as long as you can drive or fly to the spawn area? (By the way, that is the premise for why I would like minefields = to add some distance and gunnery skills to the adventure).

I also sometimes try and figure on what HTC intends.  Since they surely have a long list of priorities to consider, I do try and not put words in their mouth. 

Anyhow, just enjoying the new map (Fester is up) for now.  New content and new strategies seems to be very pleasing to the masses.  So, I do believe that pleasing customers is very high on HTC's list, and sometimes it just takes some ingenuity, critical thinking and a lot of time, patience and hard work to get there. 

Maybe they see both negative and positive aspects of spawn camping and are satisfied with were they have it balanced, I can agree.  But that doesn't mean that if they are presented with new ideas, that fit the main theme of WW2 equipment performance and accuracy, they would not make adjustments.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: bustr on July 30, 2014, 05:09:05 PM
I always wondered why the spawn didn't describe a half circle of random points rather than an arrow with a random area zone. That defined an area like having a road which half ringed the target field and tanks would randomly appear on or near the road(1000yds either side) anywhere on the half circle. It would take a large investment in players to watch the whole half circle or camp it. The attackers would already be dispersed with a greater chance of surviving and creating combat.

To enhance this the map maker could account for terrain by being able to change the path of the half circle to not spawn you on the side of a cliff. But then you would need a bridge if you ringed the field with a river.
Title: Re: Minefields surrounding spawn points = new object for terrain developers
Post by: muzik on July 30, 2014, 06:02:23 PM
yes it is. its a cheap easy kill. and if you have the field deacked, zero risk. at least in a gv camp the guy has a chance of swinging a turret around.

I think fugitive is right however, htc could do away with both, but they apparently don't see either as a negative.


The only difference between vultching in AH and vultching in ww2 is that, attackers in ww2 rarely could, or would, circle an airbase with impunity waiting for someone to take off. It was too dangerous.

Yea, it is a cheap easy kill, but it is a realistic scenario. We can look out the tower windows or look at radar to see if the coast is clear before we take off.

Spawn camping is not the same because we can't see the spawn before we get there and there is no correlation to real combat in spawn battles.

In AH, vultching is only gamey because after field guns are down, there is little risk to circling the field. Other than that, real life and AH are close enough by any standards... if someone is dumb enough to take off from a base under attack the scenario plays out the same in real life or in AH. That can't be said about vehicle spawns.