Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Kweassa on July 15, 2003, 01:08:01 AM
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It's a more simplified version of the 'road network' I've suggested before..
How about a GV spawn point which fluctuates according to the outcome of GV advances? Gaining access to a field which spawns a GV to distant areas of enemy territory is nice, but sometimes it may feel awkward. Some spawn points can be too close - where you spawn you can see the town!
Ofcourse, in certain situations this presents an opportunity - you can instantly reach an enemy field in matter of minutes, which probably would be something like enemy ground forces teleporting to the vicinity of you're field However, in the defender's shoes, this is also a nightmare.
So, how about if basically the GV spawn points "shift" forward or backward in their position? In the beginning of a new terrain, the GV spawn points between the two fields would be set near the the middle of the two bases.
There could be room for some more ideas, as what would cause the GV spawn point of one side is moved forward, and what would cause the other to be pushed back - maybe a system of 'capture the flag'? Where the spawn points are marked in some way, and if friendly GVs push through and arrive there, hold it for 1 minute or something, and it is captured..? Or maybe a network of small towns to be captured along the path to the enemy base??
Anyhow, this fluctuating GV spawn points would present many more interesting situations of GV battles according to terrain features.
For instance, unlike the set GV spawn points of current, the spawn points between the two fighting sides would always meet at a point between two hostile fields - there won't be silly fight avoidance such as enemy GVs attacking our town, and our GVs attacking enemy town.
GVs will actually have to push through and arrive at the enemy field - of course, they won't have to travel the full length, but still, you won't be able to capture one V-base or airbase, and instantly start spawning vehicles many miles behind the frontline. GVs will have to travel, fight, and capture a certain point in order to allow GVs to be spawned further towards enemy territory. It takes time and effort, and effectively simulates the ground war concept as the 'frontlines' of ground battles will fluctuate.
Ofcourse, this means with each new 'captured point' and advances/retreats of GV spawns, the GV drivers will meet a new terrain condition. If there are mountains or hills between the two bases, one side might be pushed back to a certain point, but as the attackers reach the mountaineous terrain, they'll be pressed to fight the defenders waiting on the top of the hills! - effectively, this will simulate tactical and strategic stand-offs. If there are wide plains between the two hostile fields, large GV battles, and ground offenses/advances will occur. If there are mountains and hills, valleys between the two fields, there will be certain points favorable for the defender, and GV advance will be difficult - use of tactical air support will become important, in order for the attacking GVs to push forward.
In the clipboard maps, if you click the current GV icon, it will mark a point where the current spawn 'area'(where friendly GVs spawn at one side, and enemy GVs spawn at the other..) is - connect the 'dots' and that will basically be the 'frontline' !
This, I believe, can be done within the current format(or easy to implement with the new AH2 format), since spawn points are easily placed via the terrain editor. It just means that it will need separate programming that allows the spawn points to be relocated upon situation. (Dunno.. maybe this is really hard to do in reality? )
A small idea, without implementation of fancy or substantially new strat features, which can enhance the quality of AH ground war aspect.