Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: MANDOBLE on August 31, 2003, 07:18:46 AM
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I'm not a fan of GVs, but I admit that closing these bases are far too easy, in fact, in most cases you will find most first line GV fields closed for long periods, runing the fun of GV entusiasts.
On the other hand, the continuous GV spawn feature would make these fields impossible to take if not closed.
What about:
1 - Placing much more fuel depots at these fields, and negating spawn points (except at the base itself) depending on the ammount of fuel at these base. So, if you kill the all the fuel at these bases, the enemy cant send GVs to yours, but still can defend the base itself.
2 - Placing more than one VH, and as hard to kill as those in the air fields.
3 - Add more barracs and much more hard to kill.
4 - If a defending GV is damaged, it cant only "land successfuly" inside an operational VH, undamaged GVs can "land successfuly" at any plance nearby the base.
5 - And spawn the defending GVs randomly at no less than a mile from the VH (no more cheap and safe tiger spawns).
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There would have to be virtually zero fuel left at the base to make it impossible for the GV's to mount an attack. At 100% fuel, tanks can run in top gear for many hours. Most trips to an enemy field take about 20 minutes, and even with the higher MA fuel burn multiplier, I never notice the fuel gauge needle even move a tick. I think you'd have to drop fuel down to about 2% to make GV's unable to attack. 25% is well more than enough.
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Ecliptik.... GV's in AH do not use fuel...
I'd like to see vbases abit more complex as well...
SKurj
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So you're saying that the fuel would affect how far away from the home base a GV could spawn? ie if it had 125 fuel, it could spawn right near an enemy base, 100 fuel would mean you'd have a 10 minute drive, 75 fuel = 20 minute drive, etc.
This would simulate the logistics of a long drive, without the boring long drive.
I like it.
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A re-arm pad at GV fields.
h