Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Guppy35 on August 31, 2014, 04:23:56 PM

Title: Regarding maps and numbers.
Post by: Guppy35 on August 31, 2014, 04:23:56 PM
With the preface that I haven't flown in a long time and this is purely a reaction to sone of the comments on the boards.

Would there be a way to have maps put in place specific to arena numbers? 

Seems like compressing the size of the map when numbers reach a certain lower level would force the fight.  It wouldn't stop anyone from doing what they enjoy in game beyond rolling undefended areas.

Numbers go up to a certain level and the map changes to a size more conducive to those numbers.

It might help the non prime time players find more action.
Title: Re: Regarding maps and numbers.
Post by: Vraciu on August 31, 2014, 04:25:32 PM
With the preface that I haven't flown in a long time and this is purely a reaction to sone of the comments on the boards.

Would there be a way to have maps put in place specific to arena numbers? 

Seems like compressing the size of the map when numbers reach a certain lower level would force the fight.  It wouldn't stop anyone from doing what they enjoy in game beyond rolling undefended areas.

Numbers go up to a certain level and the map changes to a size more conducive to those numbers.

It might help the non prime time players find more action.

+1

Or just buff escort Shakey61.   That boy attracts a crowd!   Holy moly!
Title: Re: Regarding maps and numbers.
Post by: The Fugitive on August 31, 2014, 10:55:20 PM
With the preface that I haven't flown in a long time and this is purely a reaction to sone of the comments on the boards.

Would there be a way to have maps put in place specific to arena numbers? 

Seems like compressing the size of the map when numbers reach a certain lower level would force the fight.  It wouldn't stop anyone from doing what they enjoy in game beyond rolling undefended areas.

Numbers go up to a certain level and the map changes to a size more conducive to those numbers.

It might help the non prime time players find more action.

It's been discussed a number of times Dan. Either setting a no fly from certain base to compress the map area, or just retiring the large/medium maps and using only the small maps until the numbers come back up. No word from HTC on the ideas have popped up ...... yet 
Title: Re: Regarding maps and numbers.
Post by: BaldEagl on September 01, 2014, 12:01:00 AM
I don't think it would work.  It would just cause a mass logoff as the maps changed and an eventual deepening loss of players overall.
Title: Re: Regarding maps and numbers.
Post by: The Fugitive on September 01, 2014, 08:52:02 AM
I don't think it would work.  It would just cause a mass logoff as the maps changed and an eventual deepening loss of players overall.

Your right, you couldn't do it with swapping out maps as people just wouldn't log back in. However if you could set it up so the out laying bases closed and this closing continued toward the fronts as the numbers dropped you would have the same map, but the action area would shrink as the population dropped forcing a tighter.... and smaller... front. No loggin off or back in, just an automatic change like ENY but limiting bases in stead of limiting plane types.
Title: Re: Regarding maps and numbers.
Post by: Bizman on September 01, 2014, 10:01:32 AM
Your right, you couldn't do it with swapping out maps as people just wouldn't log back in. However if you could set it up so the out laying bases closed and this closing continued toward the fronts as the numbers dropped you would have the same map, but the action area would shrink as the population dropped forcing a tighter.... and smaller... front. No loggin off or back in, just an automatic change like ENY but limiting bases in stead of limiting plane types.
That sounds like a viable solution with a few caveats, though. I mean, there's maps where the centre is the natural point of action when the numbers are low and where your idea would work fine. And then there's the maps where the countries surround a vast sea like Tagma. Shrinked it would be like the coastlines of Uterus. That would certainly force to make use of the cv's!  +1, definitely worth thinking about.
Title: Re: Regarding maps and numbers.
Post by: The Fugitive on September 01, 2014, 10:06:45 AM
I did say the shrinking would continue towards the fronts, not the center  :devil
Title: Re: Regarding maps and numbers.
Post by: Bizman on September 01, 2014, 10:22:07 AM
I hear you. Actually I had already typed about how it could easily be done when one country is defending their last corner of a mainland map. That's where the fight would in any case take place. I cut it off for easy reading... But how would you shrink a map with a large sea in the middle if the map had just reset and the powers were even?
Title: Re: Regarding maps and numbers.
Post by: The Fugitive on September 01, 2014, 10:43:41 AM
I hear you. Actually I had already typed about how it could easily be done when one country is defending their last corner of a mainland map. That's where the fight would in any case take place. I cut it off for easy reading... But how would you shrink a map with a large sea in the middle if the map had just reset and the powers were even?

Just off the top of my head it would be just wild numbers. If we are talking low population like some of the Euro times with only 30-40 players on it might contract to only having 3 bases on each front available. As the numbers climb the number of active bases increases. I would think that as one country captures a base it may have to open another base for the country that lost one keeping the "play area" stable. This way it wouldn't back one team into the corner and down to a single base.

The number of bases vs population would have to be tweaked until it gave a density for good sustained action. 
Title: Re: Regarding maps and numbers.
Post by: ROC on September 01, 2014, 11:14:24 AM
Every single map has the ability to have a concentrated fight already built into it.
The players simply have to launch near a fight.
If they aren't, what you are suggesting is to force them to do what they don't want to do.
I would think that, especially in an off peak time, if 30 or 40 players can't bring them selves to talk and organize good fights on their own, it's an abysmal waste of time for HTC to spend the time and energy trying to code their behavior out of them.
Title: Re: Regarding maps and numbers.
Post by: Slash27 on September 01, 2014, 11:18:54 AM
Every single map has the ability to have a concentrated fight already built into it.
The players simply have to launch near a fight.
If they aren't, what you are suggesting is to force them to do what they don't want to do.
I would think that, especially in an off peak time, if 30 or 40 players can't bring them selves to talk and organize good fights on their own, it's an abysmal waste of time for HTC to spend the time and energy trying to code their behavior out of them.

Not much of an incentive for new people to stick around if there's nothing to do.
Title: Re: Regarding maps and numbers.
Post by: Lusche on September 01, 2014, 11:21:55 AM
Every single map has the ability to have a concentrated fight already built into it.
The players simply have to launch near a fight.
If they aren't, what you are suggesting is to force them to do what they don't want to do.
I would think that, especially in an off peak time, if 30 or 40 players can't bring them selves to talk and organize good fights on their own, it's an abysmal waste of time for HTC to spend the time and energy trying to code their behavior out of them.


Ignoring human nature in game design is not a particularly good idea ;)
Title: Re: Regarding maps and numbers.
Post by: BnZs on September 01, 2014, 11:33:37 AM
Ignoring human nature in game design is not a particularly good idea ;)

QFT.

What if I told you that players are not plotting to prevent fights from developing, it is just when 30 players on a side have the option of attacking 50 bases it becomes a "herding cats" coordination problem?
(http://larkable.com/wp-content/uploads/2014/02/morpheus.png)
Title: Re: Regarding maps and numbers.
Post by: Naughty on September 01, 2014, 11:38:54 AM
 

   I'm sorry, Maybe i'm ignorant.. But I don't understand how smaller maps would change anything.

         Every country has 2 fronts. If you want a fight, you simply fly over to a neighboring enemy field, make yourself visible on their dar, and another pilot that wants a fight will almost always up to do so. you want to take bases ? same as any other map. get a few players together, attack a field and the enemy WILL up to defend. The ONLY problem I see with the large maps is.. there are so few players these days, that it's too hard to win, and the maps get boring after being up for a week. where as the smaller maps can be won in a day or 2.
Title: Re: Regarding maps and numbers.
Post by: Lusche on September 01, 2014, 11:53:21 AM
        Every country has 2 fronts. If you want a fight, you simply fly over to a neighboring enemy field, make yourself visible on their dar, and another pilot that wants a fight will almost always up to do so. you want to take bases ? same as any other map. get a few players together, attack a field and the enemy WILL up to defend.

Unfortunately the reality is often different. The more room on the front, the more spread out the players are. A single air con here,a singe tank making a town flash there. If one team finally "gets some people together", it's very often that the other team does not, and thus: No defense.
The smaller the actualy front line, the higehr the chance that you get suffient players together in one area to spark a battle. On some small maps I can even fly to a battle in progress between the two other teams, which is mostly impossible on large ones.



Title: Re: Regarding maps and numbers.
Post by: Bizman on September 01, 2014, 12:18:26 PM
@ ROC and @ Naughty: As you know there's as many ways to play this game as there is players. If you fly to the enemy field someone might up for defence. Or then not. Sometimes I've circled over three or four enemy airfields during one single sortie until I've had to RTB without seeing a single enemy, apparently not even in the field gun. And if I up near a fight, there will soon be a rant on 200 about disturbing a 1 vs 1 or about a multitude vs 1. I've even been PM'd for interfering a 2 vs 1 practice event near our base on the centre island - needless to say that they all were enemies to me! If there's on average more than one field for every player online, sometimes it looks like people really were sitting each one in their own tower, not to mention if there were three or four. Or all of the fighting is done between the two other countries in a place you'd have to fly all across one of them. Since this game is a social event for me, having the ability to talk with my friends from several squads is quite important. That's the reason I wouldn't like to switch sides, there'd be no way to tell someone looking for company on our channel that I could be find on the other side. Not to mention that switching back if the situation changed has the 12 hours rule.

On a small map there'd be more chances to meet an enemy by accident.

[Edit]Lusche, you beat me again in typing speed. +1 for what you said.
Title: Re: Regarding maps and numbers.
Post by: BnZs on September 01, 2014, 12:43:38 PM
What makes for fun play in AH resembles what made the first world war so horrible-stalemated attrition.
Title: Re: Regarding maps and numbers.
Post by: caldera on September 01, 2014, 12:57:36 PM
What makes for fun play in AH resembles what made the first world war so horrible-stalemated attrition.

Fun for furballers.  I think it's more fun when there are furballs in one place, base rolling another, CV battles another, and tank battles another.  I hate it when maps don't move and prefer to fight base takers over any other kind of fight.  There is a context to that fight, not just the fight itself.
Title: Re: Regarding maps and numbers.
Post by: pembquist on September 01, 2014, 01:13:24 PM
AH2 is at least 2 different games depending on population. This fact should be the basis for making adjustments for the late night late war. HQ being down perpetually for example, just makes the game less enjoyable, not more interesting or complex.
Title: Re: Regarding maps and numbers.
Post by: Guppy35 on September 01, 2014, 03:39:54 PM
Unfortunately the reality is often different. The more room on the front, the more spread out the players are. A single air con here,a singe tank making a town flash there. If one team finally "gets some people together", it's very often that the other team does not, and thus: No defense.
The smaller the actualy front line, the higehr the chance that you get suffient players together in one area to spark a battle. On some small maps I can even fly to a battle in progress between the two other teams, which is mostly impossible on large ones.





This is what makes the most sense. 

I understand the notion of  taking some folks and calling out where you are going and hoping someone will want to fight.  The problem is often the guys willing to do this are also the guys who are better at fighting so the odds are folks won't rise to the challenge.

Until folks get over the fact that they don't really die and learn that there can be fun in even getting shot down a few hundred times while you get better, they are more apt to take the path of least resistance, which often means fighting no one.

Combat does imply force meeting force, not force avoiding force.  If it's late night and there are 30-40 people on some huge map condensing the area a bit so the forces have a better odds of running into each other seems like a good thing.