Author Topic: General TT improvement  (Read 1624 times)

Offline Chalenge

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Re: General TT improvement
« Reply #15 on: September 04, 2013, 02:54:48 AM »
most gvers want a camp.

that's why v135 on trinity was so popular, and v88 on compello is.. its spawn vs spawn for camping.

third party is the last thing they want.

A three way fight is the same thing as a two way, but with greater numbers. What people want is a lot of opportunity to shoot enemy tanks without mudhens coming in to ruin the party. Trinity TT could be a great place to find that kind of fight, but of course the problem is all of the base takers taking it over when no one is watching.
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Offline TDeacon

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Re: General TT improvement
« Reply #16 on: September 04, 2013, 04:27:29 PM »
most gvers want a camp.

that's why v135 on trinity was so popular, and v88 on compello is.. its spawn vs spawn for camping.

third party is the last thing they want.


Even assuming that you have the data to back this up, it has no relevance to my OP.  I suggest you re-read it. 

MH

Offline TDeacon

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Re: General TT improvement
« Reply #17 on: September 04, 2013, 04:30:40 PM »
A three way fight is the same thing as a two way, but with greater numbers. What people want is a lot of opportunity to shoot enemy tanks without mudhens coming in to ruin the party. Trinity TT could be a great place to find that kind of fight, but of course the problem is all of the base takers taking it over when no one is watching.

Your alternative idea is interesting, but a single base would be sufficient.  The problem with what you have drawn is that you would probably end up with people sitting in the 3 bases shooting at each other.

Your last point is a good one, and the Trinity TT bases closest to the mountains should probably be upcapturable.  However, I didn't ask for this, as it complicates things.  I figured the simplest, cleanest request which does the job is most likely to be implemented by HTC.  

MH

Offline Chalenge

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Re: General TT improvement
« Reply #18 on: September 04, 2013, 06:08:56 PM »
Your alternative idea is interesting, but a single base would be sufficient.  The problem with what you have drawn is that you would probably end up with people sitting in the 3 bases shooting at each other.

Your last point is a good one, and the Trinity TT bases closest to the mountains should probably be upcapturable.  However, I didn't ask for this, as it complicates things.  I figured the simplest, cleanest request which does the job is most likely to be implemented by HTC.  

MH

I don't see any problem with people sitting on their bases shooting at each other. We get that in TT already and it doesn't slow down the fight or impede it in any other way.
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Offline TDeacon

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Re: General TT improvement
« Reply #19 on: September 04, 2013, 06:18:18 PM »
I don't see any problem with people sitting on their bases shooting at each other. We get that in TT already and it doesn't slow down the fight or impede it in any other way.

Well, we differ on that I guess.

Another issue with your 3-bases idea is that I doubt there is sufficient space without moving all the spawn points etc.  I'm not saying it couldn't be done, but the 1-base OP is easier to implement, and thus more likely to be done by HTC. 

MH

Offline Chalenge

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Re: General TT improvement
« Reply #20 on: September 04, 2013, 06:48:08 PM »
Well, the primary reason I posted it this way is to remove the single team advantage yours presents. If Bishops hold that field then they have the advantage of knowing when either of the other teams spawns in. It's not much of an advantage, because any team gets the visual flashing base indicator, but the Bishops would get the verbal warning as well.

As long as these bases are at least 4k separate it won't be a problem. I would suggest 5k separation, but 6k would be even better. At 6k though, someone can sit on their base and the other bases will not flash, so I would recommend that no further separation should be used. That's 6k measured from spawn hangar to spawn hangar.

Keeping these bases uncapturable  will satisfy the vehicle fight may remain perpetual. Making the outer fields uncapturable would merely make it more difficult for the TT fight to return once the center fields are taken. If those fields are capturable you can bet dollars to donuts they will be captured, and then your TT fight is finished.
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Offline TDeacon

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Re: General TT improvement
« Reply #21 on: September 04, 2013, 06:58:31 PM »
Well, the primary reason I posted it this way is to remove the single team advantage yours presents. If Bishops hold that field then they have the advantage of knowing when either of the other teams spawns in. It's not much of an advantage, because any team gets the visual flashing base indicator, but the Bishops would get the verbal warning as well.

As long as these bases are at least 4k separate it won't be a problem. I would suggest 5k separation, but 6k would be even better. At 6k though, someone can sit on their base and the other bases will not flash, so I would recommend that no further separation should be used. That's 6k measured from spawn hangar to spawn hangar.

Keeping these bases uncapturable  will satisfy the vehicle fight may remain perpetual. Making the outer fields uncapturable would merely make it more difficult for the TT fight to return once the center fields are taken. If those fields are capturable you can bet dollars to donuts they will be captured, and then your TT fight is finished.

Well preferences differ, but I would much rather have the fight propagate to the hills behind the spawn points (as I recall it doing when people went to TT), as people try to get behind and ambush each other.  The idea of groups of tanks sitting on the concrete of 3 bases and shooting at each other seems kind of boring.  So I still prefer the single base idea.  Giving one side a random additional base on such a large map is such a tiny "advantage" that I think nobody will notice.  Anyway, remember the idea is to generate fights in TT, and not to integrate into the strategic game (which doesn't really interest me anyway)  Let those who enjoy the strat game play on the remaining 95% of the map.  

MH

Offline wpeters

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Re: General TT improvement
« Reply #22 on: September 05, 2013, 11:41:25 AM »
How about this.  Have it be like a town that is white flag. It can be any country. The first country to get troops into the map room captures the town and also the town comes all the way up... :banana:

Trying to think of down the line of capture the flag in paintballl. :neener:
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Offline TDeacon

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Re: General TT improvement
« Reply #23 on: September 05, 2013, 12:57:09 PM »
How about this.  Have it be like a town that is white flag. It can be any country. The first country to get troops into the map room captures the town and also the town comes all the way up... :banana:

Trying to think of down the line of capture the flag in paintballl. :neener:

That might work.  However, remember the main reason for the OP is to attract opponents via the opponent's blinking base.  If I were the first person in, I could presumably capture it.  However, then I could no longer get it to blink, so no opponents attracted.  I'd have to change sides.  Then I'd be attacking an "extra" base as I originally proposed in the OP.  So perhaps the OP idea would be better...

MH

Offline wpeters

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Re: General TT improvement
« Reply #24 on: September 05, 2013, 01:23:10 PM »
The base will flash regardless if it is white flag.  Just thought it would solve the problem of whiners about a extra base
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Offline icepac

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Re: General TT improvement
« Reply #25 on: September 05, 2013, 09:06:23 PM »
Put a bunch of bases that close together and the 88s will be full of guys exploiting the 88mm gun glitch.

Offline wpeters

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Re: General TT improvement
« Reply #26 on: September 05, 2013, 11:23:28 PM »
Disable the 88s that is real easy
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Offline Chalenge

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Re: General TT improvement
« Reply #27 on: September 06, 2013, 02:21:18 AM »
Put a bunch of bases that close together and the 88s will be full of guys exploiting the 88mm gun glitch.

88s are easy to kill. If, the base is un-capturable, then what the guns can do means nothing, and since manned guns do nothing for your score it also will just be a time killer.
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Offline wpeters

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Re: General TT improvement
« Reply #28 on: September 06, 2013, 10:06:33 AM »
They are almost as annoying as people sitting on base in a king Tiger and if bombers show up or one round hits them they tower out......  WUSSES
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Offline icepac

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Re: General TT improvement
« Reply #29 on: September 06, 2013, 10:53:37 AM »
88s are easy to kill. If, the base is un-capturable, then what the guns can do means nothing, and since manned guns do nothing for your score it also will just be a time killer.

So you're cool with a guy downing the entire field with an 88 simply by firing over the field without hitting anything?