Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: GRUNHERZ on April 21, 2001, 03:24:00 PM
-
Thats all no whine or anything, I just don't like it. Anyone else have any feelings about it?
-
Not real fond of it either.
The SE corner does seem to be the "bucket" for whatever reason.
Also, it's a tough map for the short range planes (especially if you can get no drop tank). Things are pretty spread out for a 205, for example.
Seems to be a bit too easy to drag the portable ack fest TG right up to the seaside bases too. Maybe we need shore batteries to teach those sailors a little respect.
But playing is still better than not playing. (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif)
-
I am also not too fond of it. Although I really can't come up with a good reason.
Seems I fly brutal in this terrain.
-
I'll put my vote in here too.
Technically there isn't much wrong with it. I just feel there are too many islands. I like having elbow room for the fleets to sail thru.
I do like the central island though.
Hans.
-
I find this terrain alot more enjoyable than the 'uterus' map. I know its still symetrical but with all the chains of islands it sometiems does'nt feel that way and you could quite imagine battling across the Solomons in this terrain.
-
I don't like anything with the beta terrain textures. (http://bbs.hitechcreations.com/smf/Smileys/default/tongue.gif)
-
Best map to date was the one we had prior to cv's being introduced (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
------------------
Von Santa
Staffelkapitän 9./JG 54 "Grünherz"
"If you return from a mission with a victory, but without your Rottenflieger, you have lost your battle."
- D. Hrabak, JG 54 "Grünherz"
-
I don't like this map either. No matter where you go, you run the risk of a CV Task Group being there.
THe P-51D is not very effective under 10k, and if there is an enemy boat, you either go away or get under 3k. Neither option is very fun.
------------------
Midnight CO
412th FG "Nightmare Mustangs"[/i]
The 412th is actively seeking P-51 Mustang pilots. E-mail me for more information davidl@splusnet.com
"You tell them I'm coming.. And Hell's coming with me!" -Kurt Russel Tombstone
-
I like the other one better. Less CV floating Death Stars with BVR IFF psychic insta-ping capability.
-
As a newbie to AH who's previous experience includes WB & AW, I too would opt for a different map concept. At this point I have the map toggle and zoom mapped to my stick but it still strikes me as somewhat cumbersome to deal with.
Inasmuch as I think AH kicks butt compared to the other 2 sims mentioned, I think AW had a great map/dar componant.
My .02
DamnedMax
-
Another reason I dont really like the 3 country setup. Its hard to have a historical terrain when you have 3 countries.
And I liked last tours map for the same reason as funked... floating death stars hee hee hee
-
This map is a nice variation from the other maps, and those floating death stars sure create action.
Intense seabattles make a nice variation to endless furballs at the central island.
However, I would sure like to see a map like the Norwegian map used in scenarios in MA. It should however include more of central Europe and part of the Mediterainian. It would lend itself nicely to an allie/axis arena.
Such a map would give natural areas for different kind of actions. Lots of CVs and convoys in the North Sea. Battle of Britain A2A over the Channel, and land based action in central Europe.
I can even see a 3-sided war going on. West, North and South.
-
I'm putting on the finishing touches on a map. I've read the post about lower priority fronts and high priority fronts ( the originator of the post escapes me) But it got me thinking...If a map was designed to be like a tension of some sorts, meaning the more an enemy presses into enemy land the harder it is on supplies. To impliment this will take some really planned out thoughts. One way to do this would be to disable certain planes at some feilds as they get closer to enemy HQ, and buffs can only take off from back feilds. Now this would work with only one problem,, that being the "leapfrogging" of feild captures to stronger feilds that have ALL planes enabled. Another quick thought would be to adjust the rebuilds of maybe just the bomber hangers. I'm Not Anti-buff, It's just One example of many that could be done.
NUTTZ
-
the only good things about this map is the center island and the carrier groups. other than that... fields are too far apart.
the carrier groups are a blast for a lot of people.... they may not even read this BB burt they vote by participating in the carrier battles. Some of the most fun in AH.
lazs
-
I allways liked the map we got right after the beta terrain. (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
-
Nuttz, what you're saying was done somewhat in SWOTL. (http://bbs.hitechcreations.com/smf/Smileys/default/smile.gif)
Here's my take:
Add AI railroads, AI goons and AI trucks and roads. Add Aircaft Factories (1 factory would make 3 types of AC/gv's), add a limited amount of AC and ordenance avaliable at each field. Make Factories be capturable by grunts.
Roads would interconnect ALL fields, railroads would connect factories with the HQ and HQ with all back fields.
With this in place, the supply lines would run as follows:
Factories make stuff. The Stuff gets shipped to the HQ via railroad. From HQ, stuff gets shipped to backmost fields via railroad and to frontmost fields via AI goons.A Field may supply the nearest fields via goons or trucks (goons flown by humans, not AI in this case, trucks would be launched by human but STEERED by AI). In sea-dependant cases, supply ships with 1 escort DD may be used.
Make 2 of the backfields be RAISED by 10k BUT have NO fighter hangars. These would be BUFF fields only.
AI supply convoys would be:
Train Convoy: AI trains would have AA guns on top of them. only 2 of their guns would be mannable. Train Speed: 90mph
Truck Convoys: Each convoy would be made up of 10 supply trucks with 2 M16's at each end of the line. M16 guns mannable (cant steer m16).Truck speed: 50mph
Goon Convoy: 6 goons, no mannable defenses. Goon speed:200mph.
What the convoy/supplies would do: When a supply convoy reaches its destination, a % of its ordenance and AC types is replenished. % is dependant on how many of the supply units survived to reach the airfield.So if only 5 out of 10 trucks arrive, field only gets 50% resupplied. If a human flown goon or human-launched truck convoy (coming from another field) arrives, player has the option of choosing either a resupply or a relief cargo. Relief cargo cuts down on rebuild times and will bring up 2 AA up inmediately).
Supply convoys are launched from factories from HQ every 15 minutes minutes and from HQ to fields every 30 minutes.
If factory gets captured that factory would send its production to the country that captured it via goons.
--------------------*----------------*----------*-----
Modifiers:
Small fields:
60 units per AC type (and gv's). If hangars gets blown, field loses 10 AC per type. Divide 10 per hangar type.
Medium Fields:
80 units per AC type. If hangars gets blown up, field loses 20 units. Divide 20 per hangar type.
Large Fields:
150 units per AC type. If hangars gets blown, field loses 30 units per AC type (divide 30 per number of hangars).
Of course, if a field gets its FH's down, field would not lose bomber or gv unit types, as they are not housed on the FH.
This would make the strat of the game to rely on their factories and supply convoys. If a country wants to capture a field, they would have to supress it, prevent supplies from coming in. Shooting enough AC and preventing supplies would also cut down on the number of defenders. Bombing HQ and factories would affect supply to the whole country.
Comments HT? (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif)
[This message has been edited by Tac (edited 04-22-2001).]