Aces High Bulletin Board
General Forums => Wishlist => Topic started by: JunkyII on August 03, 2014, 01:47:15 AM
-
Knights HQ went out 3 times in the few hours I played today, with the city already knocked down to almost single digits....I spent most of the day trying to find fights by jumping towers and flying over long distances hitting multiple flashing bases......
Not what I think many call fun.
Can we put a time limit on how often a HQ can get hit?
I was thinking once every 6 hours.
-
Some are going to say, "You should defend your HQ". Ehhh, I can't say I disagree.
-
For HQ I think that the only thing that should be changed is th loss of dot dar. Only dar bars should be lost...and I guess also lengthened time intervals for resupply convoys... :old:
-
Some are going to say, "You should defend your HQ". Ehhh, I can't say I disagree.
For sure, and I do help defend when I see it....who doesn't want to fly a rocket. But with the addition of B-29s it does take a Snailman approach to the game to catch that 30k B-29. Some maps you can also use NOE missions to knock out HQs, thing is already down by the time 163s make it there.
This type of night really doesn't happen too often but it has happened twice recently, and IMO does warrant some sort of action so one side isn't blinded 45 minutes for each hour played. Logging in and not being able to tell where a good fight is, isn't that players fault for not defending, just bad luck.
-
Some are going to say, "You should defend your HQ". Ehhh, I can't say I disagree.
I'm sure you sit at 30K over the HQ a whole lot :rofl Which is to say, don't even lie, you be furballin' when HQ goes down :salute :devil
The HQ down thing is an extremely bad game dynamic. In an arena where action is hard enough to find, it makes it more difficult for players to find each for combat. And it doesn't just effect the team who gets their HQ bombed...if you are a Knight trying to pick a fight with Bish and their HQ is down, they can't tell you're coming in force, and thus may not up, thus killing the whole point of flying to an enemy base in the first place.
-
I'm sure you sit at 30K over the HQ a whole lot :rofl Which is to say, don't even lie, you be furballin' when HQ goes down :salute :devil
The HQ down thing is an extremely bad game dynamic. In an arena where action is hard enough to find, it makes it more difficult for players to find each for combat. And it doesn't just effect the team who gets their HQ bombed...if you are a Knight trying to pick a fight with Bish and their HQ is down, they can't tell you're coming in force, and thus may not up, thus killing the whole point of flying to an enemy base in the first place.
:aok
-
This have been up before and the strategic value of killing HQ isnt that high most of the time, atleast people rarely use the hq downtime for base taking. Killing HQ should disable troops instead. that prevents the nmy from capture bases but fighing can go on anyway. Its more valuable strategic and its not ruining the party for those who just want a good fight.
-
The combination of HQ connection to city health, City and HQ locations on the current map and the fact it needs only one NOE Lanc pilot to kill the HQ for hours really creates a game balance problem.
"Defend HQ" wasn't really possible for the Nits yesterday unless you had a staggered constant CAP above it. Even a Me 163 won't get you fast enough to the HQ if you only know about the attack the moment the HQ starts to flash.
How cutting the connection between HQ and City for a start?
For the record, I never have been a fan of the "all or nothing" HQ function..
-
The combination of HQ connection to city health, City and HQ locations on the current map and the fact it needs only one NOE Lanc pilot to kill the HQ for hours really creates a game balance problem.
This is correct and definitely needs to be addressed. :aok
-
+1 till we get smaller maps or more players.
Defend HQ sounds good but just isn't working. Most good fighting is so isolated from the HQ you often never see it coming. If we go to smaller maps then HQ protection would be more in order.
-
This have been up before and the strategic value of killing HQ isnt that high most of the time, atleast people rarely use the hq downtime for base taking. Killing HQ should disable troops instead. that prevents the nmy from capture bases but fighing can go on anyway. Its more valuable strategic and its not ruining the party for those who just want a good fight.
:aok +1,000,000
-
Killing the darbars is just an annoyance that makes it harder to find a fight in a combat game. :bhead
My personal favorites for an alternate result of a destroyed HQ:
1. Disable all AA. This means fields, towns and even CV groups. This would be a big incentive for the long and dangerous trip to the HQ and also much more incentive to defend it. HQ battles would have a huge significance, as they should.
2. Disable base capture. Supplies would still work and troops could be deployed, but an arena setting would keep any bases from being taken. Most people like to be on offense. If their troops are going to be nullified, they will be more inclined to defend the HQ. Big fights at the HQ would happen, especially when a map is almost won.
Also, add my +1 to upping the HQ damage requirement so that a single set of Lancs can't take it down.
-
Killing the darbars is just an annoyance that makes it harder to find a fight in a combat game. :bhead
My personal favorites for an alternate result of a destroyed HQ:
1. Disable all AA. This means fields, towns and even CV groups. This would be a big incentive for the long and dangerous trip to the HQ and also much more incentive to defend it. HQ battles would have a huge significance, as they should.
2. Disable base capture. Supplies would still work and troops could be deployed, but an arena setting would keep any bases from being taken. Most people like to be on offense. If their troops are going to be nullified, they will be more inclined to defend the HQ. Big fights at the HQ would happen, especially when a map is almost won.
Also, add my +1 to upping the HQ damage requirement so that a single set of Lancs can't take it down.
I like this idea. :aok
-
Hmm... Bish/Rook HQ goes down, nothing shows up on forum. Nit HQ goes down and we see a topic on the forum somewhere. Am I missing something here? :headscratch:
Upping the required ords to knock out HQ is something I can agree on though. As pointed out, a single set of lanc's can take it out. What if it is upped it to double or triple ords to knock it out but leave result the same? Or revamp the HQ to be a multi structure thing, with a degrading effect for buildings down? Crude Idea: 4 Buildings can be spread to a quarter to half a mile apart (at least close enough to each other so that you can resup all 4 at once), each requiring around 40k ords to knock out. 1 Building out: Enemy Dot Dar Out. 2 Buildings out: Enemy Dar Out. 3 Buildings out: Friendly Dot Dar Out. All buildings out: Current effect when HQ is down.
Regardless, I say there should be quadruple the amount of auto ack and puffy over it. Something so important shouldn't be so lightly defended.
-
Hmm... Bish/Rook HQ goes down, nothing shows up on forum. Nit HQ goes down and we see a topic on the forum somewhere.
I'm pretty sure you can dig up such a thing from different sides in the past. And for the record I, having commented in this thread, am a Bishop this tour ;)
-
I have heard on Rook Vox people signing-off for HQ being down. If they left the darbar up and took down all radars on loss of HQ that would help albeit a detriment to well planed raid where HQ was taken down for a reason.
-
Hmm... Bish/Rook HQ goes down, nothing shows up on forum. Nit HQ goes down and we see a topic on the forum somewhere. Am I missing something here? :headscratch:
I would have been just as frustrated if I was bish or Rook as I was as a knight.....looks like some bish and rooks are already in agreement.
It just happened to Knights because of the bases that were taken...they flattened the city so when they hit HQ(while POTW was resupping the city after beating the bases back) it was down for over an hour
-
Last time I was on, Rook HQ was getting hammered a lot. A tad annoying, but for the most part I was doing the Manned Gun thing that day, and just didn't care otherwise. :)
Either way, a change is needed regardless. The HQ should not go down to even a single set of 29's, let alone Lanc's. :aok
-
Hitting HQ should not take out all radar or dar bars, if the stated purpose of this game is to promote air combat that is, it's just dumb. Also why is there no radar anywhere near the HQ, if the HQ is so important it should be surrounded with radar. Each of the strats should be covered with radar. Every approach to the HQ should have radar. Let the downed HQ represent the communication and coordination of radar intelligence, you lose the ability to see friend or foe except for your local sector and DarBar in all sectors should remain. My understanding of the DarBar is that it always represented the local population of countrymen, reporting or sighting enemy aircraft. Like the aircraft spotters actually did in England and Europe and even in the United States during the war. Those reports were collected locally and passed along up the chain of command to a central reporting /dispatch that than directed intercepts back down through the chain of command. Even when the centers took direct damage they were seldom out of action for very long and the chain of command just shifted its duty to another center. The field spotters continued to do their jobs and report aircraft locations (darbar) to the new center and the chain of command continued to function. Within AH if the HQ is knocked out it's as if all field spotters were knocked out as well as the entire chain of command and that's just not right.
-
Have no problem with it or the effects of HQ going down. Honestly, how often does this happen? In my time of playing I've seen it happen 3 times to the side i was on. Resupply the HQ and/or start flying high cover for the HQ till dirt burglars push the other sides back or the map is won.
-
In my time of playing I've seen it happen 3 times to the side i was on.
That statement indicates at least one of the following is true:
A. You haven't played very much in the last 8 years.
B. Your arena SA is non-existent.
C. You are lying.
-
Have no problem with it or the effects of HQ going down. Honestly, how often does this happen? In my time of playing I've seen it happen 3 times to the side i was on. Resupply the HQ and/or start flying high cover for the HQ till dirt burglars push the other sides back or the map is won.
You haven't played AH recently, haven't you? ;)
-
That statement indicates at least one of the following is true:
A. You haven't played very much in the last 8 years.
B. Your arena SA is non-existent.
C. You are lying.
Not exactly how I would say it, but more or less spot on. In the time that I flew on Saturday August 2nd, 2014 from 12:30 PM EST until about 3:30 PM EST the Knights HQ was knocked out 3 times. I was told that it happened a few times prior to my logging in. I spent exactly 40% of my time online Saturday running supplies. I don't mind the occasional sup run, but I dislike spending almost half my time in game flying a goon. The reason? I was attracted to this game by the planes and vehicles that have guns, bombs and rockets. The goon lacks all of these.
-
Not exactly how I would say it, but more or less spot on. In the time that I flew on Saturday August 2nd, 2014 from 12:30 PM EST until about 3:30 PM EST the Knights HQ was knocked out 3 times. I was told that it happened a few times prior to my logging in. I spent exactly 40% of my time online Saurday running supplies. I don't mind the occasional sup run, but I dislike spending almost half my time in game flying a goon. The reason? I was attracted to this game by the planes and vehicles that have guns, bombs and rockets. The goon lacks all of these.
I didn't tiptoe around because he was being untruthful to disparage players making a legitimate gripe about an obviously flawed game play dynamic.
(http://i343.photobucket.com/albums/o460/caldera_08/AH%20motivationals/resupply.jpg~original) (http://s343.photobucket.com/user/caldera_08/media/AH%20motivationals/resupply.jpg.html)
-
I didn't tiptoe around because he was being untruthful to disparage players making a legitimate gripe about an obviously flawed game play dynamic.
(http://i343.photobucket.com/albums/o460/caldera_08/AH%20motivationals/resupply.jpg~original) (http://s343.photobucket.com/user/caldera_08/media/AH%20motivationals/resupply.jpg.html)
Yep. I am the last to grouse about anything, but when something in game comes between me and shooting at the red icon guys I get fussety. :aok
-
That statement indicates at least one of the following is true:
A. You haven't played very much in the last 8 years.
B. Your arena SA is non-existent.
C. You are lying.
While A would be the answer, I can say I must be lucky since it has rarely happened to the country I was on at the time. AVA and FSO no radar and no dar bar must have blinded me to the seriousness of not having it spelled out where the bad guys are coming from and going.
-
While A would be the answer, I can say I must be lucky since it has rarely happened to the country I was on at the time. AVA and FSO no radar and no dar bar must have blinded me to the seriousness of not having it spelled out where the bad guys are coming from and going.
Not familar with the FSO dar setup, but I am quite familiar with the AVA and scenarios. The AVA gives you dot dar at all times no matter what the the strat/HQ conditions are. Enemy cons are easily spotted (more easily than in the mains). Scenarios have preset dar conditions that are not affected by strat/HQ damage and are evenly applied to both sides. What are FSO dar settings like? :headscratch:
-
AVA and FSO no radar and no dar bar must have blinded me to the seriousness of not having it spelled out where the bad guys are coming from and going.
AvA and FSO are totally different in game environment and game dynamics than the LWMA.
-
Not familar with the FSO dar setup, but I am quite familiar with the AVA and scenarios. The AVA gives you dot dar at all times no matter what the the strat/HQ conditions are. Enemy cons are easily spotted (more easily than in the mains). Scenarios have preset dar conditions that are not affected by strat/HQ damage and are evenly applied to both sides. What are FSO dar settings like? :headscratch:
Blind as a bat, all you get is a flashing base or strat. You have a radar ring so you have an idea where they could be but those have been about half the size of MA radar rings. I thought I remembered flying the AVA blind as well.
-
While A would be the answer, I can say I must be lucky since it has rarely happened to the country I was on at the time. AVA and FSO no radar and no dar bar must have blinded me to the seriousness of not having it spelled out where the bad guys are coming from and going.
Actually I've seen it maybe seen it only eight times give or take a time or two since 2001. I can say the times I've seen it I thought it was gamey roadkill.
-
Actually I've seen it maybe seen it only eight times give or take a time or two since 2001. I can say the times I've seen it I thought it was gamey roadkill.
When I played for the first time in 3 weeks last Saturday, I saw a HQ going down 4 times - 3x Knight and 1x Rook. I was barely able to save our (Bish) HQ, because the ib Lancaster pilot did not go NOE and I was able to spot early. Still it was a close call, as the Komet field is located at quite some distance on that map. It would had been impossible to stop him in a conventional, non 100 point plane.
In this particular map situation, the only way for Knights (and later rooks as well) to effectively"defend the HQ" would be a constant high altitude cap over it.
Who's going to do that?
"Just fly a goon".
Ni's had at one point 165 minutes downtime. One goon takes away 4 minutes. No think about what will happen at low times when there are less than 30 people on your country at all. Compare that stuff to the effort it takes to kill the HQ...
Don't get me wrong - usually I'm one of the "If you want to keep it, defend it" faction. But as I pointed out earlier, the combination of low player numbers, HQ placement, City connection and game impact vs effort necessary to kill HQ is very much out of balance at times.
-
12 years ago I thought your field dar circle showed everything inside of it unless that tower was killed. I thought the HQ dar filled in the spaces between the dar circles. Boy was I confused the first time the HQ went down and all dar was out.
This would be a bit much more realistic, and make getting the more important dar depending on the combat circumstance back up sooner.
-
I am thinking that bombers go after hq because it has a nice payoff in terms of a feeling of accomplishment that does not attend hitting the other strats. It is a PITA for everyone else. I think a new reward that isn't such a PITA but still provides a singular reward or prize would be a nice revision to the game.
-
Have no problem with it or the effects of HQ going down. Honestly, how often does this happen? In my time of playing I've seen it happen 3 times to the side i was on. Resupply the HQ and/or start flying high cover for the HQ till dirt burglars push the other sides back or the map is won.
in some small maps hq is so close to the front lines that it stays down for hours. I normally will not play in those maps.
semp
-
I don't mind HQ getting hammered if resupping it is reasonable. When down times are crazy and its a long flight to resup, its just sucks the fun out of playing. I want to be shooting at stuff. I'll take 2-3 loads to HQ when its down but thats it and obviously many players aren't interested in running any. When its a long flight or taking a load has a tiny effect, even less people are interested. I have a whole day of crappy stuff I have to do but I get paid to do it. Paying to do unfun stuff at night is sorta silly.
-
Resupply is only successful if bomber escorts don't drop low and kill incoming C47s,and m8 the easiest way in AH to land freebie kills in numbers ( specially on small maps).
This way attacker can ensure total blackout for longer time than many can endure ( I have already logged before it's up again).
In that sense its probably best strategy ever to win a map by reducing enemy on-line number, done by one set of NOE Lanc's and 2-4 fast cannon Jabo coming in to clear out re-supplier C47's and M8's.
The effort to defend against double-trouble is high, remember you don't see the enemy at all (and not your own planes).
You probably have to spawn fighters and on-top of that ,Wirbies to protect against a few marauding fighter-bombers and one set of Lanc.
-------------------------
My recommendation is to see only friendly planes on radar (IFF-only radar (much like a transponder)) and still be able to see full radar-bar if HQ is down, and no base-take possible until HQ is up to 50% again.
-
I'm pretty sure you can dig up such a thing from different sides in the past. And for the record I, having commented in this thread, am a Bishop this tour ;)
Which would explain why the HQ was down. Our secret weapon wasn't there defending it :lol
-
Which would explain why the HQ was down. Our secret weapon wasn't there defending it :lol
If I had been knight, the HQ would still have been down. Airfield was just to far away to launch even a Me 163 in time against a NOE raider. You would have needed a constant 2 element cap to ensure defense.
It's also a very hairy to fly a Me 163 against NOE raiders there - you will end up with very little fuel on the deck and the next airfield is quite far away... I guess few players will try this a 2nd time ;)
-
I am thinking that bombers go after hq because it has a nice payoff in terms of a feeling of accomplishment that does not attend hitting the other strats. It is a PITA for everyone else. I think a new reward that isn't such a PITA but still provides a singular reward or prize would be a nice revision to the game.
What he said.
My personal favorite options for an alternate result of a destroyed HQ:
1. Disable all AA. This means fields, towns and even CV groups. This would be a big incentive for the long and dangerous trip to the HQ and also much more incentive to defend it. HQ battles would have a huge significance, as they should.
OR
2. Disable base capture. Supplies would still work and troops could be deployed, but an arena setting would keep any bases from being taken. Most people like to be on offense. If their troops are going to be nullified, they will be more inclined to defend the HQ. Big fights at the HQ would happen, especially when a map is almost won.
What he said, too. :D
-
Disable AA and capture, how does that correlate to the HQ? HQ down should disrupt the flow of information, not prevent guns from being fired and keeping a capture from happening.
-
Disable AA and capture, how does that correlate to the HQ? HQ down should disrupt the flow of information, not prevent guns from being fired and keeping a capture from happening.
If you want to use the "realism" angle: the HQ should have no effect on any darbar or dot dar at all; considering that information would be locally sourced from radar towers, ground spotters and radio/telephone communication.
Since Aces High is just a game, it would be nice to give attackers a worthwhile reward, other than pissing off 1/3 of the players. Bombing the HQ is griefing, nothing more.
-
Disable AA and capture, how does that correlate to the HQ? HQ down should disrupt the flow of information, not prevent guns from being fired and keeping a capture from happening.
How about if HQ goes down that side gives up their armchair generals for a tour....if that were the case I would gladly keep the system the same. (A tour without LTown, Jayro, or Grill man barking orders at people.....would be so nice)
-
How about if HQ goes down that side gives up their armchair generals for a tour....if that were the case I would gladly keep the system the same. (A tour without LTown, Jayro, or Grill man barking orders at people.....would be so nice)
I am so tired of you bossing me around Junky... :P
-
I don't see it as griefing, it's just part of the game. This all sounds more like whining, but how about no info available on if hangers, troops, ord and fuel are up or down at any field, and no info on all Strat percentages?
How about if HQ goes down that side gives up their armchair generals for a tour....if that were the case I would gladly keep the system the same. (A tour without LTown, Jayro, or Grill man barking orders at people.....would be so nice)
no thanks!
-
I don't see it as griefing, it's just part of the game. This all sounds more like whining, but how about no info available on if hangers, troops, ord and fuel are up or down at any field, and no info on all Strat percentages?
no thanks!
It is part of the game but hardly a good part. Making it more difficult to find combat action in a combat action game seems counter-intuitive. It is whining. Highly justified whining.
Info on enemy down times shouldn't be available at all. The basic status of radar, ords, troops and hangars was quite sufficient. Not sure how having up to the minute intel on every minutia of enemy property helps the game.
-
Last week i saw a blip on a passing CV, but no dar bar. Thinking it could be an NOE mission, I upped a low fw190 and headed for a gap in our shore radar while another countryman came down the gap towards me. Neither one of us saw anything, so we chalked it up as a bailer and left. 20 minutes later, the HQ was down... :bhead
Im not bothered by current conditions, but here are a few compromises:
1) disable all radar forms like normal, but still allow the local field dar (if not destroyed) and sector bar to function only for respective players who launch from it. In effect, local coordination and vectoring could still be available, but overall processing of data through the HQ is unavailable.
2) disable all radar forma like normal, but allow all radar forms (if not destroyed) to be viewable on the clipboard only while in the tower.
-
Dont know if it has changed by now but when the HQ went down I took supplies to it. Easy perks
-
Dont know if it has changed by now but when the HQ went down I took supplies to it. Easy perks
Situation was
165 minutes downtime.
4 mins reduction per goon flight.
1.5 sectors distance.
1.75 perks per flight.
Few players online.
The result is easy to predict.
Compare that to the little effort a single NOE Lanc pilot had to invest.
-
Situation was
165 minutes downtime.
4 mins reduction per goon flight.
1.5 sectors distance.
1.75 perks per flight.
Few players online.
The result is easy to predict.
Compare that to the little effort a single NOE Lanc pilot had to invest.
Heck, that's only 41 trips, an easy 71 perks, and at 5 min a trip (likely more but go with me) it would only take 3 and a half hours to do solo...
What's your problem? </sarcasm off>
-
Heck, that's only 41 trips, an easy 71 perks, and at 5 min a trip (likely more but go with me) it would only take 3 and a half hours to do solo...
That's the spirit! :lol
-
Dont know if it has changed by now but when the HQ went down I took supplies to it. Easy perks
and what would I do with bombers perks? Two years ago I needed 30 perks to roll out a Mossie XVI for the first time. It has been much more than sustaining itself since then. That is the last time I checked how many bomber perks I had.
Perks I have a plenty - playing time, I do not.
-
How about allowing goon formations from the fields close to hq?
-
The combination of HQ connection to city health, City and HQ locations on the current map and the fact it needs only one NOE Lanc pilot to kill the HQ for hours really creates a game balance problem.
"Defend HQ" wasn't really possible for the Nits yesterday unless you had a staggered constant CAP above it. Even a Me 163 won't get you fast enough to the HQ if you only know about the attack the moment the HQ starts to flash.
How cutting the connection between HQ and City for a start?
For the record, I never have been a fan of the "all or nothing" HQ function..
In addition, maybe place a dot dar round HQ like around a base? To give some more detailed warning?
It's a bit a paradox-um to me that the one strat responsible for all our AWACS style information is covered by a single blimp? ( Not denying one should put in some effort to read dar bars moving across the map ! )
Just my 2 cents... carry on
-
I suggested while ago bigger cargo planes to speed up the resupply of HQ ...