Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Fariz on October 13, 2001, 09:07:00 AM
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Last few days I am logging from AH frustrated almost each time.
Situation 1: 3 lancs go up at 75 miles from target to get alt over it. It takes 35 minutes to get to target. At the way they are attacked by spit and 109, make it to the target though, get fh and acks, which are rebuild in 2 minutes due to convoy arrive at town.
Result: frustration.
Conclusion: buffs raid are useless. Convoy may arive at 5 minute, may arive at 1 minute or 20. Anyway it will ariver faster, than time used to arrange raid and bring it to target. It all is a pure lottery. Waste of time.
Situation 2: Fleet goes close to field, so mission is arranged. 12 people sign in, all goes up, vh down, acks killed. Half planes lost, other low over field on cap. Then acks up, vh up, acks killing cap planes, raid is ruined. What the hell? Convoy arrived to town.
Result: Frustration.
Conclusion: at least 1 plane shall be arranged to watch for convoys. Problem -- getting people signing for mission is not easy. Keeping 1 or 2 people exclusivly on watching for convoys is not great. Another one -- convoy may be 30 seconds before town when strike hits, something you cant predict. After first strike it will reach town, with again same result. And finally -- some track convoys as well as trains are unkillable.
General conclusion: Ok, here we are. Strat at the moment is not any good, it unballaces game by beeing unpredictable. Buff raids with it will be history, including HQ raids. Missions will be harder to plan and harder to get people sign in.
Suggestions: when convoy or supply plane/vehicle reach field it shall decrease time of rebuild -- not rebuild all magicly. Another solution -- each convoy/train rebuilds randomly some part of objects, for example 2 acks of 8, 1 fh of 4 etc.
I hope this letter will change situation.
Fariz
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IMO the new strat is not the problem. It's just more complicated than most players are able to handle right now. Players need to learn to cooperate. Or not. HTC cannot force anyone to play a certain way (see WWII Online as a living example) but the can and do provide the tools make the experience varied.
What is the end result you (the players) want? HTC has provided the best canvas and paints ever seen and available in a WWII aircombt sim/game. The means justify the end ;)
Westy
(p.s. not to say that the start wil not need tweaking but it's far too soon to say anything doesn't work right when it's 80% the players at fault - in the context of "playing" in the manner described above)
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It is a problem Fariz...
We have even assigned players to convoy/train duty and seen bases rebuild with the Airbase and Town capped...
No train, convoy or C-47 or M3 in the area, just instant rebuild.
Seems to be a bug out there.
eskimo
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I agree, convoys rebuilding cities/fields instantly is frustrating and way too unreal
I like the idea of speeding up build time but not repairing everything instantly.
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I agree Fariz.there does not seem to be any real strat targets out there.
Bomb field ,right back up,no convoy or train in area.
Bomb ammo barracks in town,does nothing.
Bomb Depot,does nothing.
Bomb Factory,back up before you land.
Bomb R.R.Station,trains keep pulling out.
Bomb Main City,back up in 10 minutes.
None of these raids seemed to accomplish anything of any value to my team mates.The reupply seems to be automatic no matter what you knock down.
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If a depot is reduced to below 25% it ceases sending convoys.
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how about generated Ia mision for extra perks ?
example in hangar you can pic up fighter bomber, atack , vehicle, boat, and < CAP mision>
in cap mision u select a predefined target and if you asure 0 % damage on the target for 30 min you got the perks, just go home and land
for prevent perk farming only frontier targets be generated in mision
another example, of CAp mision , a1 is frontier airfield , you pick up a CAP mision for 30 min and if nothing destroyed perks are your,surely it need more co operation like high alt cap , med and anti gv cap
is it on you to revork the idea more precisely,
is it to hard to give a general rank in AH to any 1 < to much big egos in aH :D > so the IA general will be the best way < WW2OL do no if they have something similar ?
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Where can you see the stats of a depot?
(i.e.- if it is down to 25%) Is it in the strat?
I like the idea of cutting off supply lines to aid in a base capture, we just need to develop some kind of doctrine for doing it.
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The strat resupply system is a very good idea but how it has been implemented is, sadly, very unbalancing and as Fariz pointed out, very frustrating.
I trust HTC are looking at different ways to tweak the new strat system to make it more playable. Although still frustrating it isn't too bad when you have a lot of numbers, but when you have very few numbers and simply 'need a break' then the resupply feature is like a kick in the teeth.
Good idea HTC, but please have a major rethink on it's implementation please.
Regards
Nexx
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I spent 40 minutes climbing in a Lanc today to bomb a field,the second after my last bomb left the a/c the field suddenly turned 100% :( as Fariz says, FRUSTRATION!!!!!!!!!!! :(
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http://www.hitechcreations.com/108strat.html (http://www.hitechcreations.com/108strat.html)
Have a read
SKurj
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I've noticed something curious though I don't want to say it's a bug until I do some more checking.
I was attacking a convoy of trucks that had just left a depot and was headed to it's field for resupply. I killed 3 trucks and was making another pass. The trucks were just rounding the last "Curve" on it's way to the base when my team captured the depot.
Now as soon as the last truck passed the curve, the convoy turned into a full convoy again. ALL trucks were respawned. Now is this cause my team captured the depot? Why was the convoy still headed to the base after we captured? If it's suppose to carry on (since it spawned before the capture) why did the trucks I kill respawn?
Some issues that need clarified here.
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This is a problem simply solved if the strategical importance of logistics gain much more weight. :)
Currently, 'convoys' seem to just help rebuild stuff faster than actually 'supplying' a base. I don't know for sure, since I've never seen test results of a certain airfield which has its supplies cut for 5~7 convoys, but I'm pretty sure.
If supplies are cut due to destruction of depots or convoys, the fields that are supplied by it should lose its stores of plane ammunition, fuel load and ordanance load seriously.
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IMO, this thread is a call for more 'scenario-like situations' to come alive within MA naturally, and under certain acceptable limits of gameplay. And this, contrary to what many believe, is not 'IMPOSSIBLE'.
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Agreed.......fields should rebuild in a slower manner. Also......the base itself is becoming useless as a target for bombs. The city near the base is now the key. Two of us, one typhoon with rkts for ack, and one M3 with troops took 3 bases alone. More targets for taking a base might be needed as the hangars are not primary targets in this strat.
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It sounds like HTC just need to fine tune the rebuild time multiplier that is used on the convoys. If the rebuild time multiplier is, say 0.1 for a full convoy arriving at a base, make it 0.5.
It sounds like the rebuild times are shortened so much by the arrival of a convoy that ALL of the base is instantly rebuilt. What should happen is that the rebuild time is shortened such that the base is rebuilt PROGRESSIVELY, as it has been in the past.
Please HTC, consider changing the rebuild time multiplier to a higher level so that the down time is increased. Still give a benefit for having a convoy arrive but don't allow it to save a base that should be capturable...
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Click on image to go to the 412th home page...
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I really don't like the instant rebuild either. It seems too gamey for evrything to just be magically rebuilt to 100%.
Also, perhaps a change needs to be made at the depots. Maybe the depot could have definative storage areas for:
A. Troops
B. Ammo
C. Fuel
D. Maintenance (Hangers)
E. AA guns
Then, raids could go to the Depots and destroy percentages of items there. Any convoy that leaves the depot after that would only be able to carry and rebuild up to the percentage of the item available at the Depot.
I.E. Ammo is knocked down to 30% at the depot. The trucks leave and the truck carrying Ammo is able to resupply a base up to 30%. The trucks arrive at a field that has ammo knocked down to 10%, so the truck is able to resupply it so that it is now at 40%.
Also, maybe each truck could be designated to be carrying a certain item. Then, if that truck is destroyed, that item won't make it to the field for resupply.
I.E. If truck #2 is carrying fuel, and it is destroyed, then no new fuel reserves make it to the airfield when the rest of the convoy arrives.
Lastly, maybe the ammo types could be affected by the total percentage available at a field, instead of the all or nothing we have now.
Example 1: If ammo is at
A. 90%: LANC 4000LB bombs not available.
B. 80%: 1000lb bombs not available.
C. 70%: 500lb bombs not available.
D. 60%: 250lb bombs not available.
E. 50%: 100lb bombs not available.
F. 40%: Rockets not available.
G. 30%: Planes can take off with only 75% of normal ammo load.
H. 20%: Planes can take off with only 50% of normal ammo load.
I. 10%: Planes can take off with only 25% of normal ammo load.
J: 0%: No ammo available.
Wing up, Get kills, Be happy!
Major Midnight - CO
(http://webpages.charter.net/davidlj/Midnight.GIF) (http://webpages.charter.net/davidlj)
The 412th is actively seeking P-51 Mustang pilots. E-mail me for more information davidlj@charter.net
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Those, in my opinion, are some VERY good ideas Midnight :)
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I agree, convoy system should be incremental time rebuild only, not instant.
Another thing which needs to be looked at is lvt resupply from cv. If you try to take a port with a cv in the area, lvt can respawn continuously and resupply the port even when the cv is dead. This makes it virtually impossible to capture imo.
I've never understood how lvt's, pt's can spawn from tg when cv is dead? CA's and DD's cant launch them. Would be nice to have a mother ship / assault ship included in tg to kill to stop these guys spawning.