Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: AKDejaVu on December 08, 2002, 12:57:17 PM
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Ouch had an excellent point in the "Bismark" thread:
My response is, two japanese carriers at Midway were "sunk" by Japanese torpedoes to keep them out of US hands. The yorktown was sunk by torpedoes from a US destroyer for the same reason.
Perhaps its time that the capture of an enemy port simply rendered respawning of the CV impossible. Losing the port back to the enemy means they can start respawning ports again.
AKDejaVu
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Does seem like a good solution to the CV hiding complaints. I'm not so sure if it's a good idea without having the maps designed for it though.
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Originally posted by AKDejaVu
Ouch had an excellent point in the "Bismark" thread:Perhaps its time that the capture of an enemy port simply rendered respawning of the CV impossible. Losing the port back to the enemy means they can start respawning ports again.
Ouch had an excellent point in the "Bismark" thread:
quote:
My response is, two japanese carriers at Midway were "sunk" by Japanese torpedoes to keep them
out of US hands. The yorktown was sunk by torpedoes from a US destroyer for the same reason
AKDejaVu
Yorktown was sunk by a Japanese submarine, submarine I-168.
Ack-Ack
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Perhaps CV control should be related to the ownership of the zone master field. Therefore after capturing a port, the CV won't spawn in your control unless you also have ownership of the coresponding zone master field.
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CV respawn should be tied to resources. No port should be able to spawn a CV unless it has 100% of all resources for 10 minutes.
AH needs supply lines and depleatable resources. A capital ship should be a major investment and not just something that magically appears off the coast in 10 minutes.
I would like to see the ports redesigned to look more like a ship-yard, where new ships could be seen under construction. The yard resources would directly effect the build rate of the ships.
As ships were completed, they would be launched to sea and wait in port until an entire task group was ready to sail.
Ships at port could have live guns for defense, yet they could still be sunk while at anchor, forcing the yard to build again.
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lol lets drop troops on the deck of the Aircraft carrier.....
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Originally posted by Midnight
yard resources would directly effect the build rate of the ships.
As ships were completed, they would be launched to sea and wait in port until an entire task group was ready to sail.
Ships at port could have live guns for defense, yet they could still be sunk while at anchor, forcing the yard to build again.
Warbirds 2 was/is something like this.
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Capture of the port shiould cause the existing fleet to self destruct about 10 minutes after capture. That would force players to defend the port and keep other players from doing the fleet hiding crap.
Easier to set up as well.
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Originally posted by Maverick
Capture of the port shiould cause the existing fleet to self destruct about 10 minutes after capture. That would force players to defend the port and keep other players from doing the fleet hiding crap.
Easier to set up as well.
but unfortunately you would get sneak port captures that totally screw up 6 hours of sailing.
remember on maps like mindanao the ports are so far from the action , generally people have the map zoomed in so much they dont notice a flashing base miles from them.
cant we just stop CVs leaving the map area? or limiting it to 5 miles off edge?
surely thats a better solution? at least they could be found a bit easier