Author Topic: enemy spawns  (Read 2440 times)

Offline Zimme83

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Re: enemy spawns
« Reply #45 on: December 05, 2014, 01:49:16 PM »
Having a lot of villages will only lead to people trying to avoid each other by sneaking undefended villages (and there will be plenty of them) so there will be very little fighting. It will also lead to ground war being the primary with air craft reduced to supporting the ground forces. ive had similar toughts but i dont think its a good idea.
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Offline bustr

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Re: enemy spawns
« Reply #46 on: December 05, 2014, 02:58:07 PM »
Having a lot of villages will only lead to people trying to avoid each other by sneaking undefended villages (and there will be plenty of them) so there will be very little fighting. It will also lead to ground war being the primary with air craft reduced to supporting the ground forces. ive had similar toughts but i dont think its a good idea.

Everyone is crying for "Change". Dred believes change will WoW new customers and tear them away from WoT and WT. In those two games you are controlled by the game to achieve pre determined results. Face off and beat the other guy in a time limit while enjoying eyeball masturbation. There is no pretense at skill and painful meritocracy driven growth. You can buy your way to uberdom, or run around hiding your ego from getting hurt while backstabbing everyone. "while enjoying eyeball masturbation."

The well meaning wish is that once we get all of these combat avoiding sissys into our game, we can beat them into our way of thinking with our "while enjoying eyeball masturbation" and our superior community riding herd on them.

You are correct in your observation that the more places salted around to fight over, the more places to avoid fighting anyone. And yes, the GV war will dominate because it takes nothing to get started and you can hide from the uber dork killers longer with the new and improved "while enjoying eyeball masturbation".

So in WoT and WT they have very tiny arenas with mechanisms forcing them to fight. We lack the force of game functions to make us fight or do anything we don't want to. Not everyone has the strength of imagination and self drive to last in such a freedom of personal action environment. And eventually they ask for imposed order and goals to achieve with rules some will use as their sol motivation by breaking them.
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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline icepac

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Re: enemy spawns
« Reply #47 on: December 06, 2014, 09:18:52 AM »
They are only undefended because people chose to ignore the raging clue that they are under attack.............much like strats and hq.

Offline Tilt

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Re: enemy spawns
« Reply #48 on: December 06, 2014, 09:19:46 AM »
Change  is Gud.

So Gud that change is Gud for changes sake.


Bad game modelling is bad........ The two are not irrevocably connected.
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Offline BaldEagl

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Re: enemy spawns
« Reply #49 on: December 06, 2014, 11:33:18 AM »
I was reading this thread http://bbs.hitechcreations.com/smf/index.php/topic,367924.0.html when it dawned on me.

Why not add a small, scattered country village to the end of each and every spawn then you randomly spawn anywhere inside it.  It would make it harder to camp and allow at least some of the spawners a chance to move.
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Offline bustr

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Re: enemy spawns
« Reply #50 on: December 06, 2014, 04:21:00 PM »
Change for the sake of change in business, is only good from the instigator's perspective, while he is spending other peoples money and not his own.

More to "this game's" reality, second guessing from the side lines is an emotional win, win. If change happens, you get change until you get bored again. If the company fails, you get to spit on the company's grave and do the "I told you So" dance. Without ever risking anything in the process other than an opinion, while the company's creator spends his own money.

But, like government feels all of your income really belongs to them, and they allow you to keep some to live on. Many players I suspect, privately feel their $14.95 is not HiTech's in fair trade for each month they make use of his private property.

And we wonder why he is careful about how often he responds to us anymore in these forums.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline MWL

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Re: enemy spawns
« Reply #51 on: December 06, 2014, 05:01:59 PM »
Greetings,

  Been gone a long time (the more things change, the more they stay the same), so take this with a grain of salt (huge friggen nugget of salt!).

  The potential for testing this idea already exists (or did).  We have Vehicle Bases, that require troops to take.  Hitech tested a 'must take base to take next base' method years ago - I am sure some of you remember it, much wailing and gnashing of teeth on the board.  Unfortunately, the test had only one line of advance per country.

  I once made a map with multiple vectors for taking the next field (one field led to 2-5 others). This made some bases more 'strategic' than others as the base connected to a larger number of bases.

  Remove all vehicle spawn points, all vehicles launch from VHs.  Place multiple VBs between the air fields (to simulate towns).  How far apart the bases are depends on how far you want to drive, as you can be certain the lead VB hangers will be camped.  You take the next base, you 'move' the front lines.

  Build the map (I recommend a small one), ask to test it in a special arena.

Regards,
« Last Edit: December 06, 2014, 05:04:32 PM by MWL »

Offline BaldEagl

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Re: enemy spawns
« Reply #52 on: December 06, 2014, 05:04:24 PM »
Yes Bustr, we understand.  You're like Mikey in the TV commercial... you don't like anything.  If it was up to you we'd still be using buggy whips and smoke signals.
I edit a lot of my posts.  Get used to it.

Offline bustr

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Re: enemy spawns
« Reply #53 on: December 06, 2014, 05:30:00 PM »
The spawns address an issue of time scale and how much tolerance the player has to trying to find other players to shoot at. In aircraft with the HQ down we can still find each other because we can cover more territory in a short time period. We don't like it but, we have the speed to work with it.

Very few GVer's will drive a half sector to shoot at something because of the huge time investment let alone invest a huge amount of time scouting in their GV. Very few of the GVer's I know won't get off their lazy bums and fly a storch around to locate the enemy, then fly back to get a GV, and drive back to where they think the enemy will be waiting to sniper them.

As imperfect as it is, those predetermined end points all of us see on the map. Keeps Gvers from suffering the real time scale of having to drive around looking for each other. CrateMA TT works because most can spawn in, then get setup into hidey holes, and snipe all night long. If they get killed, 3minutes to setup again. Sadly, it's the quality of safety versus risk and time investment to get at the fun(shooting other players in the back).

The popularity of V85's spawn war, is a good indication the spawns, nor aircraft are a problem. Just venue and positioning rational on our over sized maps as a response to the hoards of the past. And no one really trying to apply known good working models to map creation like the last two maps of Fester and Greebo.

Everybody wants to burn the house down and build a new one, when updating the wiring is all that's needed.
« Last Edit: December 06, 2014, 05:56:11 PM by bustr »
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline MWL

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Re: enemy spawns
« Reply #54 on: December 06, 2014, 06:13:55 PM »
Just for a bit of levity . . .

Spawn camping:

http://http://youtu.be/NagaFZCgdOI

Regards
« Last Edit: December 06, 2014, 06:32:08 PM by MWL »

Offline DREDIOCK

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Re: enemy spawns
« Reply #55 on: December 06, 2014, 10:11:30 PM »
Change for the sake of change in business, is only good from the instigator's perspective, while he is spending other peoples money and not his own.

More to "this game's" reality, second guessing from the side lines is an emotional win, win. If change happens, you get change until you get bored again. If the company fails, you get to spit on the company's grave and do the "I told you So" dance. Without ever risking anything in the process other than an opinion, while the company's creator spends his own money.

But, like government feels all of your income really belongs to them, and they allow you to keep some to live on. Many players I suspect, privately feel their $14.95 is not HiTech's in fair trade for each month they make use of his private property.

And we wonder why he is careful about how often he responds to us anymore in these forums.

Likewise. Stagnation in business often leads to that businesses demise. Particularly when other businesses are being highly successful by evolving and innovating. Gameplay in AH and especially in the GV game itself is stagnant at best and not conducive to attracting new and more players as is obvious by the drop in players

My suggestion isnt change for the sake of change. But change from being what it has become..stagnant.

There isnt a single ting I suggested that would be any worse then it is now at worst. They do however provide the players with more options, depth and immersion. Something this game is definitely lacking.
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Offline DREDIOCK

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Re: enemy spawns
« Reply #56 on: December 06, 2014, 10:15:21 PM »
The spawns address an issue of time scale and how much tolerance the player has to trying to find other players to shoot at. In aircraft with the HQ down we can still find each other because we can cover more territory in a short time period. We don't like it but, we have the speed to work with it.

Very few GVer's will drive a half sector to shoot at something because of the huge time investment let alone invest a huge amount of time scouting in their GV. Very few of the GVer's I know won't get off their lazy bums and fly a storch around to locate the enemy, then fly back to get a GV, and drive back to where they think the enemy will be waiting to sniper them.

As imperfect as it is, those predetermined end points all of us see on the map. Keeps Gvers from suffering the real time scale of having to drive around looking for each other. CrateMA TT works because most can spawn in, then get setup into hidey holes, and snipe all night long. If they get killed, 3minutes to setup again. Sadly, it's the quality of safety versus risk and time investment to get at the fun(shooting other players in the back).

The popularity of V85's spawn war, is a good indication the spawns, nor aircraft are a problem. Just venue and positioning rational on our over sized maps as a response to the hoards of the past. And no one really trying to apply known good working models to map creation like the last two maps of Fester and Greebo.

Everybody wants to burn the house down and build a new one, when updating the wiring is all that's needed.
Who said anything about driving half a sector? my way doesnt make anyone drive around looking for anyone. Just like todays spawns you pretty much know where the enemy will be. The only difference is you wont be able to sit there whacking people before they ever have a chance to shoot back as easily. You seem to be making every effort in turning my suggestion into things they arent. Fighting tooth and toenail to preserve what is easily the lamest and least realistic part of this game. That being the whackamole spawn camp
« Last Edit: December 06, 2014, 10:17:59 PM by DREDIOCK »
Death is no easy answer
For those who wish to know
Ask those who have been before you
What fate the future holds
It ain't pretty

Offline DREDIOCK

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Re: enemy spawns
« Reply #57 on: December 06, 2014, 10:23:30 PM »
Having a lot of villages will only lead to people trying to avoid each other by sneaking undefended villages (and there will be plenty of them) so there will be very little fighting. It will also lead to ground war being the primary with air craft reduced to supporting the ground forces. ive had similar toughts but i dont think its a good idea.

How will they be avoiding one another? All the villages do is lengthen your spawn. Course you can stop this by simply defending a village from capture or capturing  a captured village yourself win either case it usually leads to a fight.

On quite a few maps the ground war has already become primary. but lets say it does.
Aircraft come in in supporting roles. Enemy aircraft come in to provide protection from those trying to support the other side.

Hmm. sounds like a war to me
« Last Edit: December 06, 2014, 10:25:53 PM by DREDIOCK »
Death is no easy answer
For those who wish to know
Ask those who have been before you
What fate the future holds
It ain't pretty

Offline DREDIOCK

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Re: enemy spawns
« Reply #58 on: December 07, 2014, 02:40:55 AM »
Yes Bustr, we understand.  You're like Mikey in the TV commercial... you don't like anything.  If it was up to you we'd still be using buggy whips and smoke signals.


I've just been over 5 pages of his posts because I noticed that in a a couple threads he never seems to have anything positive to say about any idea and wanted to see if this was a pattern or hee was just having a couple bad days.  And your statement seems entirely accurate. Bustr seems to be our very own Naysayer Nellie. Or Eeore, "it'll never work"  take your pick Just be glad he doesnt work for or coad AH or no doubt we would in all likelyhood be playing a wireframe game and it would look something like this
« Last Edit: December 07, 2014, 02:42:52 AM by DREDIOCK »
Death is no easy answer
For those who wish to know
Ask those who have been before you
What fate the future holds
It ain't pretty

Offline bustr

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Re: enemy spawns
« Reply #59 on: December 07, 2014, 07:38:25 PM »
No, until HiTech changes "his" underlying reasons for how he presents the game. We are stuck with what we got. We have been down this rabbit hole for almost 14 years. HiTech changes very little of how the game functions, and at a glacial speed for reasons only he knows. While you guys have spent those years building sand castles and stay offended at him for not responding, or,  that he has never duplicated your sand castles in "his" game.

HiTech should really give you guys a "What If I Were King" forum.

This last 12 months, almost all of these wishes devolved into a doom message to HiTech from his loyal angry customers. The sky is falling and you need to burn the house down and build a new one or else......

Else what?
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.