Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Oddball-CAF on September 27, 2014, 12:00:57 PM

Title: HQ - Radar Impact
Post by: Oddball-CAF on September 27, 2014, 12:00:57 PM
  As the main strategic target in the game, the fact that a country's "Headquarters" controls
the radar hardware at every single field/base a country owns just doesn't make sense to me.
  A headquarters is primarily a command and control unit/facility. So, why not have it
impact -that- ?
  My "wish" is that taking down a headquarters negates the owning country's ability
to maneuver task forces. ie: the TFs are no longer in communication with "headquarters"
and thus basically "hold in place" until such time as communications are restored.
  Flame away.  :D
Title: Re: HQ - Radar Impact
Post by: Chilli on September 27, 2014, 02:11:01 PM
Heya OddCaf,

I agree that HQ being a light switch has over stayed its welcome. 

Also, the command and control function arguement is very close to a point I attempted to make in another thread asking for HQ downtime to effectively stop fuel deliveries.
http://bbs.hitechcreations.com/smf/index.php/topic,365768.msg4868249.html#msg4868249 (http://bbs.hitechcreations.com/smf/index.php/topic,365768.msg4868249.html#msg4868249)

I would agree with this proposal if the fleets automatically maneuvered to avoid level bombers.  Not having orders from HQ, would not prevent the crew from going evasive. 

How about disabling landing craft from fleets, using the above command logic that no orders will be issued to commit troops.  I could also make an argument to disable all troops except for m3s*, halftracks* and jeeps, following the logic that ground forces involved in frontline struggles would already be in place. 

So effectively, if you want your C47s and LVTs back you will have to resupply HQ (*or maybe even stop all troop carriers besides jeeps) .



Title: Re: HQ - Radar Impact
Post by: kvuo75 on September 27, 2014, 04:11:41 PM
  As the main strategic target in the game, the fact that a country's "Headquarters" controls
the radar hardware at every single field/base a country owns just doesn't make sense to me.
  A headquarters is primarily a command and control unit/facility. So, why not have it
impact -that- ?
  My "wish" is that taking down a headquarters negates the owning country's ability
to maneuver task forces. ie: the TFs are no longer in communication with "headquarters"
and thus basically "hold in place" until such time as communications are restored.
  Flame away.  :D

how bout kill the hq = make that country's cv's show up on the map.

might stop another bit of lameness, hiding cv's in corners of maps.



Title: Re: HQ - Radar Impact
Post by: Lusche on September 27, 2014, 04:15:49 PM
All CV based proposals may sound nice, but we have a couple of maps without any CV's in the rotation...  :old:
Title: Re: HQ - Radar Impact
Post by: kvuo75 on September 27, 2014, 04:29:18 PM
All CV based proposals may sound nice, but we have a couple of maps without any CV's in the rotation...  :old:

then on those hq would have no function :)

Title: Re: HQ - Radar Impact
Post by: Arlo on September 27, 2014, 07:08:12 PM
Bomb out HQ. Win a stuffed panda.
Title: Re: HQ - Radar Impact
Post by: earl1937 on September 28, 2014, 02:56:22 AM
  As the main strategic target in the game, the fact that a country's "Headquarters" controls
the radar hardware at every single field/base a country owns just doesn't make sense to me.
  A headquarters is primarily a command and control unit/facility. So, why not have it
impact -that- ?
  My "wish" is that taking down a headquarters negates the owning country's ability
to maneuver task forces. ie: the TFs are no longer in communication with "headquarters"
and thus basically "hold in place" until such time as communications are restored.
  Flame away.  :D
:airplane: Maybe AH just needs to change the objective of captureing the headquarters to a country! How about if you can get 20 troops into the compound of headquarters that the country which troops "captured" headquarters, now all that headquarters aircraft be shown on the "Dar" map, just as our own aircraft, that way, we could attack them at will, stop all "hordes", make their ground vehicles visibly seen from, say 5K distance! Of course, the country which captured the headquarters would have a advantage in winning the map
after all is said and done, that is the goal, one country winning over the other two. I can see where they would be some "battle royals" over a fight for a headquarters.
Title: Re: HQ - Radar Impact
Post by: Someguy63 on September 28, 2014, 02:33:19 PM
Bomb out HQ. Win a stuffed panda.

 :rofl


But for the HQ I think that only dar bars should be eliminated, and maybe that country's supply routes should be slowed.
Title: Re: HQ - Radar Impact
Post by: glzsqd on September 29, 2014, 10:25:46 AM
:airplane: Maybe AH just needs to change the objective of captureing the headquarters to a country! How about if you can get 20 troops into the compound of headquarters that the country which troops "captured" headquarters, now all that headquarters aircraft be shown on the "Dar" map, just as our own aircraft, that way, we could attack them at will, stop all "hordes", make their ground vehicles visibly seen from, say 5K distance! Of course, the country which captured the headquarters would have a advantage in winning the map
after all is said and done, that is the goal, one country winning over the other two. I can see where they would be some "battle royals" over a fight for a headquarters.

I like this idea
Title: Re: HQ - Radar Impact
Post by: Mitchell on September 29, 2014, 11:36:36 AM
I think dropping the HQ should disable all Dot Dar but not Dar Bars.

Plus any or all of these...

1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

2) Make it so towns in that country go White Flag with less buildings destroyed. (maybe require less troops to capture also)

3) Disable all troops and supplies for the affected country.

Title: Re: HQ - Radar Impact
Post by: Lusche on September 29, 2014, 12:50:39 PM
1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

I think this is a real winner  :rock
Title: Re: HQ - Radar Impact
Post by: Arlo on September 29, 2014, 01:19:43 PM
I think this is a real winner  :rock
Yaknow, I gotta say, simple, elegant, effective. It may not be cause for a gripe thread for a couple weeks.
Title: Re: HQ - Radar Impact
Post by: bozon on September 29, 2014, 02:28:08 PM
1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)
I think this is a real winner  :rock
I fully agree. It has been suggested before and it is as good a suggestion as it ever was.
Title: Re: HQ - Radar Impact
Post by: Aspen on September 29, 2014, 03:23:42 PM
I think dropping the HQ should disable all Dot Dar but not Dar Bars.

Plus any or all of these...

1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

2) Make it so towns in that country go White Flag with less buildings destroyed. (maybe require less troops to capture also)

3) Disable all troops and supplies for the affected country.



So when HQ goes down for 2 hours, all destroyed hangars are down 2 hours as well?  Not sure that makes anyone happier.  The issue (as I see it) is that going blind is no fun and the path to turn the lights back on is no fun, so people log.  Make killing it worth 1000 perks or make it turn everyones plane or GV skin into a Hello Kitty theme, it matters not.  Just make sure there is a way to get it back up before people start logging.  Video games are suppose to be fun.

I say a close airfield or GV spawn for resupping or a set 15 minute down time.
Title: Re: HQ - Radar Impact
Post by: Lusche on September 29, 2014, 03:39:15 PM
So when HQ goes down for 2 hours, all destroyed hangars are down 2 hours as well?

No, this only applies to the usual player resupplyable items: Town buildings, auto AA, local radars, ammo bunkers, barracks, fuel tanks. As long as the HQ is down, the rebuild timer for them freezes.

Things like hangars or manned guns never had been part of the auto resupply system.
Title: Re: HQ - Radar Impact
Post by: JimmyD3 on September 29, 2014, 04:14:00 PM
I think dropping the HQ should disable all Dot Dar but not Dar Bars.  -1

Plus any or all of these...

1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply) -1

2) Make it so towns in that country go White Flag with less buildings destroyed. (maybe require less troops to capture also) +/-

3) Disable all troops and supplies for the affected country. -1



Command and control (Dar Bars) going down would be in line with real life, but local radar should still be able to monitor aircraft in its range.
Title: Re: HQ - Radar Impact
Post by: Arlo on September 29, 2014, 04:18:15 PM
Command and control (Dar Bars) going down would be in line with real life, but local radar should still be able to monitor aircraft in its range.
Makes sense.
Title: Re: HQ - Radar Impact
Post by: Chilli on September 30, 2014, 11:58:01 AM
I think dropping the HQ should :
{snip}

1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

{snip}   fixed

YES!  This!  ding ding ding   :rock

End all this fascination with one person poking an entire country in the eye with a twig.  If you want radar to go down, then up a vehicle of your choice and destroy THAT radar tower. SIMPLE.
Title: Re: HQ - Radar Impact
Post by: Saxman on October 01, 2014, 07:57:48 AM
Command and control (Dar Bars) going down would be in line with real life, but local radar should still be able to monitor aircraft in its range.

I was just thinking that: Killing HQ affects global radar, but you still receive a feed from whatever base you're in the tower at, or took off from (so if you're towered at or took off from A1, you receive A1's Dot and Bar Dar as normal, but nothing from any other field).
Title: Re: HQ - Radar Impact
Post by: LilMak on October 02, 2014, 11:50:42 AM
1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

3) Disable all troops and supplies for the affected country.
I like these two.

But it #2 won't let you resupply HQ which kinda throws a wrench in the works. If they could code it so all bases but the uncaptureable bases near HQ lost supplies I think we have a winner. Gives the buff guys a legit target and affects logistics. #1 by itself isn't enough to make the target worth hitting.
Title: Re: HQ - Radar Impact
Post by: Chilli on October 03, 2014, 02:10:23 PM
Quote from: Mitchell on September 29, 2014, 12:36:36 PM
Quote
1) Freeze all repair times for anything in that country until it comes back up. (players can still resupply)

3) Disable all troops and supplies for the affected country.

I like these two.

But it #2 won't let you resupply HQ which kinda throws a wrench in the works. If they could code it so all bases but the uncaptureable bases near HQ lost supplies I think we have a winner. Gives the buff guys a legit target and affects logistics. #1 by itself isn't enough to make the target worth hitting.

I disagree and say that #1 by itself, is enough to make it a legit target for strategic bombing.  First of all, nothing currently has that effect and most importantly, it multiplies the chances of success in meeting all of the criteria needed to capture heavily defended fields. 

Only the "look at me" group of bombers will disagree  :furious ..... 
They will no longer pluck the feathers from the HQ carcass and immediately piss off every player in that country that can see their evil-doings      :banana: It has nothing to do with strategy.

The bottom line:  The complete system of strat supply and repair, (minus the HQ country radar mega ball bonus), is enough to do what is was designed to:  Promote meaningful targets and rewards for doing bombing missions along with presenting targets for interceptors of those missions.
Title: Re: HQ - Radar Impact
Post by: Mitchell on October 03, 2014, 02:53:27 PM
After reading more comments, I think it should be dar bars that go down when the HQ drops and dot dar should stay up, that and the frozen repair times.

Plus increase the hardness of the HQ so that 1 guy can't drop it.
Title: Re: HQ - Radar Impact
Post by: Xavier on October 03, 2014, 02:55:52 PM
Quote from: Mitchell on September 29, 2014, 12:36:36 PM
I disagree and say that #1 by itself, is enough to make it a legit target for strategic bombing.  First of all, nothing currently has that effect and most importantly, it multiplies the chances of success in meeting all of the criteria needed to capture heavily defended fields.

If that system was adopted, the HQ wouldn't be hit a single time. A player who takes off in Lancasters for a bombing run could:

A) Destroy HQ and add 90 minutes downtime to the factories, that's if the factories have been hit beforehand.
B) Bomb single strats and leave them at 20-30% with a 180 minute downtime.

So if the player wants to take advantage of a busted HQ he must make a strat run beforehand. That's two sorties to drop a strat factory to 20-30% for 180+90 downtime on a single factory type. Or he could simply hit two strat factories in two runs, getting 180+180 downtime on two different factories. See where I'm going?

To make that system worthwhile a busted HQ should have to add a downtime to strat factories greater than double the original downtime.
Title: Re: HQ - Radar Impact
Post by: Xavier on October 03, 2014, 03:00:15 PM
My proposal:

1. Return to the old strat system.
2. Placement of the HQ right by the city, protected by its ack. No more NOE lancasters.
3. Increased hardness so that it can't be destroyed by a single set of lancasters or B-29s.
Title: Re: HQ - Radar Impact
Post by: Lusche on October 03, 2014, 03:03:51 PM
So if the player wants to take advantage of a busted HQ he must make a strat run beforehand.


Strats are constantly being attacked. It's very rare having your country strats up at 100%.
Furtheremore, this would impact so much more than just strats. Downtime being nearly frozen for ALL town buildings, all ack guns, all ord bunkers everywhere... this would be a massive impact. Almost as big I as I can personally think at all. And while that HQ is down, newly destroyed targets are subject to the same effect too, as the killed HQ simply stops all auto resupply (quite easy to implement)

Yet it's not crippling any sides ability to engage the enemy.

Unlike now, I would try to hit HQ's very often.

Title: Re: HQ - Radar Impact
Post by: Xavier on October 03, 2014, 03:20:17 PM
Sorry, I did not take it into account. I thought downtimes would only freeze for factories. If it was applied to all objects, including towns, it would be much more effective.
Title: Re: HQ - Radar Impact
Post by: JimmyD3 on October 03, 2014, 05:23:07 PM
My proposal:

1. Return to the old strat system. -1
2. Placement of the HQ right by the city, protected by its ack. No more NOE lancasters. -1
3. Increased hardness so that it can't be destroyed by a single set of lancasters or B-29s. +1

See my previous post. :aok