Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Oddball-CAF on August 25, 2015, 01:05:24 AM
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Title says it all. Basically, I want this to allow for "counterattacks" by either side after
a field/base has been captured.
What happens now is that when field is captured, all the ack at the town/field gets
"magically" repaired and the capturing side, just hides inside the ack bubble while
the losing "defenders" get shredded by it. The "fight" just abruptly ends pretty much
at that point. Not fun.
Fun might be.... keeping the fight going a bit longer with no ack getting magically
repaired and the side which captured it might then be forced to defend it until
the ack comes back up.
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Then the town must pop up otherwise the previous defenders will be hiding with m3 and start releasing troops the moment the base was captured.
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... and M3s to shoot at is a bad thing?
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Maybe a compromise is needed.
I like the wish but see a boat load of whines coming with a change like this from that hard to find M3 stealing back a base as Bozon posted. One of those might be mine after a hard fought base take gets recaptured by a single player.
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Thats the problem and mind set right now, nobody plans for anything at the base you just took unless its "everyone rearm and up again!". Part of the plan for TAKING the base should also encompass HOLDING the base.
So instead of just getting the capture at the last second with the last M3, you have to have whirbs inbound for ground to air cover, a panzer or two covering the town, and a few fighters to cover the field. Make them defend and hold it 20 minutes, or until 3-4 sets of supplies from another base resupply the guns.
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Thats the problem and mind set right now, nobody plans for anything at the base you just took unless its "everyone rearm and up again!". Part of the plan for TAKING the base should also encompass HOLDING the base.
So instead of just getting the capture at the last second with the last M3, you have to have whirbs inbound for ground to air cover, a panzer or two covering the town, and a few fighters to cover the field. Make them defend and hold it 20 minutes, or until 3-4 sets of supplies from another base resupply the guns.
Based on what happens most of the time under the current setup, wouldn't making it easier to defend/harder to hold a recently captured base result in even less motivation on the part of the attackers to do anything other than horde undefended bases?
Wiley.
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don't know, but if defenders have a chance to grab it back right away would we see more defenders?
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don't know, but if defenders have a chance to grab it back right away would we see more defenders?
At that point it's not really a 'defense' anymore, it's a take attempt on a base where the town's already leveled. Alternating M3 zerg rushes would seem to be the logical result.
Wiley.
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OddCAF,
There doesn't seem to be an easy fix. I do like your premise of keeping the "fight" active. Bozon pretty much nailed the problem with dueling M3s, (no banjo music required).
I would not like to see anything that would make the base capture effort even more difficult or immediately reversed, even without a well organized effort to do so.
How is this for a compromise? Town ack still pops (and secures the field from simple M3 recapture), but only "manned" ack pops on the field (with the exceptions being vehicle fields and ports). The fight may continue over the airfield and the immediate defense on the field would actually be player controlled.
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You are envisioning a game that doesn't tie numbers of fields captured to winning the war. Unless that primary game function is radically altered, you want players to spend up to an additional few hours stuck in the same spot they may have spent 2-3 hours attacking.
Many of them will get bored and leave you to defend the base alone like they do now after the icon turns green. Many on the other side will get bored from spending that much time on the defense and just want to move on to different pastures. For a while someone will hide his M3 with troops nearby and wait for the boredom to set in evacuating players looking for more immediate action, until it becomes standard to keep a plane in the air to kill M3's like a few today stay at the map room in a wirble. And with ack up on capture, I find M3 hiding with troops off and on while often one guys sits at the map room in a wirble.
Why don't you install the alpha and look at the new giant airfield and giant town at A1?
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You are envisioning a game that doesn't tie numbers of fields captured to winning the war. Unless that primary game function is radically altered, you want players to spend up to an additional few hours stuck in the same spot they may have spent 2-3 hours attacking.
Many of them will get bored and leave you to defend the base alone like they do now after the icon turns green. Many on the other side will get bored from spending that much time on the defense and just want to move on to different pastures. For a while someone will hide his M3 with troops nearby and wait for the boredom to set in evacuating players looking for more immediate action, until it becomes standard to keep a plane in the air to kill M3's like a few today stay at the map room in a wirble. And with ack up on capture, I find M3 hiding with troops off and on while often one guys sits at the map room in a wirble.
Why don't you install the alpha and look at the new giant airfield and giant town at A1?
Well in my idea I suggested 15 minutes OR 3-4 loads of supplies. So you attack mission adds a supply runners mission after the capture, mean while those guys that were just grabbing all the vulches could circle the field for 15 minutes while the "Air Commander" loads up another mission. They wouldn't have to cap 2 hours, that would be as silly as capping HQ on some maps NOBODY wants to do that.
The point is, defenders don't get suddenly blasted out of the air when the field changes hands. It makes those snatch and grab people slow down and fight a bit IF they want to hold the base. Could a team run a crap load of M3's to try and grab a base back? Sure, but wouldn't you want to be the guy rolling a Panzer out to block that move? I know I wouldn't mind.
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Why don't you install the alpha and look at the new giant airfield and giant town at A1?
I did. What's that got to do with my initial post re: magic ack repair?
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I did. What's that got to do with my initial post re: magic ack repair?
More places to hide vehicles.
I understand your wish OddCAF, I also hate it when my own acks suddenly turn against me. However, AH needs the dynamics of base captures that shifts the front. If it takes 20 minutes to comb the area for tanks wirbs and m3 that hide in various objects, or if bases get captured and instantly recaptured, the map will get very static. It is a good thing that a base gets captured and the fight moves over to the next one.
The acks prevent enemy vehicles from moving about and point out their location. Enemy planes cannot lurk about and prevent the former attackers from landing. This helps to end the current fight and start another. We already have some incredibly (and terrible) static maps - Complello, I am looking at you! or should I call it "the week long battle for V85"? If someone captures this field I do not want to battle over it again...ever.
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. . . Thats the problem and mind set right now, nobody plans for anything at the base you just took unless its "everyone rearm and up again!". . . .
I will make note there are several players that jump right in to resupply towns and bases with M3s or C47s after a base capture. If your short of perks, resupplying is a good way to get some in the old, perk bank.
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that would be as silly as capping HQ on some maps NOBODY wants to do that.
Raises hand............ummmmmm...... .......I do!
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Raises hand............ummmmmm...... .......I do!
I tried to CAP HQ once.
Woke up two hours later in a pool of drool and the keyboard imprinted on my face.
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Nothing like spawning in and your own ack killing you before you even get off the ground. Not a huge issue but it does suck.
The other day, I made a futile attempt to kill one of the vulchers hovering over the field. At that moment the base was taken, so he chopped throttle to hide in the ack that was all destroyed a second before. :bhead
Maybe make town ack pop, but destroyed field ack stays down for the normal rebuild time.
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I love to hang a few thousand feet over a base and watch them land all happy. then I come in hot with rockets when they think they are home safe.
I have a weird sense of humor.
semp
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I did. What's that got to do with my initial post re: magic ack repair?
If Hitech keeps that base object as the Large Airfield\Large Town on all maps. Large Airfields will either become the most avoided places on the map, or the place where all action goes to grind everyone up all night long.
Every town building inside of the river is destroyable and LVT can navigate the river. There are manned guns in town along with key high points enemy tanks or friendly tanks can use to command the bridge approach to the map room and attack the airfield. The map room is on the far side of the town from the airfield accessible by LVT navigating the river or GV crossing a bridge. The airfeild is semi protected by the river from GV assault. Otherwise you have to commit C47 to an ack storm or drive an M3 across the giant town playing peekaboo with tanks and aircraft upping straight off the runway into town. A good use for 5 Lanc or B29 boxes using auto wingman with 1000lb bombs.
The Large Airfield and town looks to be patterned after one of the WW2 AAF fields in England. The Medium and Small resemble other WW2 airfields.
Why try to change AH2 while Hitech has already moved on to AH3 full time? AH2 works, and we know it's peccadillos well enough to ignore them at this late point in it's life cycle. Auto ack rebuild upon capture seems like a losers consequence for not putting up a strong enough defense. You loose everything as a consequence. And a winners rewarding respite for expending the effort to capture the field. No matter how you accomplished the capture......
This POST wasn't the result of you loosing a boat load of kills and perks by being on the wrong end of a field capture recently, was it??
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perhaps this suggestion...which I kind of dig...could be implemented only on ports.
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This POST wasn't the result of you loosing a boat load of kills and perks by being on the wrong end of a field capture recently, was it??
Nah. You gotta go find another ankle to hump. My point was that it's merely that the "magic" rejuvenation of all
field and town ack is both ridiculous and just generates a fresh field of ack-hugging "defenders".
You take it however you like. :)
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well isn't the whole game just magic?
semp
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Then the town must pop up otherwise the previous defenders will be hiding with m3 and start releasing troops the moment the base was captured.
I remember when I was a kid, playing tag. There were a few of us that were the masters of the "tag back". When someone tagged me, I could often tag him right back before he could get out of range. You would have two guys circling each other. tag-tag tag-tag tag-tag
So if there were four or more people playing we had the "no tag backs" rule. If you got tagged, you had to go tag someone else.
When the ack respawns after a base capture, that is the equivalent of the no tag back rule. If you want to recapture the base, you have to kill the ack first. This prevents an immediate recapture by a hidden M3. But you can recapture if you take a couple of minutes to de-ack the field. Unless the defenders re-supply it.
All in all, I think this is the best balance between immediate recapture, and having to work to defend the newly captured base.
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Ack/field guns should just play out their time from when it was destroyed until the regular rebuild time.
Coogan
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Well you could have a short delay before the base ack started blasting, let people get off the runway, but I would bet most people don't tumble to the fact they've lost a base till their own ack turns on them anyway.
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How about if one auto gun comes online every 20 to 30 seconds. At both the base and town
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Raises hand............ummmmmm...... .......I do!
Well, you're weird :bolt:
(wuv ya man)
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Thats the problem and mind set right now, nobody plans for anything at the base you just took unless its "everyone rearm and up again!". Part of the plan for TAKING the base should also encompass HOLDING the base.
So instead of just getting the capture at the last second with the last M3, you have to have whirbs inbound for ground to air cover, a panzer or two covering the town, and a few fighters to cover the field. Make them defend and hold it 20 minutes, or until 3-4 sets of supplies from another base resupply the guns.
Supplies would be based off of the side that now owns the base. So if their ack factory is hit, it would require more supply to bring ack up. This could mean more people hitting/defending factories and what-not.
I like this so far. :) But if their factory is 100%, the that is what, 2 supplies??? :headscratch: I'm not sure, truth be told. Either way, I would say go with the supply option instead of the timed option. It means more combat in the grand scheme of things, hopefully.
Base ack should be the same. Unless resupplied, it will come back up on it's own, which could be soon or a really long time. The only exception would be the manned guns. Those should respawn instantly like they do now at base take.
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Those should respawn instantly like they do now at base take.
They do? I am pretty sure manned guns are on a timer and don't come back regardless of who owns the base when....
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They do? I am pretty sure manned guns are on a timer and don't come back regardless of who owns the base when....
You might be right. :headscratch: