Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Wizzy on October 06, 2016, 03:49:03 PM

Title: Buzzsaw map....
Post by: Wizzy on October 06, 2016, 03:49:03 PM
I love this map, wish it was a bit larger so it wouldn't be won so fast and would love to see more like it... WTG folks!!!!!!!!!   <S>
 :aok :x :aok :x :aok :x

From all the guys and gals I played with on this map, not a single person had a bad thing to say about it!!!!!!     :old: :old: :old:
Title: Re: Buzzsaw map....
Post by: Someguy63 on October 06, 2016, 03:59:13 PM
From all the guys and gals I played with on this map, not a single person had a bad thing to say about it!!!!!!     :old: :old: :old:

Probably because no one has come up with anything yet. :rofl
Title: Re: Buzzsaw map....
Post by: JunkyII on October 06, 2016, 04:01:52 PM
Probably because no one has come up with anything yet. :rofl
Haven't played it yet...but if it has a tank town and the spawns are terrible like Crater...I'll be in here before you know it...


BY THE WAY Crater's center GV spawns are too far apart
Title: Re: Buzzsaw map....
Post by: Lusche on October 06, 2016, 04:12:37 PM
Haven't played it yet...but if it has a tank town and the spawns are terrible like Crater...I'll be in here before you know it...


This is The Buzz:

(http://i1145.photobucket.com/albums/o507/Snaildude/Buzz_zps7wy8uphw.jpg)
I removed names, altitidudes and dar or you wouldn't be able to see anything at this level.

No tank town as such, but most key factories have hostile GV spawns to them from the start. Airfield altitudes are going up to 9k(!), sometimes right in front of enemy strats as well.

I posted a little bit of initial data in my stats megathread.
Title: Re: Buzzsaw map....
Post by: Chris79 on October 06, 2016, 05:08:03 PM
Task groups need tweaking and the base elevation significantly lowered.
Title: Re: Buzzsaw map....
Post by: Someguy63 on October 06, 2016, 05:15:01 PM
Haven't played it yet...but if it has a tank town and the spawns are terrible like Crater...I'll be in here before you know it...


BY THE WAY Crater's center GV spawns are too far apart

I really wanna see it for myself, I just don't have the opportunity to play yet :(
Title: Re: Buzzsaw map....
Post by: JOACH1M on October 06, 2016, 05:19:32 PM
It's a perk farmers map. Tank spawns into enemy strats. 9k bases for bombers. The channels allow for CV'S to get right into the battles.


Love it.
Title: Re: Buzzsaw map....
Post by: DmonSlyr on October 06, 2016, 05:25:39 PM
Yup, you don't need a tank town if you can design the map to promote action in a structured way. I think TT and FT take away what could be great fights from the rest of the map.
Title: Re: Buzzsaw map....
Post by: DmonSlyr on October 06, 2016, 05:29:22 PM

This is The Buzz:

(http://i1145.photobucket.com/albums/o507/Snaildude/Buzz_zps7wy8uphw.jpg)
I removed names, altitidudes and dar or you wouldn't be able to see anything at this level.

No tank town as such, but most key factories have hostile GV spawns to them from the start. Airfield altitudes are going up to 9k(!), sometimes right in front of enemy strats as well.

I posted a little bit of initial data in my stats megathread.

I like the map, but I think there should be some extra bases to make the action more condensed. I wish the bases could be just a little closer together.
Title: Re: Buzzsaw map....
Post by: Chilli on October 06, 2016, 05:53:45 PM
You guys crack me up with the name inventions, buzzsaw, uterus, ... I believe there was a noodle map also   :rofl  I enjoyed the map and the spawn times to the factories was great.  A strat flashed and there was time to defend it.  It was the first time that I noticed the resupply times had increased  :x  :rock

I didn't have time to explore any fleet action, but it did appear to make it a lot easier to find enemy fleets due to the decreased area to search.  So there was no need for anyone to have a spy on another side to capture it (too sad that message didn't get through).

There were some slight problems with elevations and GVs driving below surface levels but at least it didn't stop the vehicles.
Title: Re: Buzzsaw map....
Post by: j500ss on October 06, 2016, 06:04:19 PM
I was on for a couple hours right after the map came up.   Really like it, it pretty much gives everyone a quick fight/ mission from pretty much everywhere regardless if your a flyer, GV'er, gunner, bomber.

Fun map
Title: Re: Buzzsaw map....
Post by: Chilli on October 06, 2016, 06:53:54 PM
I was on for a couple hours right after the map came up.   Really like it, it pretty much gives everyone a quick fight/ mission from pretty much everywhere regardless if your a flyer, GV'er, gunner, bomber.

Fun map

Yup!  It looks like someone was listening when faster engagements and shorter spawn to action times.
Title: Re: Buzzsaw map....
Post by: The Fugitive on October 06, 2016, 07:57:09 PM
Anyone know who built it? I didn't get a chance to play on it this go around, but it looks good, and from what I hear it is a fun map. Look forward to giving this one a go. I wish I had time to put together some maps.

A BIG <S> to ever the builder is.
Title: Re: Buzzsaw map....
Post by: redcatcherb412 on October 07, 2016, 11:34:00 AM
Looked like a great map, only able to be on it twenty minutes.  Any map that only takes the dominant numbers side even with a 15 eny 6 hours to roll it lacks something.  The evening players missed it completely and will have to wait for the next rotation.  From what little I saw and the 2 sorties I was able to play, the map looked great. Lots of open GV areas, less trees, more hills, close spawns, everything the wishlist seems to be asking for.
Title: Re: Buzzsaw map....
Post by: bustr on October 07, 2016, 11:48:36 AM
What is the distance from land when you set a CV course that triggers the too close to land warning?

If this is what you guys are really looking for right now, I made a trench boo boo on my terrain with the elevation tool, and not having to fill it in will save me a whole lotta work.
Title: Re: Buzzsaw map....
Post by: Randy1 on October 07, 2016, 12:37:34 PM
The daily bish knit hit on the Rooks leftt us with no ports as prime time began.  This map has some good idea but needs work.
Title: Re: Buzzsaw map....
Post by: JimmyC on October 07, 2016, 01:49:05 PM
I kinda thought it needed some more air bases and maybe closers together...I dug
The multi spawns and different new concepts
Definitely a GV ers  map..I liked it..good to see something new. Different..is this from HITECH or player made does anyone know
More new maps would definitely spice things up...along with more new players..
Great work
Title: Re: Buzzsaw map....
Post by: JunkyII on October 08, 2016, 01:19:40 PM
The daily bish knit hit on the Rooks leftt us with no ports as prime time began.  This map has some good idea but needs work.
Oh so now the knights and bish tag team the rooks....wait wasn't someone saying the other day about an alliance between Rooks and knights against Bish???
Title: Re: Buzzsaw map....
Post by: Devil 505 on October 08, 2016, 02:23:07 PM
Don't forget the Bishop-Rook alliance.
Title: Re: Buzzsaw map....
Post by: guncrasher on October 08, 2016, 02:34:34 PM
on the nights we need no alliance.  we have cybro preparing attack plans for us. that way we don't fight among ourselves on who's in charge.


semp
Title: Re: Buzzsaw map....
Post by: Chilli on October 08, 2016, 04:07:48 PM
Looked like a great map, only able to be on it twenty minutes.  Any map that only takes the dominant numbers side even with a 15 eny 6 hours to roll it lacks something.  The evening players missed it completely and will have to wait for the next rotation.  From what little I saw and the 2 sorties I was able to play, the map looked great. Lots of open GV areas, less trees, more hills, close spawns, everything the wishlist seems to be asking for.

There have been a number of players that have a plan, and execute it.  The same sort of mindset that destroyed HQ over and over.  To further magnify the result, players enjoy being able to WIN, and I fear more and more players are joining with the side that is most prepared to do just that.  I don't mean that they jump sides to do it, I mean they have readily identified a side that is "ORGANIZED" and they have joined that side.

ENY has not been the answer.  But the problem is clearly defined.
Title: Re: Buzzsaw map....
Post by: scott66 on October 08, 2016, 04:09:55 PM
Actually in all my years as a bish I thought the rooks were full of it and the alliance was between nit and rook but in the last two days for the hell of it I've been a rook and we were double teamed from nit and bish which split our minimal forces in two long story short I died 47 times in 30 min fighting the nit front being vastly out numbered sucks but it was good to see some old foes in green and chat
Title: Re: Buzzsaw map....
Post by: Chilli on October 08, 2016, 06:54:49 PM
Scott, it is not even the double team.  Although the double team is ALSO a result of the ORGANIZED 3rd chess piece.  It goes like this.  One team swoops in and gains an early advantage (amplified by strat downtimes) and begins working the base capture.  The easy target (ie. chess piece with least players or the base with the least effort to take like ports) is top on the "WIN" team's agenda.  Success of the chess piece gains momentum and players stay logged in longer

On the flip side, as you experienced, once your entire team is delegated to defend or even worse don't care (the majority at least say so) frustration sets in and players log off, or sometimes even preferring to join one of the aggressive chess piece teams. If you stick it out, seeking the fights that you signed up for, you begin to explore the other chess piece's defenses, good of all concerned to be dammed.  There you go, a double team.

I warned of this back in beta, only not as detailed as now.  I saw certain individuals sharpening their base grab intelligence and picking up on any faults of the map design meant to balance chess pieces.

To keep on topic, Buzzsaw is a wonderfully planned map.  It reminds me of Grinder, in that it was popular but never survived for long.  The problem that I perceive is the way the 3 chess piece system rewards the chess piece that is better at acquiring and maintaining superior numbers.
Title: Re: Buzzsaw map....
Post by: 1stpar3 on October 08, 2016, 10:53:59 PM
What is the distance from land when you set a CV course that triggers the too close to land warning?

If this is what you guys are really looking for right now, I made a trench boo boo on my terrain with the elevation tool, and not having to fill it in will save me a whole lotta work.
Well, from what I saw, dont believe the this point crosses land warning was turned off! :x Had a fleet cut right through the port and continue for about 2 miles. Saw it again later but not as dramatic a mistake. I heard some saying there was a problem with the ports and fleets, think the bish had every fleet at one point but only owned one port? Think it was on the Buzzsaw map anyway.
Title: Re: Buzzsaw map....
Post by: 1ijac on October 09, 2016, 01:55:02 AM
Need shore batteries at all of the bases.
Title: Re: Buzzsaw map....
Post by: Wingnutt on October 12, 2016, 12:00:29 PM
I didn't like it when I first saw it, I generally dislike symmetrical maps,  But I ended up enjoying it, lots of high bases so lots of bombers to chase.
Title: Re: Buzzsaw map....
Post by: Randy1 on October 12, 2016, 03:01:54 PM
Oh so now the knights and bish tag team the rooks....wait wasn't someone saying the other day about an alliance between Rooks and knights against Bish???

No, it has zero to do with any kind of alliance.  It just number of players, and time of day.  Rooks have fewer players during the day some days meaning their bases and strats are easier to hit.
Title: Re: Buzzsaw map....
Post by: Lazerr on October 13, 2016, 10:32:38 AM
The center of the map has a nice layout to get a big fight going.  I can see there being a problem when these bases belong to one country.  Everything on the outside is spread out quite a ways.

Would like to play it this weekend if i get time with some numbers online.
Title: Re: Buzzsaw map....
Post by: DmonSlyr on October 13, 2016, 08:00:52 PM
Yeah, again, I just don't understand why we have to make the bases so far apart. A tiny bit shorter bases distance makes a HUGE exciting gameplay difference.
Title: Re: Buzzsaw map....
Post by: Rich46yo on October 13, 2016, 09:48:21 PM
Well this map were playing now looks great. It looks just like North Africa type terrain.

Actually I think the game looks great period. AH III is everything I wanted and more. Now I just want to hear the players coming back.