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General Forums => Aces High General Discussion => Topic started by: Chilli on September 08, 2014, 03:38:40 AM

Title: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 08, 2014, 03:38:40 AM
Before this gets smooshed away to the wishlist  :lol  I think it might deserve some general discussion.

HQ Downtime currently causes loss of all radar function.  This combined with the extended downtimes in the current strat system design and tedious resupply routine has been hindering the ability of players to find suitable fights, leading to reduction in numbers of the affected country due to frustration / rage quits.

Connecting the very same system of downtime for HQ to reduction of 25% of fuel will do a number of things:

Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: GhostCDB on September 08, 2014, 03:45:08 AM
I don't understand  :headscratch:
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Xavier on September 08, 2014, 03:55:04 AM
I don't understand  :headscratch:

I believe he's talking about the effects of a downed HQ, changing the radar blackout to a 25% fuel loss in all fields.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 08, 2014, 04:02:17 AM
GhostDB,

I am suggesting that instead of loosing all radar abilities when the HQ goes down, all of that country's bases now only have 75% fuel capabilities and no drop tanks.  It is much better than causing the loss of any information besides base flashing of where anyone is, including your own countrymen.

You will know that you are crippled as a country but personally every player has the option to fly something more fuel efficient, limit their flight, or resupply the HQ.


(http://www.hitechcreations.com/images/stories/dales/tower.jpg)

Thanks Xavier said it simpler. :)

Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Latrobe on September 08, 2014, 04:19:13 AM
A lot of the planes I fly I usually take 75% fuel or less in, and I know lot of other people do this as well. Reducing the fuel loadout when the HQ is down would limit the range of most planes, but I think the HQ should have a more important impact on the gameplay than just the loss of 25% of your fuel and DTs.

What if the HQ also added to the downtime of objects? Kill the HQ and double the downtime of all objects. So, if ack is down for 30 mins if killed, then you can destroy the HQ and up that time to 60 mins.

Or what if all resupplies were stopped when the HQ is destroyed? Kill the HQ and base objects and strats don't get resupplies until the HQ is back up. Hangars would of course still only have 15 mins downtime so you can still fight and defend but thing like ack would stay down until the HQ was brought back up. Maybe even make it so you can still resupply your base with the HQ down if you drive/fly the field supplies in but make them 50% less effective.




Just throwing out ideas. HQ really needs a new function.






Also, just a thought. If the HQ function does get changed can we get a message in the text buffer "Your HQ has been destroyed" whenever it goes down? Right now it's easy to tell because you go blind, but if it was to be change to maybe affecting downtimes then you don't really have a way of knowing it's been destroyed unless you are paying attention of someone else was.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: GhostCDB on September 08, 2014, 04:32:08 AM
I have seen the downtimes up to 100 minutes WITHOUT the HQ being down  :rolleyes:

I think the rules should stay as they are. It is just this map the reason for the HQ being slapped every few hours.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 08, 2014, 05:13:32 AM
GhostDB,

I don't know how many hours in MA you have been putting in lately, but the rumors about this map having much more HQ downtime than others is not founded.  HQ is ALWAYS being taken down by one country or another.  There a some folks that just like to take it down just so they can hear the complaints.

Latrobe,

- The fact that you fly a plane w/ 75% and several others (myself included) do also, helps with my idea and does not distract from it. 

- 75% fuel reduction has been tried and tested in AH1. 

- For game play sakes it would be best to keep as many aircraft in the air as possible, while still making HQ a viable target. 

- Plus a whole lot of Spitfire, La7, Yak and Tempest pilots would wildly suggest that 75% would be a game killer (no imagination). 

- Especially, since eny doesn't allow you to fly certain planes with any amount of fuel.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Drane on September 08, 2014, 05:27:55 AM
IMHO HQ should remain associated with radar. The distribution of real time war information would be affected and radar is a part of that.

HQ being down would be less related to fuel supply because that's more of a snail action (no pun intended Snailman), fuel delivery schedules would already be made and distribution could continue unless the supply is interrupted. Even if fuel supply is interrupted, there will be a lag before it impacts the front line.

What is the solution to the HQ radar down problem? Is there really a problem?
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: DREDIOCK on September 08, 2014, 05:52:02 AM
How about this.
HQ down removes the dot dar across the board leaving only local dar bar.In addition to this It should also remove the "Base under attack" message
(Base under attack message should also be updated to say or include a system text message similar to "joeblow landed 3 kills in a..." as to which base is under attack.)
Another addition that IMO needs to be made is a situation board of sorts that can only be looked at in the tower that has a readout of which bases are being attacked. Which bases a side is attacking. And the number of estimated planes or vehicles both friendly and enemy involved in the engagement. This could also be effected by damage to HQ as it would represent accurate G2 intel. The3 more damaged HQ is. the less that is displayed

Leaving local dar bars on would simulate local radar

BUT if the radar tower does down at say A42 as well as HQ being down then all dar in that area and adjacent  areas without a friendly dar ring becomes non existent


Hitting HQ should also reduce ALL strats resupply by an additional 25% on top of what other damage may have been done to them
This would represent the disruption in the command communication system
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: FLOOB on September 08, 2014, 06:12:07 AM
Actually in weird Aces high world, a base's fuel capacity undamaged is 125%. Reducing a base's fuel by 25% only disables drop tanks.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 08, 2014, 07:02:15 AM
What is the solution to the HQ radar down problem? Is there really a problem?

In my, and many other opinion, it's just the balance that's way off now.
One single player in a set of bombers can easily shut the lights out for an entire country for prolonged times. Some HQ's are virtually indefensible against NOE attacks by that lone player, and the downtimes are much longer now  (and resupply much more tedious) than they used to be.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Tinkles on September 08, 2014, 07:02:49 AM
Going to attack it at a different angle.

I think instead of fuel or radar, why not CV downtimes?

If the HQ is down, any CV destroyed in the next 30-45 minutes (even if the HQ is restored to full glory 15 mins after the attack, realistically, there would still be a delay in transmission because they would need to find or repair communication equipment), has their downtime increased by 15-30 minutes. So instead of 10 minutes after being destroyed it would be 25-50.




I think we need something else in addition to my above suggestion, for maps without CVs. However, I am trying to think of ideas that don't punish players who weren't online during the attack.
I mean, what would you do if your side was limited to 25% fuel across the board for the next 30mins to 90 mins? WIth that being increased by strats to who knows how much (lusche)?


Does anyone have a practical idea, perhaps something abstract, that makes it so players joining in don't get punished, and it doesn't completely cripple one sides offense/defense?

Sure, the attacking side needs an edge because they attacked a critical component of the enemy. But I think it would be wise to think 'outside the box', perhaps only being able to take off from certain airfields? Or certain ENY planes can't be used (like perked - 5 eny planes for X time). etc.

Just random stuff.

Any ideas?
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 08, 2014, 07:15:11 AM
Going to attack it at a different angle.

I think instead of fuel or radar, why not CV downtimes?


Because we have maps without CV's ;)
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: caldera on September 08, 2014, 08:23:49 AM
Quote
I think instead of fuel or radar, why not CV downtimes?


Flatten the HQ and all auto ack ceases to function.   No town ack, base ack, CV ack or puffy ack. 

This gives the attackers a big reward and will inspire more base attacks = more fights.   Radar down = less fights.

If a flurry of bases are taken during the downtime, well good.  This is coming from someone who flies defense, 99% of the time.


ps- the HQ still needs to be hardened so that a single player cannot destroy it.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: DREDIOCK on September 08, 2014, 08:47:16 AM

Flatten the HQ and all auto ack ceases to function.   No town ack, base ack, CV ack or puffy ack. 

This gives the attackers a big reward and will inspire more base attacks = more fights.   Radar down = less fights.

If a flurry of bases are taken during the downtime, well good.  This is coming from someone who flies defense, 99% of the time.


ps- the HQ still needs to be hardened so that a single player cannot destroy it.

Not bad. Would give the ack huggers (of which there entirely too many of ) something alse to do too
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: DREDIOCK on September 08, 2014, 08:48:53 AM
One thing that needs to be adressed before anyting else though.
Fix the damn darbbar colors on the map that was up lastnight
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Slate on September 08, 2014, 08:50:53 AM

ps- the HQ still needs to be hardened so that a single player cannot destroy it.

   ^^^^^ This is what I was thinking. Why couldn't the HQ have % like the other strats. Hit some of it radar out for 15 min. hit more 30 min, ect. it would at least give time for a defense and not resupplying it and have one more bomber that was already on the way to take it totally down again.  :rolleyes:
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Aspen on September 08, 2014, 11:12:04 AM
I would rather HQ just have a shorter max down time.  Either 15 or 30 minutes.  Its still a punch in the nose but it eliminates the 2 hour stints that make people decide to go to bed, do the dishes or watch old Barnaby Jones reruns instead of play.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 08, 2014, 11:16:00 AM
Triple damage required to 112.500 lb, set HQ downtime to 30 minutes fixed - no modifier, no resupply.  :old:
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Xavier on September 08, 2014, 11:18:16 AM
Triple damage required to 112.500 lb, set HQ downtime to 30 minutes fixed - no modifier, no resupply.  :old:

B-but my lancs... :uhoh
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Wiley on September 08, 2014, 11:19:42 AM
Triple damage required to 112.500 lb, set HQ downtime to 30 minutes fixed - no modifier, no resupply.  :old:

That sounds reasonable to me.  Question- how long does bomb damage stick to a ground target?  If I drop a bomb on a target, how long before that damage is reset or repaired or whatever if that target is not hit again?

Wiley.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 08, 2014, 11:26:55 AM
That sounds reasonable to me.  Question- how long does bomb damage stick to a ground target?  If I drop a bomb on a target, how long before that damage is reset or repaired or whatever if that target is not hit again?

Half basic object downtime (without any modifiers)
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: DubiousKB on September 08, 2014, 11:37:23 AM
Place the HQ in the middle of the City strat - No more NOE attacks due to the shredder ack around City strat.

As for the fuel thing, I like it, in addition to an affected dar bar/ dot dar reduction. There needs to be a significant advantage to dropping the HQ, as in most maps to get to HQ requires a fairly significant investment of time on the attackers part.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: pembquist on September 08, 2014, 11:55:56 AM
The HQ target is the only thing next to a CV that the lone bomber has as a big satisfying binary goal. If you increased the ord requirement to destroy it by just a little bit to take it out of the single lancaster formation capability I would expect it would go down a lot less.

Is it a problem? Yes and no. I think it is a real annoyance when the population is super low, otherwise....so so.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: DmonSlyr on September 08, 2014, 12:29:51 PM
For something as grand as the HQ is deemed to be in this game, it should definitely take more than one set of bombers to take it down, it should be a a squad/effort.

The point of killing it is to put the other team at an extreme disadvantage so that the other team has a chance to capture a couple of bases.

I'd say 15 minutes is a good enough time.

Even a warning from that chick that the HQ specifically is being attacked may help out.

It should cause horrid effects to the other team. But it should also be quite more difficult to take it down.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Zerstorer on September 08, 2014, 12:53:23 PM
For something as grand as the HQ is deemed to be in this game, it should definitely take more than one set of bombers to take it down, it should be a a squad/effort.

The point of killing it is to put the other team at an extreme disadvantage so that the other team has a chance to capture a couple of bases.

I'd say 15 minutes is a good enough time.

Even a warning from that chick that the HQ specifically is being attacked may help out.

It should cause horrid effects to the other team. But it should also be quite more difficult to take it down.



^^ this.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 08, 2014, 01:11:22 PM
I have run into this problem at work.  The logic, "it is done that way because it was always done that way." 

I say tie it to fuel and leave the supply and hardness the way it is.  It works for other strats, and the only big stink with HQ, is the negative impact on finding fights and causing players to loose interest and log off.

Fuel (to be clear Floob, I did suggest no drop tanks and 75%) limits would be an adequate reward for flying long, possibly dangerous mission to HQ.  As Latrobe pointed out SOME folks would hardly notice, and I am sure that some folks would just about hit the roof in disappointment over limitation of their aircraft choices (see any ENY thread).

The logic of connection of HQ to radar, should only affect the information received from HQ via maybe telegraph, or some other wired connection.  Otherwise all the radar towers are still operating fine (unless also damaged by enemy attack). 

So, the immediate "lights out" for the entire country is NOT anywhere near as logical as "rations" for fuel until supply line has been re established.

IMHO, "lights out" across the board should be a thing of the past, even for short periods of time.  Many days a few minutes to log in and have fun is all that is available.  the last thing that I want to do is see a barren looking map.   

Killing DAR is killing potential FIGHTS  (note I will kill a radar tower for that purpose, only when I see there is an attempted mission to that field).

Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 08, 2014, 01:28:16 PM
The HQ target is the only thing next to a CV that the lone bomber has as a big satisfying binary goal. If you increased the ord requirement to destroy it by just a little bit to take it out of the single lancaster formation capability I would expect it would go down a lot less.

Is it a problem? Yes and no. I think it is a real annoyance when the population is super low, otherwise....so so.

Bombing HQ is dead last on my list of satisfying achievements, and I fly bombers plenty.  However, hitting a single building to do the destroy HQ, can only reward a single player who puts the final blow on the structure, or did I miss something on the way damage is scored (could just be the damage text message that I am confused by).

I disagree, Pembquist, it is annoying anytime it happens.  Only has a very limited effect on ground vehicle game play.  In all other areas, it is pure horse manure.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: JimmyD3 on September 08, 2014, 03:51:48 PM
You could always move the HQ closer to a resupply source and add some decent "puffy ack" like the City has. Another option is to eliminate the DAR BAR on HQ going down, keep the local radars up but no DAR BAR, this would maintain the local base info, but eliminate the global info.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Naughty on September 08, 2014, 04:59:00 PM


     My 2 cents.. Taking from all the suggestions.

         #1 If HQ is so important, it should be better defended. I like the idea of having it in the middle of the city. it makes sense ! Almost every country in history had their HQ in a major city, not out in the middle of nowhere.

         #2 It should be harder to take down. it should require atleast 2 sets of lancs to have to make it there.

         #3 with each base having it's own radar, HQ being down should not effect local dar, only sector dar bars. and out of dar circle friendly cons.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Bruv119 on September 08, 2014, 05:12:59 PM

        #3 with each base having it's own radar, HQ being down should not effect local dar, only sector dar bars. and out of dar circle friendly cons.

I was going to suggest something like this makes more sense.   Enemy / friendly contacts should still show within radar rings that are active.

Another idea HQ goes down - (once toughened to 200k damage) that country loses all radio chat priveleges, that would be really eerie silence!!    :D
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 08, 2014, 06:58:03 PM
Quote
#3 with each base having it's own radar, HQ being down should not effect local dar, only sector dar bars. and out of dar circle friendly cons.

I am sure that HTC COULD spend time coding and possibly game resources updating whether or not a friendly dot is within each and every players dar range  :rolleyes:

I believe it would be much simpler to attach it to fuel reduction as I originally proposed or some other combination as seen fit <- Making this reason #6 so far

What is this fascination with denying an entire country radar anyhow?  I don't get it.... (only purpose is to cause GRIEF, and currently it has such a negative impact on finding ONLINE ACTION that is important to healthy main arena numbers).
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Arlo on September 08, 2014, 07:06:29 PM
Doesn't hitting the refinery affect fuel already? HQ damage should affect AHII satellite GPS. And bothels.  :salute :cheers:
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 08, 2014, 07:33:15 PM
Actually Arlo, you are incorrect in that assumption.  Hitting Refinery, only prolongs the down time of the fuel tanks on each base.  Destroying all of the fuel tanks on a base, only removes the options for drop tanks for the base that the fuel tanks are taken down.  Fuel percentage has not gone below 100% in the main arena since prior to the release of AH2 if I recall correctly.

Taking fuel percentage down to 75% for an entire country will be a significant ding, worthy of the dangers and time invested in attacking the structure.  It however, will NOT hamper any attempt by any country for finding action, although they might have a slightly more complicated journey to engage (not too unlike ENY).

Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 08, 2014, 07:51:39 PM
Actually Arlo, you are incorrect in that assumption.  Hitting Refinery, only prolongs the down time of the fuel tanks on each base.  Destroying all of the fuel tanks on a base, only removes the options for drop tanks for the base that the fuel tanks are taken down.  Fuel percentage has not gone below 100% in the main arena since prior to the release of AH2 if I recall correctly.


You don't  :P


Maximal fuel reduction on bases is down to 75%
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: LilMak on September 08, 2014, 10:47:29 PM
Ya know what Dale. You need to fix this HQ radar crap. You are really making the core playerbase mad with this. They are leaving because what few fights there are left to be had can't be found. There are more bases on a map than players and HT continually seems to find new and interesting ways for players to avoid any kind of air combat whatsoever (88s, 5", no radar).
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 09, 2014, 03:52:41 AM

You don't  :P


Maximal fuel reduction on bases is down to 75%

That might explain some problems that I have been having with error on loading missions, "plane 1 has incorrect loadout" or something like that.  :headscratch:

When does the 75% take effect?  I could have sworn to be attempting to lift from a fuel deprived field and only drop tanks were disabled.........  :headscratch:
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: bozon on September 09, 2014, 05:49:54 AM
What is this fascination with denying an entire country radar anyhow?  I don't get it.... (only purpose is to cause GRIEF, and currently it has such a negative impact on finding ONLINE ACTION that is important to healthy main arena numbers).
There! someone said it out loud: "GRIEF".

That is the only incentive to fly HQ raids. It is not even strategy - those that play the strategy game know to hit the city and the AAA/ammo/radar factories, not HQ. I dont recall any case in which the destruction of HQ was followed by the opposing country rolling over our bases. I bet 90% of the players on the other countries do not even know that our HQ is down. In almost all cases, once HQ is finally back up after 30 minutes or so (with resupply) the strategic situation is exactly as it was when HQ went down.

Score? HQ raids are not good for score.
Perks? HQ raids are poor fields for perk farming.
Challenge? if you want challenge you do not fly at 30k. NOE, maybe.
Role playing? right... and bail out after bombing.
Strategy? worthless, see above.
After eliminating all other possibilities, what ever is left must be the truth - grief. The #1 motivational reason in MMO's.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 09, 2014, 07:04:22 AM
That might explain some problems that I have been having with error on loading missions, "plane 1 has incorrect loadout" or something like that.  :headscratch:

When does the 75% take effect?  I could have sworn to be attempting to lift from a fuel deprived field and only drop tanks were disabled.........  :headscratch:

Destroy half of the fuel tanks on a base = Fuel at 100% (No DT's)
Destroy all fuel tanks on a base = Fuel at 75%

A small airfield and a vehicle base have 4 fuel tanks, a medium airfield and a port have 6, a large airfield has has 8 fuel tanks.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Slate on September 09, 2014, 07:56:14 AM
   Why did the war planners not at least have a radar tower at their headquarters?  :headscratch:
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 09, 2014, 08:06:30 AM
   Why did the war planners not at least have a radar tower at their headquarters?  :headscratch:

Makes one wonder indeed, but I dare to guess that wouldn't change things much either.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Zoney on September 09, 2014, 09:20:15 AM
When you are confronted with a Troll on the boards, I think the worst thing you can do is respond in any way to them because that is what feeds them.  if that is true, complaining about the HQ killers as griefers will surely feed them exactly what the wish to devour.  You are giving them exactly what they want by complaining and they will therefore win and continue to drop HQ because they live on your hate.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Slate on September 09, 2014, 10:03:40 AM
When you are confronted with a Troll on the boards, I think the worst thing you can do is respond in any way to them because that is what feeds them.  if that is true, complaining about the HQ killers as griefers will surely feed them exactly what the wish to devour.  You are giving them exactly what they want by complaining and they will therefore win and continue to drop HQ because they live on your hate.

   Yes Yes I can sense the hate.

(http://i653.photobucket.com/albums/uu253/SwordOfJustice2007/Movies/palpatine.jpg) (http://media.photobucket.com/user/SwordOfJustice2007/media/Movies/palpatine.jpg.html)
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: caldera on September 09, 2014, 10:10:24 AM
When you are confronted with a Troll on the boards, I think the worst thing you can do is respond in any way to them because that is what feeds them.  if that is true, complaining about the HQ killers as griefers will surely feed them exactly what the wish to devour.  You are giving them exactly what they want by complaining and they will therefore win and continue to drop HQ because they live on your hate.

People are more likely to voice their opinion here, than send an e-mail to HTC.  Especially, once they see that others share their dissatisfaction.  If nobody complains outside of the game, do you really believe the griefers will stop?
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: pembquist on September 09, 2014, 10:16:27 AM
Now hang on just a second. Sure there are childish griefers who cackle imagining people getting POed by their behavior but I don't think that is the universal reason for attacking HQ. I remember bombing HQ a few times before the new strat system and I wasn't doing it out of malice. If anything, I wouldn't do it today because I see how annoying it is. The attraction of hitting HQ is that it is one of the few things you can do with a bomber by yourself that is challenging and has a big win/fail payoff. The only similar thing I can think of is sinking a cv. Only one non perk bomber can do it and it takes all its ords, it has an appeal that maybe not everyone understands but that is real. However, It is, as people keep saying, unbalanced or broken.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: caldera on September 09, 2014, 10:33:47 AM
Quote
Sure there are childish griefers who cackle imagining people getting POed by their behavior but I don't think that is the universal reason for attacking HQ.

So you think the guys who keep doing it and bragging about it are the outliers? 

Quote
If anything, I wouldn't do it today because I see how annoying it is.

I destroyed it once when I was a noob.  After realizing how much it sucks on the receiving end, I never did again.  How many of those that are repeatedly bombing it of late are ignorant of this effect?  There aren't all that many noobs in bombers these days.   

Quote
The attraction of hitting HQ is that it is one of the few things you can do with a bomber by yourself that is challenging and has a big win/fail payoff.

There is one big payoff: one player pissing off the other team. 
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 09, 2014, 12:54:10 PM
Other than the necessary comparison to "lights out, your HQ is down" to fuel reduction, I was hoping to discuss an alternative action generated by destroying the HQ, not to repeat the same arguments again about why it is done.

If my idea of reduced fuel or someone else's idea that does NOT include "lights out" does not become the focus of this thread then, I would not mind it being smooshed over to the wishlist or locked.

 :salute All for good discussions, I just don't think we need another thread about HQ raiders suck, whether or not I agree with it or am one myself.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: bustr on September 09, 2014, 01:16:48 PM
This is the general unintended consequence of making any object into a country wide choke hold that a single player can control the fun of a whole country beyond 15-30 minutes. Especially with low numbers and how most players have started to realize how much they rely on DAR as an integral part of their $14.95.

If this is driving paying subscribers from the game, driving them out of the MA when their numbers are sorely needed, or magnifying the already unwillingness to engage in combat. It has to change just like when Hitech created ENY over night.

Once our mega strat moved in response to the capturing of territory. Just like as the Germans moved into Russia, the Russian factories were moved in response to the east. Start out with the distributed strat. As territory is captured, move those strat farther back closer to the HQ, and closer to each other. Make the HQ downtime max 30 minutes without resupply.

   
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: caldera on September 09, 2014, 01:19:52 PM
This is the general unintended consequence of making any object into a country wide choke hold that a single player can control the fun of a whole country beyond 15-30 minutes. Especially with low numbers and how most players have started to realize how much they rely on DAR as an integral part of their $14.95.

If this is driving paying subscribers from the game, driving them out of the MA when their numbers are sorely needed, or magnifying the already unwillingness to engage in combat. It has to change just like when Hitech created ENY over night.

Once our mega strat moved in response to the capturing of territory. Just like as the Germans moved into Russia, the Russian factories were moved in response to the east. Start out with the distributed strat. As territory is captured, move those strat farther back closer to the HQ, and closer to each other. Make the HQ downtime max 30 minutes without resupply.

   

If that still means a darbar blackout, I will be logged out for at least 30 minutes. 
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 09, 2014, 01:26:48 PM
I still like my proposal  :)
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Karnak on September 09, 2014, 01:31:42 PM
Fuel being down a percentage has no effect on Me163s as their fuel is hard coded.  It had to be on the 200% fuel consumption would make it useless.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: deadstikmac on September 09, 2014, 01:35:53 PM
What is this... Radar everyone speaks of  :headscratch:











 :devil
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 09, 2014, 01:38:32 PM
Fuel being down a percentage has no effect on Me163s as their fuel is hard coded. 

The consumption] is hardcoded, but the fuel loadout is not.
The fuel burn is 2.0 no matter what any arena settings are, but the plane can take only three quarters of a tank if fuel is limited to 75%. It's a significant reduction in fighting endurance for this plane, and some well-led squads had used this to their advantage in the past.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: bustr on September 09, 2014, 01:42:30 PM
As we all remember, once upon a time in Aces High Land, magical flying unicorns could rebuild the HQ so fast it wasn't worth bombing. I have faith that players knowing 30minutes max regardless of their efforts, they will be more than willing to put on their magical unicorn suits and bring light back to their country.

I've spent hours in my magical unicorn suit accomplishing almost nothing after the strat were distributed and players discovered how to make the most of them. This has to change because our game is not, Aces High the Premier Air Cargo Simulation on the Internet.

Game play is out of balance and now reaching into our forum, creating discord between previously cordial rivals. This POST is showing a unified concern for a problem as opposed to the usual airing of personal indignities and fratricidal personality combat.   
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Zoney on September 09, 2014, 01:50:22 PM
Free your mind.  Think of the HQ blackout as excellent practice for the FSO's.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: waystin2 on September 09, 2014, 02:18:00 PM
Free your mind.  Think of the HQ blackout as excellent practice for the Scenarios.

Fixed!  ;)
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 09, 2014, 02:19:54 PM
Free your mind.  Think of the HQ blackout as excellent practice for the FSO's.

Like the majority of AH players, I don't fly FSO, nor any other scenario.

Keep your practice to your arenas  :old:
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Vraciu on September 09, 2014, 02:28:11 PM
Ya know what Dale. You need to fix this HQ radar crap. You are really making the core playerbase mad with this. They are leaving because what few fights there are left to be had can't be found. There are more bases on a map than players and HT continually seems to find new and interesting ways for players to avoid any kind of air combat whatsoever (88s, 5", no radar).

+1
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: pembquist on September 09, 2014, 02:42:42 PM
What is this... Radar everyone speaks of  :headscratch:

I am sending you the bill for this monitor, the one with the coffee all over it.









 :devil
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 09, 2014, 03:15:34 PM
Triple damage required to 112.500 lb, set HQ downtime to 30 minutes fixed - no modifier, no resupply.  :old:

Sorry Lusche I did not respond earlier to your suggestion.

I do agree that would improve the "lights out" discussion, and it is a very simple remedy. But to most of us, 30 minutes without an opportunity to resupply is about 25 minutes too long (actually, I agree with Caldera it is 30 mins too long).

Now, what I had hoped for was something different, the best of both worlds.  Bombers would still be encouraged to attack the HQ and have a worthy result of their efforts.  Most everyone can agree there is a balance problem between effort to take down HQ and the damage to quality play time for the affected country. 

Lusche your solution just simply adjusts the bar (no pun intended).  What it doesn't address is a blank map showing no activity other than a base flashing here or there.   Thank you for your thoughtful response Lusche and bear with me, I like what you proposed but want the challenge to game play to be in the air or behind the dash or gun of some type, not in the ability of part time cartoon pilots to divulge strategic information via keyboard or range vox (note: breaking my own rule here).

Is there a viable alternative that does NOT involve loss of radar for a country when HQ goes down?
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: waystin2 on September 09, 2014, 03:27:55 PM


Is there a viable alternative that does NOT involve loss of radar for a country when HQ goes down?

How about you only have access to local radar.  If you are at 10,11, then you can only see dot/bar dar for that sector.  If you move to another sector then you are able to see that sectors dot/bar dar, but can no longer see the radar in sector you just left.   Simulates losing central command & control?
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lusche on September 09, 2014, 03:30:31 PM
Lusche your solution just simply adjusts the bar (no pun intended).  What it doesn't address is a blank map showing no activity other than a base flashing here or there.  

An this was exactly my intention. Any other mechanism has very likely some additional implication that often are difficult to judge beforehand to the full extend. Or may be techically difficult to implement.
I wanted to keep any adjustment as simple as possible. In my opinion, it's simply the balance that's off witth the current settings : 1 player, with little difficulty (on several maps) vs maximum effect for long times.

So my proposal is just trying to readjust this balance without much trouble. Triple damage requirement, downtime fixed 30 minutes, no matter what.

Oh, and because I know HiTech prefers simple (or elegant) solutions... that is, if he see's any problem at all ;)
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Wiley on September 09, 2014, 03:39:33 PM
How about you only have access to local radar.  If you are at 10,11, then you can only see dot/bar dar for that sector.  If you move to another sector then you are able to see that sectors dot/bar dar, but can no longer see the radar in sector you just left.   Simulates losing central command & control?

I like this idea.  Couple this with Lusche's 3x(maybe 2x or 2.5x?) damage/no resupply and I'd vote for it.

Wiley.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 09, 2014, 03:48:11 PM
How about you only have access to local radar.  If you are at 10,11, then you can only see dot/bar dar for that sector.  If you move to another sector then you are able to see that sectors dot/bar dar, but can no longer see the radar in sector you just left.   Simulates losing central command & control?

I like that idea also.  I just ponder how difficult it would be to have the servers update that much information for every pilot as they travel from sector to sector.  It could be nill..... 
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Wiley on September 09, 2014, 04:00:57 PM
I like that idea also.  I just ponder how difficult it would be to have the servers update that much information for every pilot as they travel from sector to sector.  It could be nill..... 

All it would need to do is only report bardar for whatever sector you're in.  It would all be done on the client side, it would all be the same info, it would just ignore the other sectors when the HQ is down.

Wiley.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 09, 2014, 04:17:17 PM
I understand better thanks Wiley.  Now, would that put strain on client's (player's) resources when switching from sector to sector, doing the same sort of updating?
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Wiley on September 09, 2014, 04:24:11 PM
I understand better thanks Wiley.  Now, would that put strain on client's (player's) resources when switching from sector to sector, doing the same sort of updating?

Can't see it, it wouldn't be changing much computationally other than a check to see what sector to display for, which would only need to update every time the dar updates for your vehicle.

Wiley.
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: bustr on September 09, 2014, 04:42:10 PM
Where radar is concerned, as Hitech had years of experience in his decision to how the HO shot would be presented in AH versus AW and WB. I have to think he has an evolved experiential reason for our current RADAR. I wonder how far from our analysis as players of the reasoning behind the current RADAR is Hitech's actual purpose to it's implementation.

As forum members do the search for very old statements by Hitech on core issues, we and he are often oceans apart with our assumptions. We need to be prepared for change that we didn't think we needed. Complexity is often it's own reward in social dialogs, opposed to simple boring efficiency.   
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Chilli on September 09, 2014, 04:52:11 PM
I was just imagining the most extreme example, high numbers in a furball, engaging enemy (visa versa) ... switch to another sector back and forth (intentionally or not)... could cause warping????  

This is still a question as I don't know that warps are internet related but have experienced some events on my computer that made me dizzy  :rolleyes:

Bustr,

Yes, you are right, I am most likely so far away from the reality of what is happening with this game and THEN there are times when HTC does something entirely out of the blue and it was like they read my mind (and improved on it of course). 
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: caldera on September 09, 2014, 04:54:12 PM
Free your mind.  Think of the HQ blackout as excellent practice for the FSO's.

If I want to be bored to death playing hide and seek, I will sign up for FSO.


Quote
Is there a viable alternative that does NOT involve loss of radar for a country when HQ goes down?

There are many alternatives available.  I don't think 75% fuel is all that steep of a price for a downed HQ, though. 

What would be nice is:

A. HQ is hardened to require more damage.
B. Move HQ to the city and increase defenses.
C. An automated message goes out on country text whenever the HQ goes down, so noobs know what the Hell is going on.
D. An automated message goes out on country text whenever the HQ is down at log in, so noobs know what the Hell is going on.

My preference for HQ being flat is that all of the victim country's auto-ack is neutralized until resupplied.  This would give the attackers a huge reward, by helping to take bases without hide and seek. 



This is from a different issue, but the problem is the same:

Quote from: hitech on November 29, 2005, 03:01:11 PM

Docs Idea of no ICons is not workable either. People want to fight, not fly around looking for a fight.No Icons has been tried, and very quicly becomes boring.

HiTech



Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lucifer on September 09, 2014, 05:07:32 PM
Might be a good idea to try, Chilli.

Btw, some HQ raiders r kinda funny : they bomb HQ then 2 min later, cry on 200 because they cant find a good furball to fight in...  :aok
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: JimmyD3 on September 09, 2014, 07:48:18 PM
Might be a good idea to try, Chilli.

Btw, some HQ raiders r kinda funny : they bomb HQ then 2 min later, cry on 200 because they cant find a good furball to fight in...  :aok

Or bail when someone tries to intercept them. :furious
Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: EagleDNY on September 09, 2014, 09:01:27 PM
How about this.
HQ down removes the dot dar across the board leaving only local dar bar.In addition to this It should also remove the "Base under attack" message
(Base under attack message should also be updated to say or include a system text message similar to "joeblow landed 3 kills in a..." as to which base is under attack.)
Another addition that IMO needs to be made is a situation board of sorts that can only be looked at in the tower that has a readout of which bases are being attacked. Which bases a side is attacking. And the number of estimated planes or vehicles both friendly and enemy involved in the engagement. This could also be effected by damage to HQ as it would represent accurate G2 intel. The3 more damaged HQ is. the less that is displayed

Leaving local dar bars on would simulate local radar

BUT if the radar tower does down at say A42 as well as HQ being down then all dar in that area and adjacent  areas without a friendly dar ring becomes non existent

Hitting HQ should also reduce ALL strats resupply by an additional 25% on top of what other damage may have been done to them
This would represent the disruption in the command communication system

With all due respect I think the opposite is really what should happen - the local dot dar stays up (after all the local operator is peering into his 12 mile scope and calling out cons on local radio), and what should happen is that DAR BAR should suffer.   The "suffering" I propose is that with HQ down, Dar Bar update time goes up (since no G2 is disseminating the intel from HQ to the local airfields).  In FSO we had a couple of scenarios where Dar Bars would only update every 5 minutes instead of in real time - something like that should happen if the HQ goes down.   Perhaps a 15 minute span of No Dar Bars, followed by Dar Bars that only update every 5 minutes as HQ gets itself put back together after an air raid.

Title: Re: HQ Downtime should be tied to 25% fuel reduction - Reasons Why
Post by: Lucifer on September 10, 2014, 09:14:17 AM
Right, forgot this gay Lame move !  :D

Or bail when someone tries to intercept them. :furious