Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Slade on June 19, 2021, 10:45:16 AM

Title: Country Change vs. Stopping Fleet Direction Exploit
Post by: Slade on June 19, 2021, 10:45:16 AM
Hello,

Please have a change where when someone changes country they cannot take control of a fleet for a reasonable amount of time.



Thank you,

X15  :salute
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: Wiley on June 19, 2021, 11:00:24 AM
3 hours sounds reasonable to me.

Wiley.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: hazmatt on June 19, 2021, 08:42:16 PM
In my experience it's rare to be on one country for 3 hours on auto switch. I've had it where I've been switched countries 3 times in 3 sorties. I for one don't usually do much with the fleets other then turning them to avoid bombs.

My point is 3 hours would pretty much take anybody on auto switch completely out of being able to do anything with the fleets. It doesn't bother me but I just wanted to point out what the outcome would most likely end up doing to people on auto switch.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: Wiley on June 19, 2021, 11:05:29 PM
Yep, it would be the same as the voluntary switch timer.  If it's good for one it must be good for the other right?

Wiley.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: Slade on June 21, 2021, 06:12:46 AM
For clarity, my wish is NOT to stop side switching in any way.

It is to ensure one cannot take control of a fleet for a reasonable amount of time after switching (per title).


Thank you.  :salute
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: RichardDarkwood on June 21, 2021, 06:46:52 PM
People are doing it for scores. Its their 15$ I guess
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: Slade on June 22, 2021, 12:03:10 PM
>> People are doing it for scores. Its their 15$ I guess

If the point of the game is to cater to those that exploit the game for score I understand.

If not...  :old:
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: RotBaron on June 22, 2021, 04:36:42 PM
Reasonable amount of time is going to be quite subjective.

Even if it’s 15mins there are times you could be switched countries several times.

If it resets every time and it’s say 30 mins or more that player won’t be able to use the CV/BBs at all.

Just my .02
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: Slade on June 26, 2021, 09:22:58 AM
>> Reasonable amount of time is going to be quite subjective.

Lets try an hour.

Another option is perhaps if one changes the course of a task force and switches sides the task force resumes a default type course.  Possibly even a randomized course change.

It is a given that those that would change a task force course to assist the other side or their personal score will not like this wish.  :old:

Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: waystin2 on June 26, 2021, 11:59:58 AM
Who has control of carrier groups has always been one of the most messed up features in Aces High. Needs a complete overhaul of system.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: eddiek on June 26, 2021, 10:24:42 PM
Rather than rank determining who controls the fleets, allow players to use their perks to buy control of said fleet in one hour allotments, with a max of say, two consecutive hours of control?  After two consecutive hours they relinquish command and someone else gets a shot.
Set up a queue for players who wish to control the fleet. 
Non refundable perk purchase, allow the player in control to give up command at any time (but they go to the bottom of the queue), etc.
Just throwing ideas out there for overhauling the command system.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: atlau on June 26, 2021, 10:58:01 PM
Who has control of carrier groups has always been one of the most messed up features in Aces High. Needs a complete overhaul of system.

Disagree. I can't think of a better way. How would you do it?
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: The Fugitive on June 27, 2021, 09:08:41 AM
Disagree. I can't think of a better way. How would you do it?

I would tie the guy commanding the fleet TO the fleet, say 25 mile range.

This way the guy wanting to command the fleet would take an interest in the fleet and "drive" it. Too many times someone high rank takes control of the fleet and then is off on the other side of the map when its getting attacked and it gets sunk. There was one guy, a brit I think, "Lynx" maybe? He could drive a CV. I remember one night he had control and for more than an hour or two he zigged and zagged those ships and straitening them up and calling out on range "Launch! Launch! Launch!" so the newbies could roll with out crashing. Talk about a fun night.

I also think that you should have a selection box in the command window to type/select the target field and while the "commander" is in charge he can hold any launches from 25 miles out to ten miles out. Closer or father away from the assigned target than that 10-25 mile range anyone can launch, but in that range a commander can sneak in closer for those 15-20 minutes it takes.

Sure there are time the ships will take hours to get into position. During those times you set the coarse and relinquish command. It gives the freedom of "many" commanders to choose the coarse, and only locking it in IF a commander is going to stay with in that 25 mile range. This would also stop some high ranking player from deciding the best action to save a CV is to hide it some place way away from any action.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: Mongoose on June 27, 2021, 11:03:26 AM
I would tie the guy commanding the fleet TO the fleet, say 25 mile range.

This way the guy wanting to command the fleet would take an interest in the fleet and "drive" it.

This sounds good UNTIL....  I am in my airplane several sectors away, and I see a bomber on radar headed to the fleet.  As it is now, I can turn the fleet and have a decent chance of thwarting the attack run.  With your plan, you could tie a player to a fleet for considerable time while it is maneuvering for an attack.

Maybe make it a function of rank and distance.  A pilot on the CV outranks a higher rank in a different sector. 
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: The Fugitive on June 27, 2021, 12:02:06 PM
This sounds good UNTIL....  I am in my airplane several sectors away, and I see a bomber on radar headed to the fleet.  As it is now, I can turn the fleet and have a decent chance of thwarting the attack run.  With your plan, you could tie a player to a fleet for considerable time while it is maneuvering for an attack.

Maybe make it a function of rank and distance.  A pilot on the CV outranks a higher rank in a different sector.

You dont have to take command to maneuver a CV group. You can add a corse change any time from any place, that wouldnt change. Only if you take command would things change.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: Wiley on June 27, 2021, 12:54:59 PM
You dont have to take command to maneuver a CV group. You can add a corse change any time from any place, that wouldnt change. Only if you take command would things change.

Wait... If not changing course/maneuvering, what is "commanding" a cv?

Also, preventing others from launching is pretty much a terrible idea.

Wiley.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: The Fugitive on June 27, 2021, 01:56:06 PM
Wait... If not changing course/maneuvering, what is "commanding" a cv?

Also, preventing others from launching is pretty much a terrible idea.

Wiley.

When taking command of a group no one else can make changes unless you have a higher rank to steal command away from the player that has it.

If no one is in "command" of a group any one can change the groups heading be it via "looped" or "way point".

As for the "preventing players from launching...." its only for that 15 minute window where the group is closing from 25 miles to 10 miles to maintain that element of surprise for a sneak attack. 
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: Wiley on June 27, 2021, 03:30:53 PM
When taking command of a group no one else can make changes unless you have a higher rank to steal command away from the player that has it.

If no one is in "command" of a group any one can change the groups heading be it via "looped" or "way point".

As for the "preventing players from launching...." its only for that 15 minute window where the group is closing from 25 miles to 10 miles to maintain that element of surprise for a sneak attack.

OK so what happens when a guy turns the boat so it is moving perpendicular to the field at 15 miles?

Wiley.
Title: Re: Country Change vs. Stopping Fleet Direction Exploit
Post by: The Fugitive on June 27, 2021, 03:47:43 PM
then it goes to a timer.    :rolleyes:  the lock down never lasts longer than the 10-15 minutes it takes the cv group to cover the 15 miles.