Aces High Bulletin Board
General Forums => Wishlist => Topic started by: flippz on January 21, 2018, 10:03:54 AM
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my idea: why cant we initiate a base capture quota? what I mean is say country A captures 2 of country Bs bases they then have to capture 2 of country Cs bases before they can take anymore of countries Bs bases. now country A can still defend against country B but cant steam roll them.
I believe this will keep the fights moving around and curb some of this country double teaming that seems to happen all weekend and week nights. It makes for poor fighting conditions and the loosing team of the double team starts logging after a few bases and the fighting gets worse.
the capture quota can be ignored if say country C owns 20% or more of country As bases and 90% or more of there own. At that point country B can be captured with no quota.
this should also help low number countries as well as the higher number countries cant just beat them back to non capturable bases and forget about them. I have talked about this with a couple rooks and a few bish players and everyone seems to like it that I have spoke with so I wanted to put it out there and see what you guys thought. I don't know a lot about the history of the game but from what I have heard is the 2 front war didn't work out well and will not be put back into effect, but we need something to quell the constant double team of a country whether it be in the low number am or the high numbered pm action. it should also introduce a new strategy into base take options and base capture timing
just a thought let me know what you guys think
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Wut???
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I never understood the logging cause we getting ganged argument. Up from a base a little farther away and kill incoming bombers or push the fight down where help can clear the field. Not to hard to figure out. The other thing people don't do much of anymore is pork fields. Fastest way to blow the steam out of there sails is to pork Ord or Troops.
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my idea: why cant we initiate a base capture quota? what I mean is say country A captures 2 of country Bs bases they then have to capture 2 of country Cs bases before they can take anymore of countries Bs bases. now country A can still defend against country B but cant steam roll them.
I believe this will keep the fights moving around and curb some of this country double teaming that seems to happen all weekend and week nights. It makes for poor fighting conditions and the loosing team of the double team starts logging after a few bases and the fighting gets worse.
the capture quota can be ignored if say country C owns 20% or more of country As bases and 90% or more of there own. At that point country B can be captured with no quota.
this should also help low number countries as well as the higher number countries cant just beat them back to non capturable bases and forget about them. I have talked about this with a couple rooks and a few bish players and everyone seems to like it that I have spoke with so I wanted to put it out there and see what you guys thought. I don't know a lot about the history of the game but from what I have heard is the 2 front war didn't work out well and will not be put back into effect, but we need something to quell the constant double team of a country whether it be in the low number am or the high numbered pm action. it should also introduce a new strategy into base take options and base capture timing
just a thought let me know what you guys think
Just switch countries.
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Just switch countries.
well for the past week I have been traveling around the aces high globe visiting each country as the horde and the horded. not sure how "switching countrie" helps this but I have. it really has made no difference at all. many instances people will not up airplanes in a horde. the other night we were on pizza map and I changed to the rooks. went to the southern base,52 I belive, there was a double dar bar of red. up north at 44 I think again the bish had a double dar bar and rolled three bases before stalling, again not really many uppers to help with the air plane crowd.
so in the instance above after the bish had taken the second base from the rooks they would have needed two knight bases before a capture of the third rook base would have been possible. this does two things it gives the country being horded a reprieve (or at least lighten the load) to fight back and also gives them the chance to go on the defensive. this may also help to get planes in the air as fighter will thin a bit and start looking to knight side enabeling them to actually get off the ground.
Jan 29 after the map flip from buzz saw it was an instant double dar bar on both fronts for the bish. the vulching picking and hording was so bad to the point I saw guys in gvs that in over 8 months of being bish I had never seen in a gvs. most lasted for about an hour then started to bail (including myself).
and all I am saying is it cant be fun for either side, safer but not fun. its not any fun being unable to get off the field and at one point we couldn't even get out of surrounding bases of 44. and it can not be fun for 25 knight planes to try to get the kill on the 4 bish planes that attempted to come to fight.
but I digress after this post just wanted to show I attempted to help with the issue of the evening hordes that is really crippling the evening time game for many.
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I see what he is saying.. i think something similar to this would really help in off peak low numbers time. Concentrate the small amount of players on a certain objective or two.
Maybe a system message saying "game population down to xx%, inatiating base chain component", and have a few capturable bases clearly indicated on a map.
I havent been able to play US primetime in quite some time, so i cannot comment on the hoardes.
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they had a base capture chain system in once before and it was horrible. But 5hat isn't what Flippz is asking for. He wants a system where once your country captures 2 bases for country "A" you can no longer capture bases from that country until you capture 2 bases from country "B".
Doing this forces the countries to NOT gang up on a single single, but doesn't LIMIT a country to a certain "path" of capture just a front.
I like it because even when the number a good you can have one team with nobody to fight while the otherfront is hoppin.
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One way to discourage piling on a single country would be to modify downtimes according to percent of bases owned:
Bish own 25% of Knit bases and 5% of Rook bases.
Bish kills Knit radar; normal downtime is 30 minutes. Modified downtime is (100% - 25%) 75% of 30 minutes = 22.5 minutes.
Bish kills Rook radar. Modified downtime is (100% - 5%) 95% of 30 minutes = 27 minutes.
This would be transparent to the players but make each successive capture against a single country a little bit more difficult, without forcing a particular strategy.
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they had a base capture chain system in once before and it was horrible. But 5hat isn't what Flippz is asking for. He wants a system where once your country captures 2 bases for country "A" you can no longer capture bases from that country until you capture 2 bases from country "B".
Doing this forces the countries to NOT gang up on a single single, but doesn't LIMIT a country to a certain "path" of capture just a front.
I like it because even when the number a good you can have one team with nobody to fight while the otherfront is hoppin.
Seems to me it will just cause a gangbang seesaw.
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fugi gets it.
in my idea there are no certain base #s you have to capture, you can capture any 2 bases for side "a" then have to get two bases from side "B" before going back to side "A". and you can still pork side As fields and and defend against them taking the base ba back you just cant take any more base of sides A.
Vraciu: it may at times but in the over all aspect it should help to curb the constant evening gang bang on any one side. will it stop it completely? No, will it help give the team that's getting the gang bang a break and a chance to catch there breath? Yes.
Also another thing this may help is when new folks come in this aint the first thing they see and get vulched 87 times trying to get into the "fight" as the new placement takes you to the nearest front and biggest battle.
just a idea and trying to figure a way to clean up the fights we got.
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15 years of non stop experience with Aces High, they do it because it is fun for them. You are looking at the AH community as mostly a monolithic group who adheres secretly to your emotional view of the game. Just the same as DAers used to when they were a small percentage of the whole population 10 years ago. Whether it is 400 players or 150 players, like the Pareto principle, the bell curve to how people play this game remains the same percentages. The smaller the community in the MA, the more stark that bell curve shows itself. The source of your frustration with game play after your touring all three countries.
I will venture Hitech is aware of this from my 15 years of observing how he programs his game. If you want something like this, you need a better explanation to persuade him with your concept. Your current presentation is relying on him filling in the complicated parts.
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It is interesting that the knits are more likely to horde strictly for vulching often leaving the town untouched while deacking the field. The bish and rooks are more likely to horde for base capture.
What would be interesting that the starts would be weathered in until you get 20% of both countries then to win the map, you would have to destroy a certain percent of every strat, city or hq.
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15 years of non stop experience with Aces High, they do it because it is fun for them. You are looking at the AH community as mostly a monolithic group who adheres secretly to your emotional view of the game. Just the same as DAers used to when they were a small percentage of the whole population 10 years ago. Whether it is 400 players or 150 players, like the Pareto principle, the bell curve to how people play this game remains the same percentages. The smaller the community in the MA, the more stark that bell curve shows itself. The source of your frustration with game play after your touring all three countries.
I will venture Hitech is aware of this from my 15 years of observing how he programs his game. If you want something like this, you need a better explanation to persuade him with your concept. Your current presentation is relying on him filling in the complicated parts.
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Seems every time you reply to my threads you asking me to do hitecs work? Not my job again. Just coming up with ideas to help with the stark numbers and shear boredom that many complain about. What’s your next reply go start my own game?
When people call my tow company for a tow to the body shop I do not tell them to hook up there on car and I am sure the body shop doesn’t hand them a bucket of bondo to fix they own car, you beginning to pick up what I am putting down? You talk like you’re intelligent so I hope you cqtch the drift
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I like it because even when the number a good you can have one team with nobody to fight while the otherfront is hoppin.
Except quite often when that happens it's because one of the fights has turned into a good furball and not a lot of mud gets moved in that scenario. This wouldn't change anything to address that.
This idea gets a solid "meh" from me. About the biggest effect I can see is it would likely just tick off the base rollers by killing their momentum when they get rolling.
Wiley.
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A tow truck service is not applicable to a game that you play as a discretion. In real life most people don't plan for the issues that cause them to suddenly need a tow truck and as such are almost at a condition of being at your mercy. More so in their mind but, still, needing a tow is more often a condition with little or none discretion wiggle room.
A game is all discretion by the customer. So how you design your core game to function will set the emotional expectations. This game is an open sandbox world and the only restrictions or force to play in any ridged manner are minimal. So the expectation is an unlimited choice to act at any moment in any direction. What you are trying to outline poorly is asking Hitech to force his customers to follow a ridged path with no exceptions. He tried that about 9 or 10 years ago and it flopped in our three country open world.
What you are asking Hitech to do is force his customers to make themselves available to your guns in predictable manners by him forcing them into it by changing his game to your specifications. Must have been one heck of a three country tour there Gilligan......
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damn bustr you sure are specific with that YOU.
i have just noticed in the MAIN ARENA that seems to be the biggest complaint. i merely suggested an idea to try and help the game play. and any service or product that is provided to a retail customer is the same. you tell me to build my own map, do not want to. i think most of your response is out of your distain for me and your cuddled appearance to the game. i do not want to dictate the way the game is played for me, again i simply made a suggestion for the game from conversations i have had with a few other players, but can see clearly why i was told by 2 of them it was a waste of time to post here.
skuzzy just lock the thread
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damn bustr you sure are specific with that YOU.
i have just noticed in the MAIN ARENA that seems to be the biggest complaint. i merely suggested an idea to try and help the game play. and any service or product that is provided to a retail customer is the same. you tell me to build my own map, do not want to. i think most of your response is out of your distain for me and your cuddled appearance to the game. i do not want to dictate the way the game is played for me, again i simply made a suggestion for the game from conversations i have had with a few other players, but can see clearly why i was told by 2 of them it was a waste of time to post here.
skuzzy just lock the thread
What exactly do you envision when you post an idea here? A bunch of players talk about how swell it is, then because the half dozen people who post in your thread think it's a good idea, HT goes, "Ok, I'll implement it."?
Whatever other players say about an idea in here doesn't mean a thing. If HT likes the idea, he'll implement it. If he doesn't, he won't. The board discussion for the most part after the initial posting of the idea is just noise unless HT gets into it.
Getting huffy because other players don't like your idea is a bit silly. Their opinions don't matter.
Wiley.
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You kids should get into politics. You've demonstrated a remarkable (and sad) ability to take a "wish" from a player and turn it into scathing personal insults.
I thought Flippz2 laid out his request clearly and concisely. He explained; what he was suggesting, why, and gave some detail as to what (he felt) the expected outcome would be.
Instead of addressing the pros or cons of his idea, some of you have chosen to try to make it personal...pretty sure that is supposed to be an no no.
I don't think I necessarily support the idea, but unlike those choosing to attack the author rather than the idea, I suggest you attempt to think and rebut it if you don't like the idea.
cheers
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Rodent, I'm older than you have any clue.
I ran his idea through a filter of 15 years of experience with this game. Hitech through experience often very quickly responds into wish posts when it's something he likes or helps him make a decision. Until Hitech changes the fundamental working of the game as an open world with next to no forced player activity for their $14.95. This wish like all the others of it's nature over the years requires Hitech to force his customers to do something if they want to get past a fixed hurdle. That short lived AH2 capture path that had to be followed. It would be simpler and make more sense to wish for the MA to be reconfigured to a two sided conflict which ultimately "force" over time sharing emulates as a microcosm in a three sided arena.
No one will do anything logically, no one will up and fight, too many only fight when numbers are with them.....welcome to human nature and how it is clearly reveled in an open world combat game with limited restrictions. Humans don't stop being themselves just because they give themselves strange names behind secure anonymity in a shootemup game. If anything they become more so themselves within that secure anonymity. Most human beings are not fighters by nature, they want to play act at it and not loose. They are more likely to band together to win at all costs to stay safe, and be the worst of themselves while they are winning or loosing because they are acting out an anonymous fantasy.
If this game had been started out say like WT where the customer knows the match up and arena is two sided and forced play, then that would be the game's reality and how the game culture would have developed. The reality of this game is three sided, nothing forced, and everything open play. Forcing activity on the customers is not a part of this game's culture. Unless, and that is a ginormous unless, Hitech decides to throw it all out the window and force his customers to play in proscribed ways.
It would be a tad more to the point to wish for the MA changed to a two sided open world and all the problems associated with that. Then he could find combat while making later wishes related to forcing players to not band into hoards, auto side balancing, and forcing them to up and fight.
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Getting huffy because other players don't like your idea is a bit silly. Their opinions don't matter.
Wiley.
I'm not getting huffy, bustr don't care for me much as been proven with other posts. I don't mind if no one else likes the idea. I again talked with other people about the issue and they agreed so I posted it good bad or indifferent...again bustr just as vendetta of some sort against me.
just for point of discussion last night the knights won the map, as soon as the map was up it was double dar bars on both fronts for the bishops, this evening starting around 6 pm EST double dar bars on both fronts loosing bases 2 at time. It was the equivalent of 80 vs 40. I have logged both nights due to not being able to fight. this seems to happen a lot on the weekends as well. now this is not a whine from me about the amount of fighters but it is not enjoyable for anyone to battle numbers like that, and there are some countries that near log off after about an hour of double teaming. I can name 4 guys that does not log anymore due to the constant hording and ganging that takes place on a regular basis.
this am I log on and the rooks have 7 and bishop have 17 (eny out the wazoo). I switch to the rooks for the am to try and help numbers, wasn't there 20 min and the "spy" word starts flying and one was a well known player that has just got back in to the main arena to fight that many players look up to. just said that to say side switching is not really an option in here as well.
didn't read bustrs posts so none of the above refers to his post
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First, YOU have no idea how old I am sir.
Second: I've been playing this game almost as long as you have, so my filter says the following:
1) Assaults on an idea are, at best, ... petty.
2) Its a WISH LIST, and its HIS Wish ... if YOU have a great wish, please submit.
Getting very tired of the flamers that try to suppress ideas without actually having a cogent argument as to why it MIGHT be a bad idea.
PS Those who try to force game play (through any method) probably ought to ask the owner what he wants...and do that.
Sincerely,
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Getting very tired of the flamers that try to suppress ideas without actually having a cogent argument as to why it MIGHT be a bad idea.
Agreed.
- oldman
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Why don’t we put our heads together and figure out how to hook new players?
That’s the problem right now. Go back and look at Hitech’s stats on player retention. The whole twenty minutes thing. We need to help him with that above all else, IMHO. The rest of this is academic until that is resolved.
:salute
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Why don’t we put our heads together and figure out how to hook new players?
That's easy. Make it free, and make it playable with no extra peripherals. Get rid of the open world, structure it more. Make it so whatever a session entails takes no more than a minute or two to get to the action and the session finishes in about half an hour.
I wouldn't play it, but that's what would bring in those sweet, sweet new players.
Wiley.
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I wouldn't play it, but that's what would bring in those sweet, sweet new players.
IMHO: Only if you would be more vastly more attractive than that other extremely popular game already doing these things (with a much larger budget).
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That's easy. Make it free, and make it playable with no extra peripherals. Get rid of the open world, structure it more. Make it so whatever a session entails takes no more than a minute or two to get to the action and the session finishes in about half an hour.
I wouldn't play it, but that's what would bring in those sweet, sweet new players.
Wiley.
That's not what the data shows. Free everything won't do it If they leave after twenty minutes and never return.
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That's not what the data shows. Free everything won't do it If they leave after twenty minutes and never return.
Yeah, which is why I said it needs to be playable (and easily playable) without other peripherals. I'd be quite confident it's a matter of not understanding the controls on that first login, not being able to figure out what to do, and leaving.
Wiley.
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Yeah, which is why I said it needs to be playable (and easily playable) without other peripherals. I'd be quite confident it's a matter of not understanding the controls on that first login, not being able to figure out what to do, and leaving.
Wiley.
Possibly.
A dumbed down mode might help. Or a spawn right to an air start arena with stuff to shoot at.
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Possibly.
A dumbed down mode might help. Or a spawn right to an air start arena with stuff to shoot at.
Yup. Like I say, I wouldn't play it but it would be more popular than what we got with the newer gamers.
Wiley.
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A dumbed down mode might help.
Like RR was in AW. Worked there - RR always had a bigger population than FR.
- oldman
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Yeah, which is why I said it needs to be playable (and easily playable) without other peripherals. I'd be quite confident it's a matter of not understanding the controls on that first login, not being able to figure out what to do, and leaving.
Have seen several new players sitting in the hangar or on the runway for 10 minutes then disappear never to return. Maybe they should spawn into the front seat of an AT-6 with an instructor (AI or human) who could get them off the ground and explain the controls. At least they would get a chance to "fly" and learn the basics before they give up.
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Have seen several new players sitting in the hangar or on the runway for 10 minutes then disappear never to return. Maybe they should spawn into the front seat of an AT-6 with an instructor (AI or human) who could get them off the ground and explain the controls. At least they would get a chance to "fly" and learn the basics before they give up.
Something.
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Have seen several new players sitting in the hangar or on the runway for 10 minutes then disappear never to return. Maybe they should spawn into the front seat of an AT-6 with an instructor (AI or human) who could get them off the ground and explain the controls. At least they would get a chance to "fly" and learn the basics before they give up.
In the Melee Arena??
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Like RR was in AW. Worked there - RR always had a bigger population than FR.
- oldman
Old,
You are speaking AW to an AH crowd ... what is "RR" and "FR" sir?
Thank you.
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Relaxed Realism and Full Realism
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TY
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Relaxed Realism and Full Realism
I managed to (or might have been an element to) tick off the AW Korean War crowd when I suggested in Bigweek (to the AW staff) to add an FR KW arena and the RR got replaced with FR without adding a second KWA. This was around when a Korean War event was being planned and it would have been nice to practice at FR settings since the scenario was gonna be ran that way. The players that lived there did not like blacking out.
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I like this idea.
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Like RR was in AW. Worked there - RR always had a bigger population than FR.
- oldman
The problem with the RR and FR arenas in AW is that it did basically create two separate communities within AW and caused a lot of division. So much so that before AW4 was cancelled, Kesmai was planning on eliminating the RR arenas entirely in favor of a single main arena that was similar to Warbirds at the time, complete with Kesmai's version of WB's "EZ Mode".
Would an RR arena work in here? Sure, but at the cost of dividing up the community like it did in AW, with the majority playing in the RR arena due to its simplified flight model.
Yeah, which is why I said it needs to be playable (and easily playable) without other peripherals. I'd be quite confident it's a matter of not understanding the controls on that first login, not being able to figure out what to do, and leaving.
Wiley.
When AH launched at Steam and the posts and reviews on Steam came out, it gave a good indications as to what the barriers were for new players and why most would leave before their two week trial was up and why so little converted into subscription accounts. The main issue was the convoluted control setup, many came from Steam to AH from playing other games like WT and WoWP, with their simplified mouse controls and computer controlled aiming aids and the steepness of the learning curve that many could not over come with the two week trial.
Changing how bases are captured or introducing things like air starts isn't going to attract new players, they'll still leave as the Steam players did because the barriers that prevented Steam players from sticking around will still be in place.
What is needed is a revamp of how controllers are set up, making it easier for new players to set up their controllers and with less mouse clicks in the GUI to get to the controller set up. Right now, the process to set up the controllers is kind of complicated. A player has to ensure their controllers are calibrated in Windows, then each axis for the controllers have to be calibrated in game and then to finish it off, a player must calibrate their controllers a 3rd time in-game and then (usually through trial and error) scale their controller's output in-game and map the buttons. If veteran players think it's a PITA to set up controllers, imagine what a new player must think. It's enough for a new player to not even bother with the game if they have to go through such a complicated routine to set up their controllers.
Another thing that needs to go is the two week trial, it is just not sufficient enough for a new player to learn the ropes of the game and get over the learning curve. Sure, many years ago it was sufficient because the majority of us came from other flight sims like AW and WB and it was easy for us to get used to AH during the two week trial. With most of the new players having experience in arcade sims like WT and WoWP and the majority of those using only mouse+keyboard controls, the learning curve is much steeper for them than it was for many of us and the two weeks is just sufficient enough for them to get used to the game. That is why (coupled with the problems setting up the controllers) a lot of players didn't bother to stick around to finish off their free trial period and convert into a paying subscription.
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The problem with the RR and FR arenas in AW is that it did basically create two separate communities within AW and caused a lot of division. So much so that before AW4 was cancelled, Kesmai was planning on eliminating the RR arenas entirely in favor of a single main arena that was similar to Warbirds at the time, complete with Kesmai's version of WB's "EZ Mode".
Would an RR arena work in here? Sure, but at the cost of dividing up the community like it did in AW, with the majority playing in the RR arena due to its simplified flight model.
When AH launched at Steam and the posts and reviews on Steam came out, it gave a good indications as to what the barriers were for new players and why most would leave before their two week trial was up and why so little converted into subscription accounts. The main issue was the convoluted control setup, many came from Steam to AH from playing other games like WT and WoWP, with their simplified mouse controls and computer controlled aiming aids and the steepness of the learning curve that many could not over come with the two week trial.
Changing how bases are captured or introducing things like air starts isn't going to attract new players, they'll still leave as the Steam players did because the barriers that prevented Steam players from sticking around will still be in place.
What is needed is a revamp of how controllers are set up, making it easier for new players to set up their controllers and with less mouse clicks in the GUI to get to the controller set up. Right now, the process to set up the controllers is kind of complicated. A player has to ensure their controllers are calibrated in Windows, then each axis for the controllers have to be calibrated in game and then to finish it off, a player must calibrate their controllers a 3rd time in-game and then (usually through trial and error) scale their controller's output in-game and map the buttons. If veteran players think it's a PITA to set up controllers, imagine what a new player must think. It's enough for a new player to not even bother with the game if they have to go through such a complicated routine to set up their controllers.
Another thing that needs to go is the two week trial, it is just not sufficient enough for a new player to learn the ropes of the game and get over the learning curve. Sure, many years ago it was sufficient because the majority of us came from other flight sims like AW and WB and it was easy for us to get used to AH during the two week trial. With most of the new players having experience in arcade sims like WT and WoWP and the majority of those using only mouse+keyboard controls, the learning curve is much steeper for them than it was for many of us and the two weeks is just sufficient enough for them to get used to the game. That is why (coupled with the problems setting up the controllers) a lot of players didn't bother to stick around to finish off their free trial period and convert into a paying subscription.
The Clipboard Navigation is just clunky as hell.
Even choosing a skin. Why should we have to click a skin then click OK to see it?
We should have a preview of the skin when we mouse over that said skin and only be applied once clicking OK.
I won't even get into the nonintutive functions of the aircraft/vehicle comparison charts. lol
Coogan
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What is needed is a revamp of how controllers are set up, making it easier for new players to set up their controllers and with less mouse clicks in the GUI to get to the controller set up.
Another thing that needs to go is the two week trial
I agree with both points.
- oldman
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Watched two new players come and go yesterday. Managed to get one in the air and flying by explaining auto takeoff and auto pilot. He actually flew to an enemy base as was killed by the ack (after I warned him to stay clear). The other guy never got off the runway. Both disappeared after 20 minutes.
Still think new players should spawn into the front seat of an AT-6 for an "AI check ride".
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Watched two new players come and go yesterday. Managed to get one in the air and flying by explaining auto takeoff and auto pilot. He actually flew to an enemy base as was killed by the ack (after I warned him to stay clear). The other guy never got off the runway. Both disappeared after 20 minutes.
Still think new players should spawn into the front seat of an AT-6 for an "AI check ride".
Id hate to see the game "dumbed down" to keep players, but I agree there needs to be a much better way to hold their hands and get them going in the game.
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this thread has come of the tracks detoured down a dirt road and has begun to float aimlessly down a river of no hope.
my point was to keep one country (any) from being deluged to the point of no fun for an extended period of time (all night during US prime time).
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this thread has come of the tracks detoured down a dirt road and has begun to float aimlessly down a river of no hope.
my point was to keep one country (any) from being deluged to the point of no fun for an extended period of time (all night during US prime time).
Been here from the beginning 18 or 19 years, god help me. Love/hate this game. It doesn't matter which side you are on, always been a Knight myself, but any one side is always outnumbered by the other two sides. HiTech messed around with a chain of combat that required field captures in a predictable order and as a result drove away many long time players. So let me ask this, my side takes two fields from your team and at the same time, your side completes taking a second fields from my side, so now according to your game rules, you and I must now capture two fields each from side three? How is that fair to side three or any side for that matter that could be forced to only attack a superior numbered defenders, or this, your teams side is incapable of capturing a third field, how does that effect your game plans rotation schedule requirement. Your stuck always attacking only one side.
As far as new player retention , it had been suggested for years that Aces High have a Training boot camp and walk the new players through the setup and first play process, as many combat type games do. It hasn’t happened yet, I doubt that it ever will. I just don’t see HTC making that kind of financial commitment and work effort to develop the new programming that would be necessary.
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traveler at times it may end up to that, but it may eliminate a country of spending the evening getting merciless beating on until it is down to 40%ish which I have seen a many times on here. and again its only an idea to control hording by and of any one country.
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hording is part of the game and there are strategies to deal with that, but your team has to be willing to work together to accomplish any strategy and that is the main problem. No amount of imposed rules will force individuals in any country to work together to implement a strategy. Even in it's hay day, those that chose to work together to capture fields were made up the smallest number of any side. However, with team sizes of two to three hundred each, it was possible to put together enough like minded field rollers to field an effective force to either strike at the enemy or counter their field capturing forces. Today the game just doesn't draw the necessary numbers to allow that same type of game play.
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Traveler Sir,
Was waiting for someone to do that math .... I get tired of being the guy that points out why a great idea is probably not going to work (and I DO like the underlying concept that Flippz2 presented).
...
As to Training/Boot Camp: I am willing to entertain any idea that doesn't violate my personal guiding principal of:
- The Trainer Corps is a volunteer group which will only stay in existence if things are not too onerous. As such, we need a method of running a process which is readily available for new folks, but which does not over-tax/fail because the trainers aren't ubiquitously available. Will be glad to entertain any idea that might get more players involved. Can't/Won't support any ideas that abuse the Trainers.
That said, any ideas how we might do it?
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It might be time to HIRE trainers to cover all shifts to ease the entry for new players.
Some of these retired or medically retired players that put in a ton of hours might welcome a small paycheck to welcome and help new players past the first few issues they always seem to find.
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Not in my job description :-)
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Not in my job description :-)
Which may be the problem. Times change an the new players NEED something different than what was the norm before.
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nvm
Coogan
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Heard this many times before.
You're supposed to be in a position where folks may look to for advise. Having a piss poor attitude like that isn't helping anyone.
Coogan
Okay, I'll try it again for Coogan:
It is not within the scope, or purview, of the Trainers to discuss Paid Trainers. We work voluntarily.
Hope that helps you understand.
PS You interested in volunteering?
<S>
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Okay, I'll try it again for Coogan:
It is not within the scope, or purview, of the Trainers to discuss Paid Trainers. We work voluntarily.
Hope that helps you understand.
PS You interested in volunteering?
<S>
My apologies for my behavior Rodent57
Coogan
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Accepted and understood Sir <S>! :cheers:
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Accepted and understood Sir <S>! :cheers:
<S> :cheers:
Coogan
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I am not saying there has to be a base take order, you can take any two bases you want. You can take a base all the way across the map if that's the one you want. you are still able to defend your bases and hell you can even go pork there front line bases. I think with an idea implemented like this it would help split the "hordes" up a lil bit.
what about in the am when the bish has the numbers and generally the lowered number rooks don't. the bish can get them beat back to the point of no coming back in a lil less than an hour. wouldn't it be nice to get a breather and be able to mount some type of offense. Or prime hours when every one has numbers and there is a two front war and its on both bish fronts with not a single base on the nit and rook front flashing.
my point is to promote more air fighting and when hordes move in the air fights vanish and that's not good. I still up no matter what but most of the time I wind u being one of the few and does very little good. I think we may see more missions if the horde was broke up and there was a breather. maybe a few of those guys in m3s would get in planes. maybe a little more strategy would come in to taking bases. no one can say they play this game for 15 guys to hover over a base to kill the one or two guys that tries to up, where is the fun in that. as well its not any fun to be the 1 or 2 guys trying to up from a field to fight off the horde.
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Traveler Sir,
Was waiting for someone to do that math .... I get tired of being the guy that points out why a great idea is probably not going to work (and I DO like the underlying concept that Flippz2 presented).
...
As to Training/Boot Camp: I am willing to entertain any idea that doesn't violate my personal guiding principal of:
- The Trainer Corps is a volunteer group which will only stay in existence if things are not too onerous. As such, we need a method of running a process which is readily available for new folks, but which does not over-tax/fail because the trainers aren't ubiquitously available. Will be glad to entertain any idea that might get more players involved. Can't/Won't support any ideas that abuse the Trainers.
That said, any ideas how we might do it?
The Boot Camp I envision would in no way require the Trainers to participate. The Boot Camp I envision is like that of the many online combat games today that steps the new player through training station to training station laying out the fundamentals of the game. The last few training stations could be combat against AI. The training would take place in the Training Arena and available to anyone at any time, it would run local on the players machine, perhaps in place of the offline arena or instead of, or along with, however HTC decides to implement it. The Trainers can continue on exactly as they now do, providing their brand of training on a volunteer basis. I think HTC would better serve the new players by at least providing a basic training level of entry to help the baby seals avoid the big man with the club. Instead of putting all of them into deep end of the pool to fend for themselves. Unfortunately I just don't see HTC making such a large investment in either time or money to provide such a training arena.
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I am not saying there has to be a base take order, you can take any two bases you want. You can take a base all the way across the map if that's the one you want. you are still able to defend your bases and hell you can even go pork there front line bases. I think with an idea implemented like this it would help split the "hordes" up a lil bit.
what about in the am when the bish has the numbers and generally the lowered number rooks don't. the bish can get them beat back to the point of no coming back in a lil less than an hour. wouldn't it be nice to get a breather and be able to mount some type of offense. Or prime hours when every one has numbers and there is a two front war and its on both bish fronts with not a single base on the nit and rook front flashing.
my point is to promote more air fighting and when hordes move in the air fights vanish and that's not good. I still up no matter what but most of the time I wind u being one of the few and does very little good. I think we may see more missions if the horde was broke up and there was a breather. maybe a few of those guys in m3s would get in planes. maybe a little more strategy would come in to taking bases. no one can say they play this game for 15 guys to hover over a base to kill the one or two guys that tries to up, where is the fun in that. as well its not any fun to be the 1 or 2 guys trying to up from a field to fight off the horde.
Hordes have always been and will always be part of the game. Last night my squad 113th Lucky Strikes, stopped a Bish horde dead in it's tracts. We ran mission after mission killing the Fighter Hangers at the airfield from which the horde was launching. My entire squad, all three of us, continued to suppress the fighter hangers, VH and ord for over two hours. What that accomplished was to allow Knight forces to move the core fight for airspace away from our base and place it over the Bish base, forcing them to up from bases further away.
I do understand that it isn't fun being the only 1 or 2 trying to up from a field to fight off the horde, but three of us did just that last night in Heavy P38L, fought our way out of our own airfield, and attacked the eme base from which the horde was upping. Boy was that fun. Theirs an idea, join a squad and you will never be alone in any of your battles again.
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The Boot Camp I envision would in no way require the Trainers to participate. The Boot Camp I envision is like that of the many online combat games today that steps the new player through training station to training station laying out the fundamentals of the game. The last few training stations could be combat against AI. The training would take place in the Training Arena and available to anyone at any time, it would run local on the players machine, perhaps in place of the offline arena or instead of, or along with, however HTC decides to implement it. The Trainers can continue on exactly as they now do, providing their brand of training on a volunteer basis. I think HTC would better serve the new players by at least providing a basic training level of entry to help the baby seals avoid the big man with the club. Instead of putting all of them into deep end of the pool to fend for themselves. Unfortunately I just don't see HTC making such a large investment in either time or money to provide such a training arena.
I encourage you to start this as a separate Wish list Post so it is more likely that HTC sees the idea. <S>!
(right now it is buried in a different topic)
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The Boot Camp I envision would in no way require the Trainers to participate. The Boot Camp I envision is like that of the many online combat games today that steps the new player through training station to training station laying out the fundamentals of the game. The last few training stations could be combat against AI. The training would take place in the Training Arena and available to anyone at any time, it would run local on the players machine, perhaps in place of the offline arena or instead of, or along with, however HTC decides to implement it. The Trainers can continue on exactly as they now do, providing their brand of training on a volunteer basis. I think HTC would better serve the new players by at least providing a basic training level of entry to help the baby seals avoid the big man with the club. Instead of putting all of them into deep end of the pool to fend for themselves. Unfortunately I just don't see HTC making such a large investment in either time or money to provide such a training arena.
+1
I think it would help keep some new guys around.
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I encourage you to start this as a separate Wish list Post so it is more likely that HTC sees the idea. <S>!
(right now it is buried in a different topic)
This idea has been suggested over the last 20 years many times. HTC has determined that it isn't necessary. End of story.
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This idea has been suggested over the last 20 years many times. HTC has determined that it isn't necessary. End of story.
:headscratch:
Then why did you bring it up?
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:headscratch:
Then why did you bring it up?
You would have to have read all the posts to understand what I said and in what context I said it, we were discussing base capture quota and the op was lamenting about the horde and why his idea of base capture quota would help control the horde, he believes that the horde is driving new players away from the game. I explained that the horde has always been part of the game and there are strategies for dealing with it. I mentioned that people leave the game because of the learning cure and time needed to learn the game. That other online combat games offered a boot camp to new player to help them learn the ropes.
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Ok, ... Thank you for clarifying
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For the record, I think the OP is on to something useful here that would help reduce the ganging/steamrolling that can happen, especially during low-pop hours.
The concept doesn't seem too complex for players to understand. If you've captured 15% or more bases from side A than you have captured from side B, then you can't take more bases from side A. The idea being to limit the steamrolling of one side by two teams and to encourage more of a balanced "two-front war".
Seems like a good suggestion to me. :aok
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ty king pin that means a lot from you
and you are exactly correct on my waypoint there
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The concept doesn't seem too complex for players to understand. If you've captured 15% or more bases from side A than you have captured from side B, then you can't take more bases from side A.
Haven't read the whole thread, but has anyone suggested how this would be implemented? Say, Rooks are running a mission (yeah, right...) to capture a Knit base and have it almost WF with troops sitting by the map room when some other Rook sneaks a Knit base to push the capture percentage over the limit. What happens to the Knit base that is almost WF? The guys in the mission just shrug and RTB?
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sometimes that may arise, and could happen but that's where I pointed to maybe strategy will come in to play more than the mighty numbers or the constant double teaming.
what about when you are headed to bomb the Pawns beer strats and bam the war has been won you are 5 sectors from the closest friendly base and you spent your last 5 perkies for the ratos on the storch you are flying, you shrug that off? it just happens sometimes
I don't want to say shrug it off but if you are one base from your capture quota and there is a mission in the process and ONE guy sneaks a base, well good for him and Lucy you got a lot splaining to do!
Is it all ways going to be the best thing? NO
Is it going to make the MA perfect? NO
Will it help shift fights and give low number/double teamed sides a moment to get there breath and a chance at a map? YES
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Actually, the guys in the mission will change sides to hunt the Rook that ruined their capture, and... side balancing!! It works. :D
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Set a timer. Once the quota base has been captured you get 15 minutes to finish up any other captures in the works before the capture capability for that front is turned off.
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Say, Rooks are running a mission (yeah, right...) to capture a Knit base and have it almost WF with troops sitting by the map room when some other Rook sneaks a Knit base to push the capture percentage over the limit. What happens to the Knit base that is almost WF? The guys in the mission just shrug and RTB?
Excellent point! Perhaps it could operate on a timer with players on that side getting a System message when it occurs: "Rooks have exceeded Knight base quota. Knight bases uncapturable in 5 minutes." Something like that maybe? At least the mission in progress gets a heads-up that way.
I wouldn't get my hopes up for this one, at least anytime soon, though. It seems like it would require a fair amount of programming for HTC to change the capturable/uncapturable status for bases to be dependant on the capturing country. The system would also have to run this routine and update the status of bases every time a base was captured. That said, I do like the overall concept of the Wish.
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Set a timer. Once the quota base has been captured you get 15 minutes to finish up any other captures in the works before the capture capability for that front is turned off.
I wasn't stealing your idea Fugi, honest! :) We both typed our replies at the same time.
:salute
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I wasn't stealing your idea Fugi, honest! :) We both typed our replies at the same time.
:salute
You need to learn to type faster! :neener: