Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: SFRT - Frenchy on November 13, 2001, 10:17:00 PM
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... revitalize the ground war? I know it's mainly a plane sim, but I have to admit I have a lot of fun in those PZs sometimes.
The problem is, if you detect an incoming PZ wave, the time you grab your tank, scouick-scouick-scouick it all the way to the combat zone ... you will have nothing left there except burning trees.
The way it is now, it's faster and more efficient to grab any plane and go banged anything rolling.
I never thought I could say that, but I miss the time where GVs were unstraffable and bombs needed to hit "right on".
Any idea?
Olivier "Frenchy" Raunier
(http://home.cfl.rr.com/rauns/looking_for_trouble.jpg)
63rd FS, 56th FG
"Zemke's Wolfpack"
Ammo cannot stand to pay our P47s repair bill anymore ...
Santa even talked about awarding me the Iron Cross!!!
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Well the fact that hitting a sheep with a Panzer and dying makes tanking extremely dangerous. Or hitting a bush or anything for that matter. Until they fix that you can forget it.
RazorDD
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Oh .. and ... it's very frustrating to engage a tank in a tank, calibrate your range, hit the beast with 2 AP shells, and when you are about to blow it up, a friendly plane comes straffing it and it blows up :D
[ 11-13-2001: Message edited by: SFRT - Frenchy ]
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The armor-piercing sheep and bushes have ruined the ground game for me. I sucked before, now I really suck.
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How about free accounts that let guys drive GV's or gun? :)
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Originally posted by SFRT - Frenchy:
[QB] scouick-scouick-scouick
You feel like a squirrel ? :)
mdr ;) (<= ROTFL for you french impaired)
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How about actually being able to climb a hill in a GV? 30 minutes in first gear to climb a 5-degree grade is unrealistic and discourages any tactics involving finding a good shooting vantage point.
or...
You have to be careful not to bump into a tree (a shrubbery!), which means that you're driving in something conceptually resembling a forest. But while you're driving in a forest worrying about hitting trees, any airplane in the air can see you moving from 10 miles away.
Either make long distance dots for GVs nonexistent, or make them a color closer to the surrounding terrain.
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Agreed, GV's now are simply a "Ooh, Ahhh" thing for newbies, for about two weeks...as mentioned, the shrubs, the vulnerability, the slow climb time on hills, all make it hardly worth even looking at a Blitz attack combined with aircraft.
And just what the hell am I suppose to do with all these GV perks? :D
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Make GVs harder to see from the air. Use the current dot and icon when GVs are moving, but after they are stopped for one minute (?), change the dot to blend with the ground color, and remove the (enemy) icon completely. This simulates a "camouflaged" GV.
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popeye now thats a great idea. camoflage netting that takes a minute or so once engine is stopped.
Also as suggested by frenchy make the roads up steep inclines have no effect on a vehicle at speed.Idealy we would have roads spiraling up and around ridges but until then we can simulate them by making roads a fast route over mountains.
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Originally posted by popeye:
Make GVs harder to see from the air. Use the current dot and icon when GVs are moving, but after they are stopped for one minute (?), change the dot to blend with the ground color, and remove the (enemy) icon completely. This simulates a "camouflaged" GV.
well we do have a DESERT Camo in a GREEN landscape hehe. might as well be neon.
whels
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I like the idea of making GVs run faster uphill on roads. A quick way to get to the fight, and a nice setup for an ambush. :)
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Popeye good idea there.
Hey, I happy to see that other people are concerned about those GV too :)
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Make ostwind and panzer immune to .50 cal and little bushes, give them real engines, camo should match terrain, remove 6k dots and icons.
Panzer should also be immune to HE 20mm cannon imo.
Not only will this make gv's more realistic but will also make flying a 40mm Hurri, IL2, Tiffie etc more useful.
:D
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Originally posted by popeye:
Make GVs harder to see from the air. Use the current dot and icon when GVs are moving, but after they are stopped for one minute (?), change the dot to blend with the ground color, and remove the (enemy) icon completely. This simulates a "camouflaged" GV.
Right on I agree. You could set up some nice ambushes especially if you turned off tracers. :D
(http://www.applink.net/thunder/sig/DHBG.jpg)
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New Strat idea which is possible under current MA conditions:
1) Place the fields a little more further apart(at least 25 miles between each base), and place more than one GV spawn point that lies between each field. Say, a spawn point every 5 miles.. this would mean there are 4 spawn points between two airfields.
ex. [A19]-s1-s2-s3-s4-[A20]
2) These spawn points would be marked and represented as little circles on the clipboard map. These points would be connected with roads that enable GVs to travel a little bit faster(say.. 5 mph?), and certainly a lot more faster when traveling uphill.
3) These points have to be captured in order to spawn at that point, and these strategic points would be only be captured with M3s. This means at the beginning of a new map, GVs spawning at two hostile fields will only be able to spawn at their own field.(The spawn points between two hostile airfields - namely, the border area - at the beginning of a new game is neutral)
4) The GVs would first have to travel 5 miles down the road to capture 1 spawn point.
5) If two hostile countries each capture spawn points with equal speed, they will be able to meet right in between two airfields at some point.
ex2. [A19(Rook)]-s1(R)-s2(R)-s3(B)-s4(B)-[A20(Bish)]
6) At this point, GVs from A19 will spawn at s2, and GVs from A20 at s3. s2 and s3 being 5 miles apart, two GV forces will collide right in the middle of two airfields, where it is about 13 miles apart from each airbase..
7) If one side captures all spawn points:
ex3. [A19{R)]-s1(R)-s2(R)-s3(R)-s4(R)-[A20(B)]
only then will GVs be able to spawn near enemy field. 5 miles away from the town.
8) This means adjusting the VH to lie pretty close to the town. Rook GV forces would spawn at s4, and defending Bish forces at A20 VH, which is less than 1 mile away from a town.
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This idea is good, because, the first GV battles would occur somewhere between two airfields. No instantly upped Mossie with rockets are gonna kill GVs easily, and no 'kill town, sneak M3' would work either. The GV battle place is most likely to be the same place where furballs are occuring. There will be aircraft of both countries up in the air, and GVs of both countries down at the ground. No jabo is safe until the battle for air superiority is won by one side, and until then, there will be ground battles raging furiously between two forces.
This idea vaguely simulates the 'battle line' idea. The clashing point of ground forces, which may or may not differ from the clashing point air forces.
Besides, with due coordination between air force and ground force, a country might even achieve "Blitzkrieg"( :D ), where they will capture spawn points with blinding speed.
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This idea may evolve further into the idea whole map connected by webs of spawn points. Say, the spawn point s2 and s3 might be connected to spawn points heading towards other fields. :) At spawn point s2, the GVs may divert to a spawn point lying in different direction, making their way towards some other field than A20.
Thus, an airfield may remain under control of a certain country, but the supplies may be cut not just by destroying convoys or trains, but also by surrounding a field with captured spawn points. This means the area is under enemy control, and only the field and the town is resisting. Supply attempts are possible only by air.
Under this 'web of spawn points' idea, ground war tactics might evolve, too. A small convoy of tanks and flaks might choose to go off road, take a rough land detour instead of following roads - which is faster but more easier to anticipate - and appear at the flank of enemy spawn point. Ardennes, anyone? :D
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[ 11-15-2001: Message edited by: Kweassa ]
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Oh.. and actually making it worthwhile to take a Panzer might help, too. Why would one need to take a Panzer to fight a Panzer.. when somebody who takes an Ostie can just "machine gun" the crap out of you. It takes many seconds to see, judge, and aim at an enemy ostie... during all that time, the Ostie just does "point and fire"...
Panzers go KABOOOM! *clank*... (silence)... KABOOOM! *crank *...
Osties go * bom bom bom bom bom..*
During the first few "KABOOOM"s, the numerous Ostie "bom bom"s get you most easily.. Why would one need a tank when an Ostie can do a job of intercepting enemy armored column so easily? :D
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Hello....
this idea is sure not bad, I like...
But this will mean a hell lot of re-write the programm code I think (Usually HT will shoot at you in MA for this :D )
Maybe this can implemented in next Version, but some things who are easier to fix can implement in one of next patches....
I would love take a IL2 and attack a group of 20 tanks :))
Jv44 (Andreas)