Author Topic: TOWN TOO BIG FOR AVERAGE SQUAD  (Read 20777 times)

Offline RTHolmes

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #60 on: October 12, 2010, 10:58:13 AM »
I did like the suggestion one player made about having a flag near town HQ. Town fully up = flag up. The more of the town is down, the lower the flag is hanging on the flagpole. All buildings down = no flag

either this or make the capture requirement 90% of buildings flat. and make the flattened buildings more obvious.

base capture is now more a test of eyesight than deployment of forces. the more planes you have visually checking for buildings, the better the chances of the capture. doesnt take more planes to kill it, but it does take more to check it. its almost impossible to check from GVs now too.

as a rule most players would rather be doing stuff than just looking at stuff. :aok
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Offline Yeager

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #61 on: October 12, 2010, 11:01:27 AM »
is there a clipboard map of the town?  I've never checked.....
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Offline CAP1

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #62 on: October 12, 2010, 11:02:45 AM »
is there a clipboard map of the town?  I've never checked.....

I THINk if you do  a search,  tildeath did a thread with mulitple maps. other people added some too. that's what i use when i bomb things.
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Offline Roadblck

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #63 on: October 12, 2010, 11:08:40 AM »
is there a clipboard map of the town?  I've never checked.....

I've seen a couple of good ones, but I think they were player-made.  I keep one printed out in front of me, with the street names on it when I'm driving around town in a GV  :D

Offline infowars

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #64 on: October 12, 2010, 11:10:39 AM »
BTW,  any irritation I had was quelled when Hitech posted.

He actually gives a crap what we think...  :rock
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Offline Spite

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #65 on: October 12, 2010, 11:30:38 AM »
I still really like the new towns, much more so than the old ones.  I do not as a rule, have any difficulty recognizing when town is down.  I doubt however, that my old tired eyes are any better than others and wonder that monitor resolution (1024x768 for me) is playing a part in it.  In FSO the squad has taken to calling me Eagle Eyes because I can generally discern dots well ahead of the rest of them.  I do not have great eyes.  I wonder that 1080p monitors or the like, are making it more difficult for the majority of people to discern whether town is down.  Give me 60 seconds unmolested though, and I can generally quickly tell whether town is down.  I recognize that a lot more are having difficulty.

1)  There is no doubt that a 'couple' of buildings could stand to be changed.  The small cream colored near center of town 'Claim Jumpers Clubhouse' is one for sure, and likely several others.  They are generally the last to go down and often go missed.

2)  The large cluster of town center buildings have brought forth the score tards in numbers.  Way too often we can arrive at a base only to find these down, the clock ticking, and a busted attempt in progress.  Watched a dot on dar recently, upped to defend, lone typhie comes in drops dead center and runs for the hills at full bore gallop ...  we don't want to mention the 20, 30, 40,000 point Lanc landings we see lately.  Countrymen WTG the dude, not realizing how difficult said individual has made it for them.

3)  It was suggested from the get go with the new towns that upping down time from 45 to 60 minutes would be good, and I would be happy to try it out, and it may do something to alleviate Item 2.  Maybe.

4)  It's been suggested different sized towns with diff size bases and I expect that this will be a lot of work for the designers.  I imagine all terrains would need adjusting as well.  Perhaps over the long haul, but not as an immediate fix.

I like the idea of no ack in town, as we had it the first few days after the new town update.  It's frustrating to roll a GV and get turreted or tracked by something you can't easily see at all.  Almost not worth the bother as you are dependent to an extent on the flyboys de-acking for you using ord they could better expend elsewhere and consequently slowing the whole thing down.

I am not in favor of any up and down the flag pole thingey.  How do you spell 'gamey'.

Offline Lusche

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #66 on: October 12, 2010, 11:34:20 AM »
I am not in favor of any up and down the flag pole thingey.  How do you spell 'gamey'.

Gamey?  :huh

You mean gamey as buildings popping up after 45 minutes, or troops not being able to capture a undefended town because somewhere there is a single shed still standing?  ;)
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Offline Yeager

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #67 on: October 12, 2010, 11:49:20 AM »
Gamey?  :huh

You mean gamey as buildings popping up after 45 minutes, or troops not being able to capture a undefended town because somewhere there is a single shed still standing?  ;)
I recall the two little churches in the old town used to give people fits.  No doubt someone complained back then about how difficult it was to capture.
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Offline oceans11

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #68 on: October 12, 2010, 03:16:20 PM »
Town and factories having long down periods is a start. But we must know address the
issue of being able to distinguish between up and down on buildings

How to solve that is a big question , One thing is for sure it is very difficult to determine from a bomber at say 20,000 feet.
Most of the times we drop and we only know when we see no buildings destroyed in the buffer that it will be a bust .
What we have resorted to doing is GV into a town and inspect. By then its too late enemy is alerted

Offline CAP1

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #69 on: October 12, 2010, 03:19:16 PM »
Town and factories having long down periods is a start. But we must know address the
issue of being able to distinguish between up and down on buildings

How to solve that is a big question , One thing is for sure it is very difficult to determine from a bomber at say 20,000 feet.
Most of the times we drop and we only know when we see no buildings destroyed in the buffer that it will be a bust .
What we have resorted to doing is GV into a town and inspect. By then its too late enemy is alerted

give em an inch, and they ask for a mile........
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Offline ImADot

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #70 on: October 12, 2010, 03:25:26 PM »
How to solve that is a big question , One thing is for sure it is very difficult to determine from a bomber at say 20,000 feet.

That's what low-level BDA is for.  Live it.  Learn it.  Plan for it.  Recruit volunteers for it.  Escort them if you're worried about resistance.
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Offline oceans11

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #71 on: October 12, 2010, 03:32:27 PM »
That's what low-level BDA is for.  Live it.  Learn it.  Plan for it.  Recruit volunteers for it.  Escort them if you're worried about resistance.



Ok and ill sell you the Brooklyn bridge now.

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Offline lyric1

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #72 on: October 12, 2010, 03:35:42 PM »
I did like the suggestion one player made about having a flag near town HQ. Town fully up = flag up. The more of the town is down, the lower the flag is hanging on the flagpole. All buildings down = no flag
I like that I don't think any one could argue against that proposal. :aok

Offline lyric1

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #73 on: October 12, 2010, 03:37:39 PM »
i vote for old towns n strats back  :aok
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Offline Wiley

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #74 on: October 12, 2010, 03:42:20 PM »
I like that I don't think any one could argue against that proposal. :aok

I'm not tremendously fond of that idea just from a 'look and feel' point of view.  I realize we're all sitting at home in our easy chairs, drink in one hand and wearing bunny slippers, but the flag idea just seems gamey to me.  It'd be about as jarring and out of place as putting an HP bar over the enemy planes so you know how much damage you've done.  One of the great things about this game is the uncertainty of the effects you've had on the enemy.

I'd much rather just see a 90% down requirement for the town and no flag.  At least there's still some uncertainty then, and 1 building still up isn't going to pooch a good town attack.

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