Author Topic: trinity  (Read 2798 times)

Offline RotBaron

  • Gold Member
  • *****
  • Posts: 3547
Re: trinity
« Reply #60 on: October 10, 2013, 01:34:40 AM »
-1


You say no because?  :headscratch:

You don't even play, but want others to play how you think they should.


Yah ya to Trinity.
« Last Edit: October 10, 2013, 01:46:44 AM by RotBaron »
They're casting their bait over there, see?

Offline phatzo

  • Gold Member
  • *****
  • Posts: 3734
      • No Crying
Re: trinity
« Reply #61 on: October 10, 2013, 01:40:58 AM »
-11
No thank you Turkish, I'm sweet enough.

Offline Rob52240

  • Persona Non Grata
  • Gold Member
  • *****
  • Posts: 3770
      • My AH Films
Re: trinity
« Reply #62 on: October 10, 2013, 01:46:17 AM »
Trinity sucks, but only because of the mountains.
If I had a gun with 3 bullets and I was locked in a room with Bin Laden, Hitler, Saddam and Zipp...  I would shoot Zipp 3 times.

Offline TDeacon

  • Silver Member
  • ****
  • Posts: 1553
Re: trinity
« Reply #63 on: October 10, 2013, 12:33:26 PM »

Midnanao may be unbalanced, but the thought os swicthing that small map for another large one is horryifying to me at the current numbers.
A large map like Trinity takes at least 200 players to get the action going across all fronts and starts to thrive at 300+
We only have those numbers for a few hours, about 1 3rd of the day we have even below 100, going as low as 35 recently. As I write these words at 6:30 pm local, there are about 120 players on TAGMA which results in having single cons all over the map and not much battles around at all.
Only very late in my evening we will reach 200 players, which is still just barely adequate to fill a large map. On a map like mindanao there will be action almost at any time.

Sorry, but as much as I like some of them, but the days of huge maps are largely gone  :(

And why do you need "action going across all fronts"?  Some people like thinly populated maps, as it promotes smaller fights, and makes 1-1s more likely.  I was playing last night past 2am CST, and there were maybe 100 (?) up total.  No problem finding fights, of course.  Most of the bases had nobody near them, but so what?  You can only fly one plane a time. 

MH

Offline guncrasher

  • Plutonium Member
  • *******
  • Posts: 17362
Re: trinity
« Reply #64 on: October 10, 2013, 12:56:29 PM »
Hell, I'd be happy even if they didn't change the 30K mountains.  IMHO it promoted / forced some high-altitude combat, which is rare in the game.  Kind of like the 15K plateau in the DA.  

As for the "win the war" guys, in the old days, attackers always brought a CV to open a second front on one of the coasts, and there was plenty of front-line movement from that.  If they got their respective acts together, they could still do this, so complaints about static front lines on the mountains are IMHO bogus.  

One of the best maps of all time, if they added a central VBase in TT to produce the "I am here" factor.

MH

omg why didnt we think of that instead of just having the cv's sitting at the port doing nothing?  if only you had come up with this idea before they removed trinity.

the biggest joke about trinity is that "it would promote some high altitude fighting", I find it funny as hell. 


semp



semp
you dont want me to ho, dont point your plane at me.

Offline TDeacon

  • Silver Member
  • ****
  • Posts: 1553
Re: trinity
« Reply #65 on: October 10, 2013, 01:22:24 PM »
omg why didnt we think of that instead of just having the cv's sitting at the port doing nothing?  if only you had come up with this idea before they removed trinity.

the biggest joke about trinity is that "it would promote some high altitude fighting", I find it funny as hell. 

semp
 

In the old days, Trinity was as I described, and you would always see at least one major beachhead being fought over, often with 10 or more bases in it.  If people don’t do this anymore, it’s their decision, and their complaints about static front lines would appear to lose validity. 

With respect to the high altitude fighting, I would often cruise over the mountains in selected areas, waiting for the guys to come over.  Given the terrain there, it was “high altitude” by definition.  If I managed it right, they would have to fight at high altitude, as the only other alternatives was diving down into a mountain, diving down into a dead-end canyon, or diving down into our territory.  So there were definite motivating factors for them to stay up there, giving the opportunity for some high altitude fights.  Remember, I fly alone, so all I need is one or 2 opponents to be happy. 

MH

Offline shoresroad

  • Copper Member
  • **
  • Posts: 298
Re: trinity
« Reply #66 on: October 10, 2013, 01:48:02 PM »
And why do you need "action going across all fronts"?  Some people like thinly populated maps, as it promotes smaller fights, and makes 1-1s more likely.  I was playing last night past 2am CST, and there were maybe 100 (?) up total.  No problem finding fights, of course.  Most of the bases had nobody near them, but so what?  You can only fly one plane at a time. 

MH

This is an interesting point and something I've found also.  When I'm flying Pickup Missions with large bomber formations and escorts I like to fly into the heart of high density areas to attract interceptors (after we get to altitude).  But when flying a fighter into high density furballs they can often become a desperate race against the greenies to get to the red things.  Later at night with lower player density it is much easier to find great 1v1 and 2v2 type fights.
"Find your enemy and shoot him down - everything else is unimportant."
Manfred von Richthofen

Offline guncrasher

  • Plutonium Member
  • *******
  • Posts: 17362
Re: trinity
« Reply #67 on: October 10, 2013, 02:01:43 PM »
In the old days, Trinity was as I described, and you would always see at least one major beachhead being fought over, often with 10 or more bases in it.  If people don’t do this anymore, it’s their decision, and their complaints about static front lines would appear to lose validity. 



MH


the fact that trinity would last for the full 7 days just about every single time as far back as I remember counts for nothing right?

you forgot already how any side would take a good chunk of bases from another only to lose them because people logged off then there wasnt enough players to hold the bases.  you ran out of time.  it was a horde against horde fighting, every time until it was time to log.  that got boring after a couple of days and the map would last for 7.




semp
you dont want me to ho, dont point your plane at me.

Offline TDeacon

  • Silver Member
  • ****
  • Posts: 1553
Re: trinity
« Reply #68 on: October 10, 2013, 03:37:50 PM »
the fact that trinity would last for the full 7 days just about every single time as far back as I remember counts for nothing right?

Well I would say that it *doesn't* count for anything, since the "win the war" guys apparently weren't creating and expaning the beachheads, and they could have.  I started playing back in 2003/2004, and I remember the beachhead thing happened for many years.  So the beachhead thing was quite common at one time.  As far as how long the map lasted, I don't remember, because I liked the map.  So far as I am concerned, I'd be happy if Trinity was the only map (well, almost ...). 

you forgot already how any side would take a good chunk of bases from another only to lose them because people logged off then there wasnt enough players to hold the bases.  you ran out of time.  it was a horde against horde fighting, every time until it was time to log.  that got boring after a couple of days and the map would last for 7.

semp

That would be true for any map.  Strange changes in the front lines often occur during off hours.  

MH
« Last Edit: October 10, 2013, 03:50:38 PM by TDeacon »

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 17934
      • Fugi's Aces Help
Re: trinity
« Reply #69 on: October 10, 2013, 05:19:10 PM »
Well I would say that it *doesn't* count for anything, since the "win the war" guys apparently weren't creating and expaning the beachheads, and they could have.  I started playing back in 2003/2004, and I remember the beachhead thing happened for many years.  So the beachhead thing was quite common at one time.  As far as how long the map lasted, I don't remember, because I liked the map.  So far as I am concerned, I'd be happy if Trinity was the only map (well, almost ...). 

That would be true for any map.  Strange changes in the front lines often occur during off hours.  

MH

And the reason is because the player of today isn't into "history" and long missions with air cover and so on. Today it is all about grabbing as many bases as fast as you can to win the wars.

Trinity has the very high mountains. It takes WAYYYYYYYYY!!!!!!! to long for todays players to get over them AND capture a base never mind the stick-to-activeness to hold AND expand a beechhead.  So they used the CVs to attack the shores and as most of them have no idea how to use a CV group, nor DEFEND said CV group the attacks were easily repelled. So the only time base capture happened enough to start moving towards a win was in the off hours. Of course as each team seems to have an "off hour" when they have the numbers most of the time was taken up recapturing the bases the other team stole.

Stalemate.

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15669
      • http://www.thefewsquadron.co.uk
Re: trinity
« Reply #70 on: October 10, 2013, 05:31:34 PM »
problem with Trinity was with the western team.  On rare occasions they would lose the North West but it would have taken a huge effort to penetrate that far without them being re-taken. 

The southern team mostly ended up losing big areas on both sides that couldn't then be re-taken without a large co-ordinated effort or no defenders.   

The Northern team also could get pretty cut up.

The Mountains prove to be too large a barrier and it was easy to repel most attacks making the only decent flying fight, death canyon at A1 and the silly GV penny arcade at 135. 

With that being said I still miss it because some of the other alternatives are even worse.  I really dislike v85 map, tagma and the elevations on the land locked map that look like aztec temples.  All of these need to be binned and replaced with medium sized maps!!   
The Few ***
F.P.H

Offline Tinkles

  • Silver Member
  • ****
  • Posts: 1501
Re: trinity
« Reply #71 on: October 10, 2013, 06:32:02 PM »

Stalemate.

Meaning, that this would be the only map we would have for a full week. Not. fun.

I remember those times.    :(  Scary times   :confused:  :cry

If we have something to show we will & do post shots, if we have nothing new to show we don't.
HiTech
Adapt , Improvise, Overcome. ~ HiTech
Be a man and shoot me in the back ~ Morfiend

Offline guncrasher

  • Plutonium Member
  • *******
  • Posts: 17362
Re: trinity
« Reply #72 on: October 10, 2013, 07:28:18 PM »
Well I would say that it *doesn't* count for anything, since the "win the war" guys apparently weren't creating and expaning the beachheads, and they could have.  

MH

perhaps if you had helped the map would not have stayed up for seven days and it still would be in rotation.  but then again it's easier to blame everybody else.



semp
you dont want me to ho, dont point your plane at me.

Offline TDeacon

  • Silver Member
  • ****
  • Posts: 1553
Re: trinity
« Reply #73 on: October 10, 2013, 07:30:58 PM »
perhaps if you had helped the map would not have stayed up for seven days and it still would be in rotation.  but then again it's easier to blame everybody else.

semp

No blame from me.  However, you need to realize that not all players are toolshedders.  Furthermore, I would have been happy if that particular map had been up for a year. 

MH