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General Forums => Aces High General Discussion => Topic started by: Crash Orange on September 27, 2015, 06:35:29 PM

Title: HQ downtime
Post by: Crash Orange on September 27, 2015, 06:35:29 PM
Is there a reason the HQ downtime stopped being reset to 5 minutes? The Fester map is a massive suckfest with all the HQ griefers and no convenient bases for resup.
Title: Re: HQ downtime
Post by: Chris79 on September 27, 2015, 06:57:08 PM
Well if I am not mistaken, HQ downtime being set to 5 minutes was only applicable if City was untouched. If the respective City strat was hammered, the HQ could still be down for a fair some of time. I think the poll yesterday should have asked whether or not HQ should be removed rather then large maps
Title: Re: HQ downtime
Post by: Lusche on September 27, 2015, 08:29:15 PM
The 5 minutes only refer to basic downtime. As Chris79 correctly pointed out, city status can substantially prolong this, up to two additional hours. And on the current map the City has a much higher chance of having large parts down than on other maps.
Furthermore, HT has to log in after each map reset to manually set the HQ downtime to 5 minutes again.
Title: Re: HQ downtime
Post by: Copprhed on September 28, 2015, 02:52:16 AM
Awwwwww...bish's HQ finally got taken down by the knights yesterday....
Title: Re: HQ downtime
Post by: Wizz on September 28, 2015, 04:25:37 AM
Is there a reason the HQ downtime stopped being reset to 5 minutes? The Fester map is a massive suckfest with all the HQ griefers and no convenient bases for resup.

it was a temporay fid that needed maintaining


Here is how you splve all hq problems

Add manned gunnz

Lots of them.

All over the place
Title: Re: HQ downtime
Post by: Scca on September 28, 2015, 06:54:33 AM
Is there a reason the HQ downtime stopped being reset to 5 minutes? The Fester map is a massive suckfest with all the HQ griefers and no convenient bases for resup.
Ya, Fester map is the worst for this.  Friday when the 49th took out HQ, and it was going to be down for 51 minutes I decided (as others did) it was time to log.  Before I left though, I made it clear why I was logging.  I am sure all it did was make them proud, but soon enough they will be playing with themselves as there won't be anyone else who cares to pay $15 a month to fly goons to HQ.  I can play MSFS for free if I want to do that. 
Title: Re: HQ downtime
Post by: waystin2 on September 28, 2015, 09:37:28 AM
See Rule #4
Title: Re: HQ downtime
Post by: Tumor on September 28, 2015, 10:45:01 AM
I'm beginning to think there's some merit to people quitting the game due primarily to the often near constant lack of Radar.  It certainly causes allot of logging off.

I get once in awhile... there IS a strategic aspect to the game.

But... it's become all about griefing.  Why some people enjoy working up a reputation for being the neighborhood rectal orifice is beyond me.
Title: Re: HQ downtime
Post by: Wiley on September 28, 2015, 10:56:36 AM
I'm beginning to think there's some merit to people quitting the game due primarily to the often near constant lack of Radar.  It certainly causes allot of logging off.

I get once in awhile... there IS a strategic aspect to the game.

But... it's become all about griefing.  Why some people enjoy working up a reputation for being the neighborhood rectal orifice is beyond me.

Making your enemies log or fly goons (either way, taking them out of combat) is becoming part of the strategy.  It's not a game I want to play.

A few of us on Saturday had a bit of a good time protecting the City for a while in the afternoon.  Unfortunately after stopping a few attempts we also wound up boring holes in the sky for quite a while being there just in case an NOE strat raider came back.

There's a small group of people that have pretty much decided to exploit every bad part of the city/hq design to make it as much of a pain in the backside as possible to either defend or resupply or keep radar up.

It's a game very few people want to defend against.

Wiley.
Title: Re: HQ downtime
Post by: Skyyr on September 28, 2015, 11:04:34 AM
Just tie the HQ to base defense. No HQ, no auto-ack at the player fields. It makes it worthwhile to defend the HQ without making it a de-facto requirement.
Title: Re: HQ downtime
Post by: Bong40 on September 28, 2015, 11:08:18 AM
This topic is one of the reasons I bailed on the game... Its way too annoying and plays no real merit to the game.
Title: Re: HQ downtime
Post by: WaffenVW on September 28, 2015, 11:27:48 AM
Neither the British or German radar networks were this centralized. They had many regional controllers, so the HQ thing is not a very accurate historical analog. Here's a map of the German defense network. Each of those areas had their own radars, AAA, searchlights, fighters and command. Having a single command building that if taken out paralyses your whole command structure is just not militarily sound.

(http://image.slidesharecdn.com/berkeley022411-110225132921-phpapp01/95/secret-history-why-stanford-and-not-berkeley-15-728.jpg?cb=1298662546)
Title: Re: HQ downtime
Post by: Zoney on September 28, 2015, 11:37:39 AM
FYI, for you folks that think that dropping HQ is griefing the game, there are a number of players, on the side that is planning on, or doing a HQ run that beg and plead with our team mates not to do it.  I begged again on Sunday but to no avail.  At the same time I was defending our strats, HQ included.

After the Bish HQ was dropped, I watched a player call people names because they had dropped his HQ.  I will not say whom, that is not fair, but I will tell you I have killed this same player many times when he was inbound the Knight HQ.  Please tell me, exactly what is up with that?  Does he do it for revenge because the Knights have dropped his in the past?  If so, how does that make the game better?
Title: Re: HQ downtime
Post by: SlipKnt on September 28, 2015, 01:13:25 PM
I know I was the one that triggered this event...

I announced my intent on country channel to bomb HQ. 

Had a few people start telling me not to do it.  In fairness, Zoney was asking me not to do it.  But others were aggressive in their attempt to tell me not to do it...

At first I didn't quite understand why not so I was on the way to bomb it because I am a grown 45 year old man that has traveled the world, been in real combat, and I can eat without drooling (no bib required)... 

NOBODY tells me how to play...

Out of curiosity, I PMed Zoney to get a reason and understand why.  Once he answered me, I left HQ alone.  Never touched it...

 I am posting here because I DON"T want anyone to think it was me.  I am a team player.  I only ask you this...   

...if you tell or ask me to do or not to do something, it deserves a reason.  Just explain why.  And I will likely comply...

I too, don't want people logging off.  The more the better. 

 :rock
SlipKnoT
Title: Re: HQ downtime
Post by: Lusche on September 28, 2015, 01:23:04 PM
I killed my last HQ (Rook) on Thursday, 13th March 2014 at around 1400 CET, on Mindanao.  :old:
Title: Re: HQ downtime
Post by: caldera on September 28, 2015, 01:41:02 PM
I killed my last HQ (Rook) on Thursday, 13th March 2014 at around 1400 CET, on Mindanao.  :old:

Was sometime in 2007 for me.  I realized back then that no good can come from it.
Title: Re: HQ downtime
Post by: 715 on September 28, 2015, 01:54:15 PM
Just tie the HQ to base defense. No HQ, no auto-ack at the player fields. It makes it worthwhile to defend the HQ without making it a de-facto requirement.

Defending the HQ, especially on the Fester map, is extremely boring.  The HQ, that controls all radar, has no (wait for it)... radar.  You have to first spend a lot of time climbing to high altitude then fly a grid pattern in the areas you think the attackers might just maybe be coming.  Then, if you do find them, you have to try to attack while your barely flyable at that alt plane wallows around in the field of the buffs 24 guns.  Or you will find nothing because the attackers are in GVs 35,000 ft below you.  Then you have to decide if you want to try to resupply.  On FesterMA the goon flight to the HQ is 10 minutes.  The sup box reduces the down time by a whopping 4 minutes.  Yesterday the HQ was down for over 90 minutes.  The math points to extreme levels of boredom.

It is simple: the people taking down the HQ are willing to subject themselves to high levels of boredom so as to force their enemy to endure the same levels of boredom.  Immunity to boredom is their weapon and so they use it.  Many people don't want to waste their time... it's not a form of gameplay that they find entertaining.  So, like me, they log off.
Title: Re: HQ downtime
Post by: Zoney on September 28, 2015, 01:57:20 PM
SlipKnt.....it was definitely not you I was referring to.  I have nothing but respect for you my friend.  i try to show respect for everyone, and I respectfully declined to identify any individuals involved.  I'm sorry if others thought I was referring to you sir.

 :salute
Title: Re: HQ downtime
Post by: bustr on September 28, 2015, 02:40:24 PM
If radar was implemented along the german model, then only field radar towers would be the active radar. Then the greifers would fly a slow circuit at 30k in B29's all night dropping a single pinpoint bomb on a timer all across the nit or rook or bish front. The 49rs would turn into a radar suicide squad just to pop all the radar towers they could inside of a given time. Still everything would be tied to the city health for it's recovery time. What is field radar now 15 minutes? You could end up with blind fields for 2 hours. You could also end up with a long night between resupplying the City and trying to get a whole front back up to see what's making bases flash other than a lone greifer sent to help split up defenders.

Without the HQ master radar, attacking into an enemy held territory would mean going in blind while the enemy had their local radar to see with. Thus needing to wipe out radar towers across a whole front and sending lone griefers to flash bases.

Hitech was thinking about all of us with the HQ master radar to keep us informed of threats on the map so we can go to fight them or plan around them. When the greifers drop the HQ along with the city, this game is really not worth playing for 1\3 of the players. And the Fester map is a PITA to be inspired to fly resupply runs. The ability to drive players out of the game exists visa the HQ. Seems some players find that enjoyable and probably have other games to whiz on after they whiz this one out of business. The old, if you didn't want me to whiz on you, you wouldn't have a whiz here sign on your back. Neener, Neener, Neener.....you know how it works.

HQ and radar is becoming a mother of unintended consequences.
Title: Re: HQ downtime
Post by: Wiley on September 28, 2015, 02:48:31 PM
Defending the HQ, especially on the Fester map, is extremely boring.  The HQ, that controls all radar, has no (wait for it)... radar.  You have to first spend a lot of time climbing to high altitude then fly a grid pattern in the areas you think the attackers might just maybe be coming.  Then, if you do find them, you have to try to attack while your barely flyable at that alt plane wallows around in the field of the buffs 24 guns.  Or you will find nothing because the attackers are in GVs 35,000 ft below you.  Then you have to decide if you want to try to resupply.  On FesterMA the goon flight to the HQ is 10 minutes.  The sup box reduces the down time by a whopping 4 minutes.  Yesterday the HQ was down for over 90 minutes.  The math points to extreme levels of boredom.

It is simple: the people taking down the HQ are willing to subject themselves to high levels of boredom so as to force their enemy to endure the same levels of boredom.  Immunity to boredom is their weapon and so they use it.  Many people don't want to waste their time... it's not a form of gameplay that they find entertaining.  So, like me, they log off.

Technically, I'd say defending against the attack is MORE boring than initiating the attack.

The attacker is in control of when they choose to make the run.  They get to choose whether they get to come NOE or at alt.  Either way, they get to up and head to target by whatever route they choose.

If they come at alt, the defender gets more of a chance to see them coming.  They get to see bardar up a few sectors away and lumber across the map to the city/HQ.  With something like a jug/TA152, you've got a decent chance to intercept them if you see them coming early enough.  If however, you log in and see the suspected bomber only a couple sectors away, you may or may not get there in time.  The fight at alt can be tough, but if you're using one of the few planes suited to the job and you start above the bomber, it is possible to do.  Some bomber pilots are tougher than others.

If they come NOE, the defender gets to play the game of, "Does that flashing base mean GVs or NOE bombers?"  Then you get to patrol whatever area is not covered by radar looking for a dot against the ground.  If you manage to find and successfully kill it, you get the resounding joy of wondering if it was the only one, or if there were multiple bandits.

So you continue your patrol.  You have no way of knowing how many of them there are at that point, the only thing you can do is continue watching for base flashes if they have to fly through a radar circle.  The other option is to hang out near the edge of flash range for the city/HQ and hope that you can get on them fast enough after you get an indication they're there to kill them before they drop.

The bandit may choose to reup immediately and come back, or they may choose to go elsewhere.  The only indication they are coming if they come NOE is the flash of a base if they have to fly through its dar, or the flash of the HQ when they're within range.

One cycle of the above can take over an hour, during which that's pretty much all the defender can be doing.  Watching the clipboard map circling at altitude.

Not exactly thrilling gameplay for most, and the consequences for not doing it successfully are punitive.

Just MHO, YMMV, BBQ.

Real curious to see what changes/doesn't change in AH3.

Wiley.
Title: Re: HQ downtime
Post by: Scca on September 28, 2015, 03:07:02 PM
Or you will find nothing because the attackers are in GVs 35,000 ft below you. 
or you find someone who has driven a jeep close enough to the HQ to make it flash, then parked in a barn...  All I could think is "Really???"
Title: Re: HQ downtime
Post by: Wiley on September 28, 2015, 03:22:43 PM
or you find someone who has driven a jeep close enough to the HQ to make it flash, then parked in a barn...  All I could think is "Really???"

This too.  Our farmers should have phones and the chesspiece government really should be bombarding them with flyers that say "If you see something, say something."

Wiley.
Title: Re: HQ downtime
Post by: SlipKnt on September 28, 2015, 03:36:36 PM
SlipKnt.....it was definitely not you I was referring to.  I have nothing but respect for you my friend.  i try to show respect for everyone, and I respectfully declined to identify any individuals involved.  I'm sorry if others thought I was referring to you sir.

 :salute

I know you weren't.  Some may have thought so, so I just wanted to clear the air!!!   :cheers:

And again, thank you for letting me know yesterday.  Made sense once you typed it out for me.  I appreciate you taking the time to do so, Sir!

 :salute
Title: Re: HQ downtime
Post by: Delirium on September 28, 2015, 03:40:50 PM
Would it be acceptable to announce on channel 200 if a HQ raider is has taken off?

I'd like to do it, but I don't want to break any rules.
Title: Re: HQ downtime
Post by: Zoney on September 28, 2015, 04:04:24 PM
Would it be acceptable to announce on channel 200 if a HQ raider is has taken off?

I'd like to do it, but I don't want to break any rules.

Personally, I think that is a can of worms we do not want to open.
Title: Re: HQ downtime
Post by: The Fugitive on September 28, 2015, 05:41:00 PM
Would it be acceptable to announce on channel 200 if a HQ raider is has taken off?

I'd like to do it, but I don't want to break any rules.

Revealing hidden CVs to the other country is a big no-no and punishable by HTC. I think that would fall under the same category.
Title: Re: HQ downtime
Post by: icepac on September 28, 2015, 05:54:40 PM
Actually..........the 49ers weren't going to hit the HQ but rather the city.

Only three guys upped to intercept the 2 hour mission and someone totally unrelated to the 49ers hit hq as they approached the city.

After flying all the way to the city and only seeing 2 enemy come up...........and hearing the whining and accusations, they decided to hit hq on the way home.

Way to go............it wasn't even thier target but you guys earned it being downed by whining.
Title: Re: HQ downtime
Post by: The Fugitive on September 28, 2015, 06:22:59 PM
Actually..........the 49ers weren't going to hit the HQ but rather the city.

Only three guys upped to intercept the 2 hour mission and someone totally unrelated to the 49ers hit hq as they approached the city.

After flying all the way to the city and only seeing 2 enemy come up...........and hearing the whining and accusations, they decided to hit hq on the way home.

Way to go............it wasn't even thier target but you guys earned it being downed by whining.

Ahhh so that makes it OK if the other team complains about what looks like the 49s normal game play.

Sounds like a bunch of 5 year olds.
Title: Re: HQ downtime
Post by: Tumor on September 28, 2015, 07:13:35 PM
Revealing hidden CVs to the other country is a big no-no and punishable by HTC. I think that would fall under the same category.

I'm not so sure now.  I'm told shade accounts for the purpose of spying are perfectly acceptable.  No reason at all why you couldn't announce a friendly HQ raid... or a CV for that matter.  Punishment for doing so would be a huge double standard (or... maybe since a simple announcement doesn't cost another $14.95mo, that makes all the difference).

Title: Re: HQ downtime
Post by: WWhiskey on September 28, 2015, 07:14:28 PM
cruel evil thinking me says if ones HQ gets bombed, the offending players HQ should go down!
But that's evil thinking me!
Normal thinking me hopes the HQ problems are addressed with the new game, such as Radar at HQ, less effect on overall play!
Title: Re: HQ downtime
Post by: Tumor on September 28, 2015, 07:15:17 PM
Sounds like a bunch of 5 year olds.

You're being generous.
Title: Re: HQ downtime
Post by: Zoney on September 28, 2015, 07:41:34 PM
Gentlemen.

Do any of you really think that giving away a countryman and his intentions no matter what those intentions are, sound like reasonable and fair game play?  Degenerative sportsmanship will only inspire more degenerative and unsportsmanlike conduct.  Please quit making excuses, dancing around the rules, and just play nice.  Even if your competitor is not playing nice, you should play nice or you are simply no better than them, and the game loses, as do we all.
Title: Re: HQ downtime
Post by: Naughty on September 28, 2015, 10:16:11 PM
 

   I only ever bombed HQ once, and that was for the Mossie achievement (Which I never got even though I landed it   :headscratch:  )   And while I still agree it's a perfectly viable strategic target, It's obvious flaws are being used ONLY to grief other players. The 49ers Take pleasure in griefing the rest of the players and flaunt their exploits on country channel and 200 openly.  I watched yesterday as they brought the Bish Radar strat down to 0% and then proceeded to take out almost EVERY Bish radar on the map. What exactly is the importance of taking out radars that are 10 sectors from the front ???  Just to piss them off. that's what !
Title: Re: HQ downtime
Post by: Tumor on September 28, 2015, 11:05:19 PM
Gentlemen.

Do any of you really think that giving away a countryman and his intentions no matter what those intentions are, sound like reasonable and fair game play? 

Yes.  A spy is a spy is a spy. 
Title: Re: HQ downtime
Post by: DREDIOCK on September 28, 2015, 11:11:02 PM
This current map needs to go until its issues are resolved. I personally have reached my saturation point with regards to this map
My solution to the current dar problem is simple. HQ goes down. I log off.


HQ should ONLY effect the detailed national picture. Local dar should never go 100% down as presumably spotters would at least be able to relay some information locally

Meaning this
 You are at A100. HQ goes down. At this point the only picture you should be able to get is local. You dont get to see whats going on at any other base without actually going there.

Doing this should make most people happy. The HQ raiders could still have their effect in blinding the enemy as to the big picture thus setting conditions that are favorable to other raids. Locally people would still have dar within their current dar circle. They just wouldnt be abe to see the national picture.

This way. Bombers can bomb. Fighters can fight. Everyone gets what they want
Title: Re: HQ downtime
Post by: MWL on September 28, 2015, 11:32:43 PM
Just a silly question - why is there only one city?

Likely it has to do with the original code - but why not two or three?
Title: Re: HQ downtime
Post by: Lusche on September 29, 2015, 03:17:21 AM
This morning I log in and see the Knights having their HQ down yet again. Half an hour late it finally comes back up again but then:

(http://i1145.photobucket.com/albums/o507/Snaildude/morning_zpsiaqwyppi.jpg)

With a resulting downtime of almost 2 hours. And this at a time with less than 10 players 'in flight' per country...

Title: Re: HQ downtime
Post by: Lusche on September 29, 2015, 04:28:11 AM
Now, an hour later, HQ is stll down...

(http://i1145.photobucket.com/albums/o507/Snaildude/countrystats_zpspihnnobn.jpg)

... and as yo can see, it's a perfect time for that.   :(
Title: Re: HQ downtime
Post by: Slade on September 29, 2015, 05:51:06 AM
Those of us that have limited time and wish to do ACM rather resup (in their limited time) are really concerned that some have the ability to get their kicks in doing this.  Knowing it will cause a significant number of player logoffs in an already limited player base.

Gentlemen can we please play to the beat of a different drummer and raise the bar?

Thanks  :salute
Title: Re: HQ downtime
Post by: WWhiskey on September 29, 2015, 06:38:48 AM
Those of us that have limited time and wish to do ACM rather resup (in their limited time) are really concerned that some have the ability to get their kicks in doing this.  Knowing it will cause a significant number of player logoffs in an already limited player base.

Gentlemen can we please play to the beat of a different drummer and raise the bar?

Thanks  :salute
I've tried to make this point before. 
Title: Re: HQ downtime
Post by: SlipKnt on September 29, 2015, 07:10:12 AM
I still believe the hardness should go up so 1 lanc can't down the HQ.  Make it so at least 3 must do it.  This would force a team effort to drop the HQ. 

By doing this, you have a larger DARBAR and would likely generate a response to defend.

Dropping a HQ should never be an easy task and should require team effort.

Just another man's opinion...

 :rock
Title: Re: HQ downtime
Post by: Slade on September 29, 2015, 07:30:05 AM
Quote
I still believe the hardness should go up so 1 lanc can't down the HQ.  Make it so at least 3 must do it.  This would force a team effort to drop the HQ.

+1 on this idea.


EDIT: If hundreds on B-17s in WWII took multiple missions to hit a ball bearing factory (which was the norm for "precision" bombing in WWII) maybe it is not unreasonable to request that just one set of Lancs should not be able to take down an HQ. :old:
Title: Re: HQ downtime
Post by: Tumor on September 29, 2015, 08:17:19 AM
To be honest... I would be overjoyed if HTC would get off their collective butts and fix the problem.  Just make the stupid HQ indestructible.  It's a simple friggin fix...  shut down the poop-chutes and whining all at the same time.

Title: Re: HQ downtime
Post by: Randy1 on September 29, 2015, 02:34:08 PM
To be honest... I would be overjoyed if HTC would get off their collective butts and fix the problem.  Just make the stupid HQ indestructible.  It's a simple friggin fix...  shut down the poop-chutes and whining all at the same time.

HTC has stated in past post there is no simple fix.  If there were, it would have been done.   
Title: Re: HQ downtime
Post by: 49Dallas on September 29, 2015, 02:42:07 PM
See Rule #5
Title: Re: HQ downtime
Post by: 49Dallas on September 29, 2015, 02:45:48 PM
See Rule #5
Title: Re: HQ downtime
Post by: 49Dallas on September 29, 2015, 02:49:45 PM
  The 49ers Take pleasure in griefing

Rule 4 we don't grief.

I think there should be a 90 or 120 mile radar around the HQ and ack placed in a 30 mile circle. The HQ shouldn't be able to be taken down by a single Lancaster, But five sets of them. HQ downtime should be set at an hour up to three hours with city down to 0%. This is just what I think.


Skuzzy other people "back seat moderate" ALL THE TIME. Also, I contributed to the thread by giving my thoughts.
Title: Re: HQ downtime
Post by: Bear76 on September 29, 2015, 02:56:36 PM
See Rule #4
Title: Re: HQ downtime
Post by: bustr on September 29, 2015, 04:43:19 PM
Please help me here if I'm mistaken, I've never looked at the City, HQ, and Strat settings.

Downtime - Minutes
Hardness - Pounds of bombs, fraction of 1000lb bomb.

Offline you can go into the Arena object settings and change the down time and amount of bombs to destroy an object. I didn't test changing anything to see if the HQ and Strat objects numbers are directly controlled by any changes to the City object. I saw no controls to effect the arena supply system respective to the control the City has over the HQ and Strats.

Are those offline settings the same settings that control all LWMA map's HQ, City and Strat objects that Hitech said if he can, he will apply a file to change the HQ downtime to 5 minutes with each map change?

Is there any reason why the City doesn't get the same treatment? When it's down or very low, the 5minute HQ manual setting turns into almost 2 hours due to the health of the city. No one I know plays this game to enjoy HQ and City resupplying, they just log for the night. This is the unintended consequence of giving a single player the ability to control 1\3 of the paying customers evening fun.

Welcome to the Aces High single finger salute. We Vets have tried to warn you guys against this in the Wish List who want Hitech to implement country wide strategic choke points, so one weenie in a bomber can screw 1\3 of the paying customer's evening with the press of a button. For all of you guys who are insulted by anyone telling you how to play the game when all you want to do is furball, a single bomber weenie is doing it to you with one very loud finger. And that is why nothing anyone says will stop them. There is no rule against it and Hitech hasn't changed to game to stop it. So welcome to a regular dose of lights out weenierama until a substantial change is put in place.

Or I suspect this can be adjusted by adding something to make the City harder to destroy or rebuild itself faster.

Gotta admit, if you can squat on 80 or 90 guys fun all night in a video game it's addictive, especially if you don't have to make yourself as good as Fester or some other ACM monster. Just a single finger and ch200 all night long, even if you will be the last guy in the game before the doors get closed. Chances are single finger boy will have bailed ship long before the doors got closed when most customers found themselves some new game.
Title: Re: HQ downtime
Post by: 49Greenweeney on September 29, 2015, 07:01:06 PM
 :devil I don't like the little white building.  :devil
Title: Re: HQ downtime
Post by: 49Greenweeney on September 29, 2015, 07:06:55 PM
 :devil
Title: Re: HQ downtime
Post by: Zardoz on September 29, 2015, 07:20:10 PM
Everybody has the same rules to play by. Some folks like bomber missions. I think the strategy part of the game is part of the attraction.
Title: Re: HQ downtime
Post by: Tumor on September 29, 2015, 07:58:25 PM
If there were, it would have been done.

Horse pucky.  Unless you consider fear of whining.
Title: Re: HQ downtime
Post by: Naughty on September 29, 2015, 09:22:52 PM
Please help me here if I'm mistaken, I've never looked at the City, HQ, and Strat settings.

Downtime - Minutes
Hardness - Pounds of bombs, fraction of 1000lb bomb.

Offline you can go into the Arena object settings and change the down time and amount of bombs to destroy an object. I didn't test changing anything to see if the HQ and Strat objects numbers are directly controlled by any changes to the City object. I saw no controls to effect the arena supply system respective to the control the City has over the HQ and Strats.

Are those offline settings the same settings that control all LWMA map's HQ, City and Strat objects that Hitech said if he can, he will apply a file to change the HQ downtime to 5 minutes with each map change?

Is there any reason why the City doesn't get the same treatment? When it's down or very low, the 5minute HQ manual setting turns into almost 2 hours due to the health of the city. No one I know plays this game to enjoy HQ and City resupplying, they just log for the night. This is the unintended consequence of giving a single player the ability to control 1\3 of the paying customers evening fun.

Welcome to the Aces High single finger salute. We Vets have tried to warn you guys against this in the Wish List who want Hitech to implement country wide strategic choke points, so one weenie in a bomber can screw 1\3 of the paying customer's evening with the press of a button. For all of you guys who are insulted by anyone telling you how to play the game when all you want to do is furball, a single bomber weenie is doing it to you with one very loud finger. And that is why nothing anyone says will stop them. There is no rule against it and Hitech hasn't changed to game to stop it. So welcome to a regular dose of lights out weenierama until a substantial change is put in place.

Or I suspect this can be adjusted by adding something to make the City harder to destroy or rebuild itself faster.

Gotta admit, if you can squat on 80 or 90 guys fun all night in a video game it's addictive, especially if you don't have to make yourself as good as Fester or some other ACM monster. Just a single finger and ch200 all night long, even if you will be the last guy in the game before the doors get closed. Chances are single finger boy will have bailed ship long before the doors got closed when most customers found themselves some new game.


     HTC has acknowledged the issue, and I believe that his effort to manually set the HQ downtime to 5 minutes is his recognition that it needs to be fixed. I also recall him saying "If it was an "easy fix" it would have been done already". I believe that the explanation given was that the HQ down time is tied default arena settings, and would revert back as each map resets. And re coding it was just not feasible this close to the release of AH3. So I have every hope it is already resolved in AH3.
Title: Re: HQ downtime
Post by: DREDIOCK on September 29, 2015, 10:22:48 PM
The easiest fix for that map considering it isn't the only issue with it would be to take it out of circulation until all its problems are resolved
Title: Re: HQ downtime
Post by: Dundee on September 30, 2015, 03:06:40 AM
The Pigs were telling the 49'ers to leave the HQ's alone, but apparently it is the only target their skill level can handle.  Can't wait until they leave the Knights...

Kill the HQ with out flashing it............from 6 miles away. That takes skill, which you don't have.

https://www.youtube.com/watch?v=LnaXzeutwGo (https://www.youtube.com/watch?v=LnaXzeutwGo)
Title: Re: HQ downtime
Post by: waystin2 on September 30, 2015, 06:26:11 AM
See Rule #4
Title: Re: HQ downtime
Post by: Scca on September 30, 2015, 08:02:00 AM
Horse pucky.  Unless you consider fear of whining.

Here is his quote regarding HQ hardness etc.

I would have made changes long ago but The code was frozen long ago current AH release. And hence what would be a simple change under normal conditions now is not doable.

HiTech
Title: Re: HQ downtime
Post by: Zoney on September 30, 2015, 09:10:22 AM
Since HTC has stated the HQ hardness setting is not easily fixed, is it possible to change the rebuild to what one single C47 can carry?
Title: Re: HQ downtime
Post by: Wiley on September 30, 2015, 09:53:19 AM
Horse pucky.  Unless you consider fear of whining.

Yes, because the boards, game chat, and I'm sure their email has been nothing but a harmonious utopia with everybody expressing their agreement that the current state of affairs is by far the best way for it to be.

Wiley.
Title: Re: HQ downtime
Post by: Chilli on September 30, 2015, 10:15:48 AM
Since HTC has stated the HQ hardness setting is not easily fixed, is it possible to change the rebuild to what one single C47 can carry?

I believe that runs into the same problem, every time a map resets, the default settings would load.  Someone would manually have to adjust the setting.

The 49nerds {snip}...    You guys are the best at chasing players from this game.  Well done.  :aok

Sadly, anything that has folks logging off in MASSES, cannot be good for the game. 

:devil I don't like the little white building.  :devil

 :lol Green, If it were just a simple target, without all of the full on ill effects on country radar, would the little white building even be on your radar?

Make no mistake, I was one of the first to suggest that making strats, including HQ, more important and effects from successful attacks longer lasting, would increase the player involvement in flying formations, escorts, and interceptors.  For the most part, this was correct. 

Zoney nailed the fatal flaw, :rolleyes: apathy for resupply of HQ, due to its low 4 minute effect and extremely lengthy downtimes, coupled with the disadvantages of carrying supplies (defenseless, slow, inability to land relatively soon after supply, etc.)   

Title: Re: HQ downtime
Post by: bustr on September 30, 2015, 01:48:31 PM
So none of you guys really know how the arena object hardness and down time settings work then.

We do know the HQ repair time no matter how small of an interval it is set to, will be increased exponentially if the city is damaged. On the Fester map the HQ which supposedly has a 5 minute self repair time was down for 1hr 14min. The city was at 45%.

So the interim fix has to include the City's self repair time and or hardness to insure the HQ's self repair time. Wonder what that does for the rest of the strats and by association field and town regeneration.

Lets see, is it the city controls the rebuild time for the HQ and strats. The HQ controls country wide radar. The strats control rebuild time for fields. And which one controls rebuild time for towns??

Messy unless no one cares if the HQ and strats until AH3 is released, are pretty locations to fly over on maps. And capturing fields has to be accomplished inside of what ever the self repair times field and town objects are set to. That just means the fun police will be squatting all over the few remaining furballs left in the LWMA to get their single finger salute jollys on the rest of us. 
Title: Re: HQ downtime
Post by: extropy on September 30, 2015, 01:57:15 PM
I second this.

Neither the British or German radar networks were this centralized. They had many regional controllers, so the HQ thing is not a very accurate historical analog. Here's a map of the German defense network. Each of those areas had their own radars, AAA, searchlights, fighters and command. Having a single command building that if taken out paralyses your whole command structure is just not militarily sound.

(http://image.slidesharecdn.com/berkeley022411-110225132921-phpapp01/95/secret-history-why-stanford-and-not-berkeley-15-728.jpg?cb=1298662546)
Title: Re: HQ downtime
Post by: bustr on September 30, 2015, 02:25:56 PM
In the MA being able to see the none NOE air activities of the other country is key to anyone being willing to attack anything past their own borders. The German radar method would give only the members of that country eyes on activity inside of their country as a defensive posture. And so for the two other chess piece countries in our game. If you then quibble that the front line radar should have some range into the other countries, that is why Hitech went with his HQ radar model for MA game play. With a few exceptions, most customers don't want to play our game blind.

Having to waste what little time many players have to play this game for an evening, in flying blind into one of the other countries will not be something customers will fork over $14.95 a month for. And is why we are having this conversation over HQ greifers. In the one night a week special operations arena yes, because it's for a few hours that players have signed up to as organized air forces. The MA is a "me first" free for all fun zone. Good luck organizing anyone to do anything. It's been like that for almost 15 years now.
Title: Re: HQ downtime
Post by: Bear76 on September 30, 2015, 02:55:30 PM
See Rule #4
Title: Re: HQ downtime
Post by: 715 on September 30, 2015, 05:26:02 PM
So none of you guys really know how the arena object hardness and down time settings work then.

Hitech was clear: the hardness or the downtime of the HQ are easy to change, but any change is lost when the arena resets as those values go back to hard coded defaults.  So any change would last only until the map is won.  I'm sure some kind of change will be made in AH3.
Title: Re: HQ downtime
Post by: WWhiskey on September 30, 2015, 05:28:59 PM
I just hope that the new alpha has the 100 mile dar and the structure is a good bit harder!
 also,, some spawn points in for re supply would be nice!
Title: Re: HQ downtime
Post by: Tumor on September 30, 2015, 06:13:00 PM
Here is his quote regarding HQ hardness etc.

Well... then the easy answer is adjusting HQ down-time with the map change.
Title: Re: HQ downtime
Post by: Tumor on September 30, 2015, 06:14:10 PM
Hitech was clear: the hardness or the downtime of the HQ are easy to change, but any change is lost when the arena resets as those values go back to hard coded defaults.  So any change would last only until the map is won.  I'm sure some kind of change will be made in AH3.

HQ hardness ~IS~ adjustable? I think you misheard something.
Title: Re: HQ downtime
Post by: Scca on September 30, 2015, 06:18:45 PM
HQ hardness ~IS~ adjustable? I think you misheard something.
Uh, that's what he said.   :headscratch:
Title: Re: HQ downtime
Post by: 68ZooM on September 30, 2015, 06:22:20 PM
Kill the HQ with out flashing it............from 6 miles away. That takes skill, which you don't have.

https://www.youtube.com/watch?v=LnaXzeutwGo (https://www.youtube.com/watch?v=LnaXzeutwGo)

Anytime you ladies want to go squad on squad let us know and grab your best planes, I guarantee you you'll go down faster than a virgins panties on prom night.  Waystin I think it's about time for another shirt contest.
Title: Re: HQ downtime
Post by: Skyyr on September 30, 2015, 06:23:04 PM
Anytime you ladies want to go squad on squad let us know and grab your best planes, I guarantee you you'll go down faster than a virgins panties on prom night.  Waystin I think it's about time for another shirt contest.

We'll take that challenge. When would you be ready?
Title: Re: HQ downtime
Post by: bustr on September 30, 2015, 06:24:22 PM
Hitech was clear: the hardness or the downtime of the HQ are easy to change, but any change is lost when the arena resets as those values go back to hard coded defaults.  So any change would last only until the map is won.  I'm sure some kind of change will be made in AH3.

Guess including a change to the City along with the HQ is a can of worms to what happens down stream, just to make the HQ repair itself in 5 minutes no matter the damage to the City....... :O

HQ repair time is increased when the City is taken down. When the City was at 45%, the HQ repair time increased from 5min to 1hr 14min.

So the single finger saluters simply need to make a first trip on the city then subsequent trips between the HQ and the city to single finger salute the 5minute fix to the HQ as irrelevant to their having found a way to screw everyone's pooch within the rules.

For $14.95 a month, I do not think it is equitable to make the rest of us have to dance to the single finger saluter's one man war to screw our evenings. No one wants to live over the HQ all night because of this dork, or dorks for what we pay for our fun when it's obvious why they are saluting us.

Experience shows that mounting an effort to stop them only stops that single incident. The whole effort is a waste of our evening in which we could have done far more fun things for our money versus paying attention to one guy's middle finger. Add to this the DT command and Mr. finger can time his night like an AI. Another group of players do not like to resupply anymore knowing as soon as the last boring trip is finished, the lights are minutes away from going out again.
Title: Re: HQ downtime
Post by: 68ZooM on September 30, 2015, 06:28:09 PM
We'll take that challenge. When would you be ready?
Of course you would anything to stroke your ego lol
Title: Re: HQ downtime
Post by: Skyyr on September 30, 2015, 06:28:40 PM
Of course you would anything to stroke your ego lol

Our last challenge was never accepted, so I thought I'd see if it was just happenstance or purposeful avoidance. Thanks for admitting the obvious outcome. :aok
Title: Re: HQ downtime
Post by: 68ZooM on September 30, 2015, 06:30:50 PM
Our last challenge was never accepted, so I thought I'd see if it was just happenstance or purposeful avoidance. Thanks for admitting the obvious outcome. :aok

Lol it's amazing you can get your cartoon head inside of a cartoon airplane.
Title: Re: HQ downtime
Post by: 715 on September 30, 2015, 09:28:04 PM
HQ hardness ~IS~ adjustable? I think you misheard something.

Yes.  Load AH in offline mode.  Select Options, Arena Setup, Objects, Object Settings, then select HQ.  You can then enter anything you want for Down Time (default is 45 min, online it's currently set for 5 min) and for Hardness (default is 37.5 1000 lb bombs).  Obviously you aren't allowed to affect changes online, but HT can.  But if he does, they return to defaults when the map is won.
Title: Re: HQ downtime
Post by: bustr on October 01, 2015, 03:12:24 PM
The City health effects the HQ repair time as a time increase multiplier. How many times does this have to be repeated?

Last Tuesday on Fester the HQ which base repair time is set to 5min. When it was dropped during one of the evening visits by the single finger saluters. I checked with dt to see how long the HQ would be down.

1. - DT returned 1hr 14min.
2. - I checked the City and it was at 45% up.

If 5 minutes is supposed to be the reality, the City needs to be adjusted with the HQ to protect the HQ. But, then the City if I'm not mistaken also controls the rebuild time of the strats which effects base and town objects.

Two years ago I was part of a FB 60 plane mission that dropped the bish city to 0%. HQ and everything else was effectively out of the game for the rest of the night. We shut down fields just to shut them down after that.

This is the real reason you defend and supply the City.
Title: Re: HQ downtime
Post by: Crash Orange on October 02, 2015, 05:21:21 AM
We do know the HQ repair time no matter how small of an interval it is set to, will be increased exponentially if the city is damaged. On the Fester map the HQ which supposedly has a 5 minute self repair time was down for 1hr 14min. The city was at 45%.

So the interim fix has to include the City's self repair time and or hardness to insure the HQ's self repair time. Wonder what that does for the rest of the strats and by association field and town regeneration.

A huge part of the problem is that on the Fester map the city is at the end of a huge corridor of empty space which means it is easy to fly several formations of Lancs to level the city without the slightest possibility of being detected or defended against until they have made at least two bombing runs on the city, easily taking it well under 50%. If the bombers stay NOE there is zero chance of being detected on their way to the target and by the time the city is flashing it's far too late for anyone to get there to defend it. And nobody is going to waste a precious evening of game time flying a standing patrol in front of the city or HQ all night on the off chance someone might attack it. Nobody is paying $14.95 a month for the privilege of flying around staring at empty sky for hours on end.

My understanding is that the changes to the strat system were intended to encourage massive battles involving large formations of bombers and escorts flying deep into hotly contested enemy airspace like the height of the strategic bombing campaign in WW2. Unfortunately because of poorly planned implementation the effect has instead been to enable and encourage players to have an undue impact on game play by flying completely ahistorical lone wolf sneak missions into the heart of the enemy country without being detected by anyone until the damage is done, at which point the bombers bail.
Title: Re: HQ downtime
Post by: Scca on October 02, 2015, 05:31:02 AM
A huge part of the problem is that on the Fester map the city is at the end of a huge corridor of empty space which means it is easy to fly several formations of Lancs to level the city without the slightest possibility of being detected or defended against until they have made at least two bombing runs on the city, easily taking it well under 50%. If the bombers stay NOE there is zero chance of being detected on their way to the target and by the time the city is flashing it's far too late for anyone to get there to defend it. And nobody is going to waste a precious evening of game time flying a standing patrol in front of the city or HQ all night on the off chance someone might attack it. Nobody is paying $14.95 a month for the privilege of flying around staring at empty sky for hours on end.

My understanding is that the changes to the strat system were intended to encourage massive battles involving large formations of bombers and escorts flying deep into hotly contested enemy airspace like the height of the strategic bombing campaign in WW2. Unfortunately because of poorly planned implementation the effect has instead been to enable and encourage players to have an undue impact on game play by flying completely ahistorical lone wolf sneak missions into the heart of the enemy country without being detected by anyone until the damage is done, at which point the bombers bail.
Then when you combine this with an entire squad that gets their jolly's taking advantage of this gap, you end up with a large number of people looking for something else to fill the void when they log off.

I have zero respect for this kind of intentional griefing.
Title: Re: HQ downtime
Post by: EagleOne on October 02, 2015, 06:15:03 AM
Hmm lets see, used to be hundreds of players in multi arenas,  game was too gamey for the whiners so changes were made and now... ur lucky if 100 people log on. Keep up the good work whiny libs.
Title: Re: HQ downtime
Post by: Lusche on October 02, 2015, 06:15:47 AM
Hmm lets see, used to be hundreds of players in multi arenas,  game was too gamey for the whiners so changes were made and now... ur lucky if 100 people log on. Keep up the good work whiny libs.


So which changes you are talking about? :)
Title: Re: HQ downtime
Post by: Devil 505 on October 02, 2015, 08:07:02 AM


I have zero respect for this kind of intentional griefing.

Damn right.
Title: Re: HQ downtime
Post by: Zoney on October 02, 2015, 11:19:09 AM
Maybe............a 35,000 foot airstart directly over the HQ would be a good idea.
Title: Re: HQ downtime
Post by: Scca on October 02, 2015, 12:30:41 PM
Maybe............a 35,000 foot airstart directly over the HQ would be a good idea.
+1
Title: Re: HQ downtime
Post by: hitech on October 02, 2015, 12:38:05 PM
Maybe............a 35,000 foot airstart directly over the HQ would be a good idea.

Is that a friendly or enemy field? :)

HiTech

Title: Re: HQ downtime
Post by: Zoney on October 02, 2015, 12:43:14 PM
Is that a friendly or enemy field? :)

HiTech

LOL, good point my post was terribly ambiguous.  Let me try that again.

I would like to see defenders able to spawn at 35,000 feet in fighter aircraft only over their own HQ's.

 :salute
Title: Re: HQ downtime
Post by: Oldman731 on October 02, 2015, 06:23:17 PM
LOL, good point my post was terribly ambiguous.  Let me try that again.

I would like to see defenders able to spawn at 35,000 feet in fighter aircraft only over their own HQ's.


Nice idea.

- oldman
Title: Re: HQ downtime
Post by: SIK1 on October 02, 2015, 09:37:32 PM
LOL, good point my post was terribly ambiguous.  Let me try that again.

I would like to see defenders able to spawn at 35,000 feet in fighter aircraft only over their own HQ's.

 :salute


Nice idea.

- oldman

Yes, it is.

It could be a lot of fun.

 :salute
Sik
Title: Re: HQ downtime
Post by: Airsharks on October 03, 2015, 04:09:59 PM
To all you whining wimps out there.... In FSO do you have Dar Bars or Radars? No you do not..... Do I hear a bunch of sissy's whining that game play is not fair/fun because FSO has no Dar bar or radar. No again you people amaze the heck out of me... what the heck is so different in the main arenas when HQ go's down? not a dammed thing.... I did enjoy this Idea someone had 
 "HQ should ONLY effect the detailed national picture. Local dar should never go 100% down as presumably spotters would at least be able to relay some information locally

Meaning this
 You are at A100. HQ goes down. At this point the only picture you should be able to get is local. You dont get to see whats going on at any other base without actually going there.

Doing this should make most people happy. The HQ raiders could still have their effect in blinding the enemy as to the big picture thus setting conditions that are favorable to other raids. Locally people would still have dar within their current dar circle. They just wouldnt be abe to see the national picture.

This way. Bombers can bomb. Fighters can fight. Everyone gets what they want"
Title: Re: HQ downtime
Post by: Lusche on October 03, 2015, 04:19:31 PM
To all you whining wimps out there.... In FSO do you have Dar Bars or Radars? No you do not..... Do I hear a bunch of sissy's whining that game play is not fair/fun because FSO has no Dar bar or radar. No again you people amaze the heck out of me... what the heck is so different in the main arenas when HQ go's down? not a dammed thing....

FSO is a completely different combat environment, with totally different type of gameplay, command structure and, most importantly, numbers.
Title: Re: HQ downtime
Post by: Lucifer on October 03, 2015, 04:25:09 PM
Manned guns when total population is less than 25 ? Seems u dont play often at low pop hours, when one/two d0uchebags keep hitting HQ to ennoy people, just to bother players...Which is mostly the problem with HQ feature atm. :huh

it was a temporay fid that needed maintaining


Here is how you splve all hq problems

Add manned gunnz

Lots of them.

All over the place
Title: Re: HQ downtime
Post by: Kingpin on October 03, 2015, 04:46:27 PM
In FSO do you have Dar Bars or Radars? No you do not... What the heck is so different in the main arenas when HQ go's down?

I will tell you what is different; FSO gameplay and MA gameplay are vastly different setups.  FSO typically has over 200 players, organized in squads, all funneled into a handful of target areas for a short period of time.  The targets are known and defended.  Essentially, FSO is specifically designed to almost guarantee combat for a majority of the participating players.  This kind of a design does not require dot dar or bar dar to be successful.

MA gameply, on the other hand, is almost the exact opposite.  During many times of the day the total numbers of players are a small fraction of FSO participation.  This smaller number can be spread over an entire map.  Many players fly individually and not in organized squads.  Many players are not looking for combat, and instead want to sneak around the map hitting targets unopposed.  A certain number of these will run or bail at the first sign of opposition.  This is simply one of the downsides of the greater benefit of having a "sand box" style of arena where players can do whatever they want, whenever they want.  However, it is not always conducive to being able to find and engage in combat.  Having bar dar and dot dar helps with this situation, so that players don't have to spend a majority of their play time just trying to find the enemy.  This, as I said above, is simply not the case with FSO.  The two aren't even close to being the same thing.

Therefore, having bar dar and dot dar in the MA is an important part of good MA gameplay.  One player being able to grief an entire side by taking an HQ (all radar) down is bad for gameplay.  It's as simple as that.

One of the reasons I left the game is that my play time in the MA was only during low pop hours.  It got to the point (especially with the rise in dar/HQ griefing) that I only enjoyed FSO and the MA was largely a waste of my time.  When I could not participate regularly in FSO, I left the game.  The MA is the heart of the game, where most of the players spend most of their time, and must be set up to encourage fighting rather than avoiding it, IMO, or the game will continue to suffer for it.

<S>
Ryno

p.s. I find it rather hypocritical that you start your post off by calling everyone supporting the HQ downtime change "whining wimps" while later in your post you support a coding change you'd like to see to resolve the same issue.
Title: Re: HQ downtime
Post by: Kingpin on October 03, 2015, 04:54:54 PM
Duplicate deleted
Title: Re: HQ downtime
Post by: icepac on October 04, 2015, 08:32:15 AM
The guys who whine the most about Dar being down don't even need dar to perform they types of missions they fly.

Only pansies log off when the dar is down.

I find some of my best fights/mission discoveries when the HQ is down because the enemy is lulled into thinking they can't be found.
Title: Re: HQ downtime
Post by: captain1ma on October 04, 2015, 09:39:15 AM
for the record, a lot of fso players, don't even play any other time. if you look when fso is running, it has as many players as the MA does.
Title: Re: HQ downtime
Post by: Lusche on October 04, 2015, 09:50:45 AM
for the record, a lot of fso players, don't even play any other time. if you look when fso is running, it has as many players as the MA does.


I have checked out the data several times in the past 1-2 years. FSO players are actually a very part of the MA population. It's very few players that didn't venture into LW arena, most are displaying above average activity in the 'main'.