Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Citabria on October 07, 2003, 09:31:07 PM

Title: FesterMA update features
Post by: Citabria on October 07, 2003, 09:31:07 PM
hey gang I added a few updates that will not be in the map before the next map rotates in but you will see them probably next time the map goes into rotation...


note: I changed nothing in the center of the map I think the fights there are the best Ive seen and I'm afraid to touch it! lol
changes are deep in each country and along the coastline fronts

#1.

I added the bismark and the yamamoto for each country. yep 1 lone battleship in each sea vs massive fleets but the battleship is as tuff as a carrier and far behind friendly lines as possible and teathered to the HQ 8k bases by a gv spawn very close to a town very far inshore. in theory it will be hard to capture or keep till the hq bases fall then it will be easy to capture.

my gameplay theory for this is that the bismarks can be used for one vs many last stand fleet engagements similar to the final naval battles of ww2. also if the country under heavy attack rallies and regains ground after having lost its flanks.

the enemy is hiding their carriers the battleship being not useful for direct airbase attack will serve as an excellent hunter killer of hidden carriers.

a high ranking player with strategic wits could command the ship to a place of likely interception and plain and simple hunt them down like dogs similar to cat and mouse chases of the pacific between american and japanese fleets where spotting the enemy is the key. in a big ocean but there is always the spy network (we will consider these players the enigma and jap code breakers right? :) ) which lets face it they will spy and its all good. sometimes the will sometimes they wont. but now there is a hidden cv hunter on th prowl.

#2
I changed 6 fields into vbases from airbases making the ground war valleys 2 bases longer.

#3
added shore batteries along all but the first two airbases of each country

#4 added strategic spawn points for pt boats simulating offshore pt patrols about 7 mile radius offshore from all but forward airfields. also added spawns for pt boats to and from other bases. hopefully these spawns are located properly to be a threat to unwary cv captains who park the cv in to close offshore or are not watching for incoming pt patrols.

basically there is a lot more danger for cv groups and a lot more and varied kinds of lead flying around the open seas but to compensate...

#5 changed vehicle spawns to favor attackers along the coastal fronts. Ive been watching how the map plays out and how history of ww2 went with d day as a model for shre landing assaults. in dday due to miscomunication the germans were delayed in their counter attack and the allies had a solid beechhead before an armored panzer attack could begin. gameplay has shown the coastal flanks are difficult to take on the map and easy to milkrun with gv's. now the flanks are more vulnerabel once a beachhead base is taken and the advance inland has to be stopped by air attack and goon runs.

#6 moved gv spawns around factories for all bases 2 miles away or further.

again wont be in this rotation (per HTC) but next time the map pops up be some new stuff in it to play with and would like to see if the new options have a positive effect.

I dont want to divert HTC any more than I already have from work on AH2 so this map patch to me is a when they have any free time type thing.

all happy flying thanks for all the positive feedback on the map. its made making it very worthwhile and rewarding to be able to contribute somthing back to the Aces High community.
Title: FesterMA update features
Post by: sax on October 07, 2003, 10:06:58 PM

I hope this map stays up till your next one.  There is a next one isn't there---could call it Morticia.
Title: FesterMA update features
Post by: Citabria on October 07, 2003, 10:25:13 PM
actually if i remember right festers girl was named dimentia kinda a cool neame for a terrain i think :)
Title: FesterMA update features
Post by: Cooley on October 07, 2003, 11:02:13 PM
Awesome, look forward to next time we use it, great timing on getting this in MA.
 I think HTC owe's ya a comp account
 and your own personal Ki84 to fly :D

Map Name and names for the Sea's and HQ area's would be cool too
Title: FesterMA update features
Post by: drone on October 07, 2003, 11:18:12 PM
great map fester -----umm wasnt sure what forum you would see this in but found a bug --north of the bish lines 2nd island up noticed when shooting at the base and town there appears to be a hill that intercepts 16" shells --cant see the hill itself but noticed on max magnification the hits were going up and down like they were hitting the side of a hill---was shooting from the south east side of the island it occured from 16K or so to 12K when the cruiser was shot out from under me --thought I would mention it in case noone else noticed

In any case this map has been the most fun for me in a long time, thank you for taking the time to build it:)
Title: FesterMA update features
Post by: Karnak on October 07, 2003, 11:30:19 PM
Too bad it isn't actually the Yamato.

Nine 18.1" guns, six 6.1" guns, twelve 5" dual purpose guns and 150 25mm AA guns.

Also vastly more durable.

What do you think that would do to an 8" heavy cruiser?
Title: FesterMA update features
Post by: JB73 on October 08, 2003, 12:52:53 AM
Fester WTG... but i just have an opinion (we are allowed those here right?)

it would be nice to see more rolling hills between the airfields instead of an on the deck level WEP to the fight.

oh well another lame thought by yours truly.
Title: FesterMA update features
Post by: muckmaw on October 08, 2003, 07:25:45 AM
BTW, Fester...

I have to applaud your wonderful map.

I've only logged a few hours but damned if this one ain't my favorite.

We made a sneak attack on Bish last night, and I was looking at the map going...hell, we just invaded Normandy. It was that good!


WTG.
Title: FesterMA update features
Post by: LePaul on October 08, 2003, 09:14:15 AM
wtg Fester

I was duking it out on the south coast all night (as a Rook) and noticed we didnt have those cool forward-gv spawns into places like A111 or A112...just the on base spawn

Its been a fun map...played GVs for several hours last night, then buffed for a bit.  Did the fighter thing, got maced, went back to Gvs  :)
Title: FesterMA update features
Post by: Ghosth on October 08, 2003, 09:14:43 AM
Very well done Fester

Great to see you getting into this.
Still think HTC should get you on board as custom terrain designer.

If nothing else at least stick you with the CM terrain team.

Glad to see that your work is mostly being recieved well. Its not always that easy. :)
Title: Re: FesterMA update features
Post by: gofaster on October 08, 2003, 11:42:46 AM
Quote
Originally posted by Citabria
#1.  1 lone battleship in each sea vs massive fleets but the battleship is as tuff as a carrier

#2
I changed 6 fields into vbases from airbases making the ground war valleys 2 bases longer.

#3
added shore batteries along all but the first two airbases of each country

#4 added strategic spawn points for pt boats simulating offshore pt patrols about 7 mile radius offshore from all but forward airfields.

#5 changed vehicle spawns to favor attackers along the coastal fronts.

#6 moved gv spawns around factories for all bases 2 miles away or further.
 


#1 = I've been suggesting this for awhile!  Glad to see its being implemented!  :)

#2 = Not sure how this will play out, now that GV bases have cities.  Sounds interesting, though.

#3 = Excellent!

#4 =  This is going to make for a very long LVT drive, isn't it?

#5 = This may have been a step backward.  Did you make any allowance for being able to establish a defensive line?

#6 = In essence, it'll take longer to get to the factory, but the attacker still won't have to face defensive tanks?  :confused:
Title: FesterMA update features
Post by: Octavius on October 08, 2003, 01:02:59 PM
Gofaster, some of the GV spawns were witin yards of the facility.  It'll be a tad longer drive, but you wont be right on top of the facility with acks mauling you upon spawning.  Atleast thats how I read it.


I love that lone battleship deal :)
Title: FesterMA update features
Post by: 1K0N on October 08, 2003, 01:05:49 PM
Next fester map could be called "Gomezylvania"
 Make sure you place a hidden lit Cuban cigar somewhere on this map.  
1K0N
Title: FesterMA update features
Post by: Rutilant on October 08, 2003, 01:09:50 PM
I think the factory should be in the middle of two spawns..

Can ya do this Fester?

Fester? Hey Fester? HOw about this? Fester! Do this! FESTER! :D



Prolly what it sounds like to the aforementioned.. hehe
Title: FesterMA update features
Post by: gofaster on October 08, 2003, 01:56:45 PM
Quote
Originally posted by Rutilant
I think the factory should be in the middle of two spawns..


Hmmm.  Tank Town over a strat target.  Well that does sound interesting.  Would have to do that for each country just to keep it balanced.  Might be interesting to drive around a factory that's ablaze and smoking with rubble strewn all about.
Title: FesterMA update features
Post by: gofaster on October 08, 2003, 01:58:13 PM
Quote
Originally posted by Octavius
Gofaster, some of the GV spawns were witin yards of the facility.  It'll be a tad longer drive, but you wont be right on top of the facility with acks mauling you upon spawning.  Atleast thats how I read it.


Ah, ok.  I see the intent now.  The only GV'ing I've done so far was at airbases and GV bases.  I didn't know the spawn-ping-tower situation existed at the factories.
Title: FesterMA update features
Post by: Zanth on October 08, 2003, 02:05:30 PM
Quote
Originally posted by Rutilant
I think the factory should be in the middle of two spawns..

 


Actually not at all a bad idea
Title: FesterMA update features
Post by: Shiva on October 08, 2003, 02:09:08 PM
Quote
Originally posted by gofaster
Hmmm.  Tank Town over a strat target.  Well that does sound interesting.  Would have to do that for each country just to keep it balanced.  Might be interesting to drive around a factory that's ablaze and smoking with rubble strewn all about.


Been there, done that. Knights compressed down into the southeast corner of the map, I spawned a Pz IV to the refinery NW of our fields; it was already heavily worked over and flaming, so I drove around through it cherry-picking undestroyed structures, then after the refinery went to 0% decapitated one resupply train, and drove out along the tracks to intercept the next one and blow it up front-to-back, taking the engine first (from dead ahead, which was out of the arc of fire of the train's AA guns). Then I drove off far enough to be away from everything and exited. Successful landing, 8.18 perks.
Title: FesterMA update features
Post by: aac on October 08, 2003, 02:20:58 PM
First of all Fester I like the new map after having played these several days, but aren't we all loosing sight that this game was supposed to be a flight sim game.  Looks to me as if the vehicles are taking over the flight sim.  Just my opinion
Title: FesterMA update features
Post by: Rutilant on October 08, 2003, 02:57:49 PM
Quote
Originally posted by aac
First of all Fester I like the new map after having played these several days, but aren't we all loosing sight that this game was supposed to be a flight sim game.  Looks to me as if the vehicles are taking over the flight sim.  Just my opinion


Are they affecting you? Does thier mere existance cause you pain? I know what we should do! I don't think this is fun. Let's not cater to it.
Title: FesterMA update features
Post by: Shiva on October 08, 2003, 03:39:23 PM
Quote
Originally posted by Rutilant
Are they affecting you? Does thier mere existance cause you pain? I know what we should do! I don't think this is fun. Let's not cater to it.


When we roll up to your airfield and sit in a hangar vulching you as you pop up on the runway you'll feel the pain... Landed a 23-kill mission in a Panzer IV that way. Could have landed more, but I'd used up fifteen rounds of HE on the vehicle hangar, and AP isn't as effective at taking out aircraft; you often leave them damaged and able to brake and exit.
Title: FesterMA update features
Post by: Rutilant on October 08, 2003, 03:53:58 PM
You see... I kill most GVs before they get there, and in the event you do manage to get there... I'll up hvy from one field over. :)
Title: FesterMA update features
Post by: Pepe on October 09, 2003, 03:12:39 AM
Thks for the work!

I really like your map.  :)
Title: Re: Re: FesterMA update features
Post by: icemaw on October 09, 2003, 01:44:52 PM
Quote
Originally posted by gofaster


#4 =  This is going to make for a very long LVT drive, isn't it?

 

  Once a cv is within spawn range for LVT's they spawn the same distance from shore no matter if cv is a max spawn range or parked on shore. The only thing that changes from the cv possision is where along the shore they spawn. I:E: If the cv is on the say right side of the base they will spawn to the right. If its in the center they will directly in front etc etc. So for you cv capts when bringing CV in for LVT spawn allways try and bring it in on what ever side the town is on. This is just from my own observations. I have never read any HT material that said this except for the distance from shore part.


 OH and btw fester Great Fargin Map. I like all the maps but this one is by far the best.
Title: FesterMA update features
Post by: Rutilant on October 09, 2003, 06:12:47 PM
Quote
Originally posted by Shiva
Been there, done that. Knights compressed down into the southeast corner of the map, I spawned a Pz IV to the refinery NW of our fields; it was already heavily worked over and flaming, so I drove around through it cherry-picking undestroyed structures, then after the refinery went to 0% decapitated one resupply train, and drove out along the tracks to intercept the next one and blow it up front-to-back, taking the engine first (from dead ahead, which was out of the arc of fire of the train's AA guns). Then I drove off far enough to be away from everything and exited. Successful landing, 8.18 perks.


Oh, and.. i mean /between/ a friendly and eenmy spawn. Meaning you have to go through/around it and can use it as cover.. How about if it was on a hill? (not a big hill, just one that allows you to see all around.. Not only does it become a strategical target, it becomes a holding point, something people in tanks would try and seize... Think of it like a tank-style Iwo-Jima.

Hopefully it'd turn into urban-type warfare untill one side pushed the other out.