Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Sabre on May 22, 2015, 11:00:44 AM

Title: Roads and bridges
Post by: Sabre on May 22, 2015, 11:00:44 AM
I wish there was a way to incorporate the affects of roads and bridges, even other terrain types, on ground vehicle movement. Aside from water, there's no terrain type that has any specific impact on vehicle speed. I'd like to see movement penalties attached to different terrain tiles, along with rivers and ravines with destroyable bridges over them. Finally, I'd like to see roads crisscrossing the maps, with a positive effect on vehicle max speeds. For instance, you might have an area of marshland between a base and an enemy spawn point, but with a road running across it. Stay on the road, and you run at full road-speed; get off the map and slow (or even get bogged down completely). Or maybe the ground is smooth and hard, great for tanks, but with a river or impassible ravine cutting across the route. The only quick way across is a bridge, but one that is vulnerable to destruction. It would have a natural down time, but you could speed up the bridge rebuild by bringing up bridge construction materials via M3s and C-47s.
Title: Re: Roads and bridges
Post by: Mitchell on May 22, 2015, 12:26:37 PM
+1  :aok
Title: Re: Roads and bridges
Post by: Volron on May 22, 2015, 12:57:35 PM
Hope you are ready for some flameage.  That being said, I would really like to see this. :aok  +1
Title: Re: Roads and bridges
Post by: Tilt on May 22, 2015, 02:16:27 PM
Imagine if bridges were spawn points which could be captured.
Title: Re: Roads and bridges
Post by: Sabre on May 22, 2015, 02:22:54 PM
Volron: Don't fret. I'm wearing asbestos underwear.  :P

Tilt: That is an interesting idea. How do you imagine that working?
Title: Re: Roads and bridges
Post by: Tilt on May 22, 2015, 02:47:31 PM
A bridge would have two spawn points from adjacent bases but only those spawn points emanating from freindly bases would be active.

The bridge would be a giant map room object such that it could be captured.....but never destroyed.
Title: Re: Roads and bridges
Post by: Sabre on May 22, 2015, 03:07:06 PM
Tilt: Having trouble visualizing what you describe, and what its in-game function or utility would be. How would it affect game-play? Would it have auto-ack and/or manned defenses? How would it be captured, i.e. would it have nearby buildings you'd have to drop before sending troops in to capture it? If the adjacent enemy base's spawn point near the bridge is in-active, how does the enemy get near it with GVs?  Would the bridge spawn place you on the bridge, and/or would the bridge itself have spawn points emanating out from it, towards nearby bases? Not be argumentative, but honestly looking to explore what you're suggesting. Thanks.
Title: Re: Roads and bridges
Post by: hgtonyvi on May 22, 2015, 03:10:24 PM
I would like to see terrains with High bridges where you can actually fly through under them. Also maybe some tunnels.
Title: Re: Roads and bridges
Post by: Volron on May 22, 2015, 03:34:40 PM
I would like to see terrains with High bridges where you can actually fly through under them. Also maybe some tunnels.

A tunnel fight would decisively be in favor of the defenders, depending on it's location in relation to spawn and terrain layout of course.  Not to mention that there is the danger of a convoy/train (depending on tunnel type) that will toss your tank out of the way like tissue paper in a tornado.  If in the tunnel, I expect an instant kill for the convoy/train. lol  But it could make for some interesting fun. :aok
Title: Re: Roads and bridges
Post by: The Fugitive on May 22, 2015, 04:09:56 PM
I would like to see terrains with High bridges where you can actually fly through under them. Also maybe some tunnels.

I'm sure ANYTHING could be done, the question is SHOULD it be done?

I'm sure some of the coad would be a nightmare to add in some of these things. HTC has to look at what it would bring to the game. Why bother going through hours upon hours of coad and de-bugging just to have a tunnel most would never use thinking it will always be camped. The same goes for high bridges you can fly under. What does it add to the game, nothing really.

Adding things need to have a reason, and no "because it's cool!" isn't a reason. HTC has already said he wouldn't add things just for the sake of having a few more buttons to push. So ask yourself, what would it add to the game before you post ideas.
Title: Re: Roads and bridges
Post by: caldera on May 22, 2015, 04:14:41 PM
I'm sure ANYTHING could be done, the question is SHOULD it be done?

I'm sure some of the coad would be a nightmare to add in some of these things. HTC has to look at what it would bring to the game. Why bother going through hours upon hours of coad and de-bugging just to have a tunnel most would never use thinking it will always be camped. The same goes for high bridges you can fly under. What does it add to the game, nothing really.

Adding things need to have a reason, and no "because it's cool!" isn't a reason. HTC has already said he wouldn't add things just for the sake of having a few more buttons to push. So ask yourself, what would it add to the game before you post ideas.

In that case, maybe he should drop the whole ".dt" button pressing extravaganza for the new version.
Title: Re: Roads and bridges
Post by: The Fugitive on May 22, 2015, 07:55:37 PM
In that case, maybe he should drop the whole ".dt" button pressing extravaganza for the new version.

I'd agree with that. The .dt makes things far too easy
Title: Re: Roads and bridges
Post by: redcatcherb412 on May 29, 2015, 08:45:35 PM
Aside from water, there's no terrain type that has any specific impact on vehicle speed.

I am assuming the writer has not attempted to climb some of the steep grade hills on maybe the Mindanao map with an  M4-76  to experience vehicle speed impact   :x
Title: Re: Roads and bridges
Post by: MrKrabs on May 29, 2015, 08:59:07 PM
Aside from water, there's no terrain type that has any specific impact on vehicle speed.

I am assuming the writer has not attempted to climb some of the steep grade hills on maybe the Mindanao map with an  M4-76  to experience vehicle speed impact   :x

Terrain type... Not Terrain grade...
Title: Re: Roads and bridges
Post by: Interceptor on May 30, 2015, 04:21:26 AM
+1, good idea, maybe in next AH version... :aok