Author Topic: No Magic Ack Repair After Field Capture  (Read 1576 times)

Offline Oddball-CAF

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No Magic Ack Repair After Field Capture
« on: August 25, 2015, 01:05:24 AM »
  Title says it all. Basically, I want this to allow for "counterattacks" by either side after
a field/base has been captured.
  What happens now is that when  field is captured, all the ack at the town/field gets
"magically" repaired and the capturing side, just hides inside the ack bubble while
the losing "defenders" get shredded by it. The "fight" just abruptly ends pretty much
at that point. Not fun.
  Fun might be.... keeping the fight going a bit longer with no ack getting magically
repaired and the side which captured it might then be forced to defend it until
the ack comes back up.

Offline bozon

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Re: No Magic Ack Repair After Field Capture
« Reply #1 on: August 25, 2015, 02:50:15 AM »
Then the town must pop up otherwise the previous defenders will be hiding with m3 and start releasing troops the moment the base was captured.
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Offline Oddball-CAF

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Re: No Magic Ack Repair After Field Capture
« Reply #2 on: August 25, 2015, 02:17:33 PM »
... and M3s to shoot at is a bad thing?

Offline Randy1

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Re: No Magic Ack Repair After Field Capture
« Reply #3 on: August 25, 2015, 02:56:20 PM »
Maybe a compromise is needed. 

I like the wish but see a boat load of whines coming with a change like this from that hard to find M3 stealing back a base as Bozon posted.  One of those might be mine after a hard fought base take gets recaptured by a single player.

Offline The Fugitive

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Re: No Magic Ack Repair After Field Capture
« Reply #4 on: August 25, 2015, 03:44:15 PM »
Thats the problem and mind set right now, nobody plans for anything at the base you just took unless its "everyone rearm and up again!". Part of the plan for TAKING the base should also encompass HOLDING the base.

So instead of just getting the capture at the last second with the last M3, you have to have whirbs inbound for ground to air cover, a panzer or two covering the town, and a few fighters to cover the field. Make them defend and hold it 20 minutes, or until 3-4 sets of supplies from another base resupply the guns.

Offline Wiley

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Re: No Magic Ack Repair After Field Capture
« Reply #5 on: August 25, 2015, 03:50:37 PM »
Thats the problem and mind set right now, nobody plans for anything at the base you just took unless its "everyone rearm and up again!". Part of the plan for TAKING the base should also encompass HOLDING the base.

So instead of just getting the capture at the last second with the last M3, you have to have whirbs inbound for ground to air cover, a panzer or two covering the town, and a few fighters to cover the field. Make them defend and hold it 20 minutes, or until 3-4 sets of supplies from another base resupply the guns.

Based on what happens most of the time under the current setup, wouldn't making it easier to defend/harder to hold a recently captured base result in even less motivation on the part of the attackers to do anything other than horde undefended bases?

Wiley.
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Offline The Fugitive

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Re: No Magic Ack Repair After Field Capture
« Reply #6 on: August 25, 2015, 03:53:07 PM »
don't know, but if defenders have a chance to grab it back right away would we see more defenders?

Offline Wiley

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Re: No Magic Ack Repair After Field Capture
« Reply #7 on: August 25, 2015, 03:58:33 PM »
don't know, but if defenders have a chance to grab it back right away would we see more defenders?

At that point it's not really a 'defense' anymore, it's a take attempt on a base where the town's already leveled.  Alternating M3 zerg rushes would seem to be the logical result.

Wiley.
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Offline Chilli

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Re: No Magic Ack Repair After Field Capture
« Reply #8 on: August 25, 2015, 04:09:40 PM »
OddCAF,

There doesn't seem to be an easy fix.  I do like your premise of keeping the "fight" active.  Bozon pretty much nailed the problem with dueling M3s, (no banjo music required).

I would not like to see anything that would make the base capture effort even more difficult or immediately reversed, even without a well organized effort to do so.

How is this for a compromise?  Town ack still pops (and secures the field from simple M3 recapture), but only "manned" ack pops on the field (with the exceptions being vehicle fields and ports).  The fight may continue over the airfield and the immediate defense on the field would actually be player controlled.

Offline bustr

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Re: No Magic Ack Repair After Field Capture
« Reply #9 on: August 25, 2015, 06:27:09 PM »
You are envisioning a game that doesn't tie numbers of fields captured to winning the war. Unless that primary game function is radically altered, you want players to spend up to an additional few hours stuck in the same spot they may have spent 2-3 hours attacking.

Many of them will get bored and leave you to defend the base alone like they do now after the icon turns green. Many on the other side will get bored from spending that much time on the defense and just want to move on to different pastures. For a while someone will hide his M3 with troops nearby and wait for the boredom to set in evacuating players looking for more immediate action, until it becomes standard to keep a plane in the air to kill M3's like a few today stay at the map room in a wirble. And with ack up on capture, I find M3 hiding with troops off and on while often one guys sits at the map room in a wirble.

Why don't you install the alpha and look at the new giant airfield and giant town at A1?
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Offline The Fugitive

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Re: No Magic Ack Repair After Field Capture
« Reply #10 on: August 25, 2015, 06:37:56 PM »
You are envisioning a game that doesn't tie numbers of fields captured to winning the war. Unless that primary game function is radically altered, you want players to spend up to an additional few hours stuck in the same spot they may have spent 2-3 hours attacking.

Many of them will get bored and leave you to defend the base alone like they do now after the icon turns green. Many on the other side will get bored from spending that much time on the defense and just want to move on to different pastures. For a while someone will hide his M3 with troops nearby and wait for the boredom to set in evacuating players looking for more immediate action, until it becomes standard to keep a plane in the air to kill M3's like a few today stay at the map room in a wirble. And with ack up on capture, I find M3 hiding with troops off and on while often one guys sits at the map room in a wirble.

Why don't you install the alpha and look at the new giant airfield and giant town at A1?

Well in my idea I suggested 15 minutes OR 3-4 loads of supplies. So you attack mission adds a supply runners mission after the capture, mean while those guys that were just grabbing all the vulches could circle the field for 15 minutes while the "Air Commander" loads up another mission. They wouldn't have to cap 2 hours, that would be as silly as capping HQ on some maps NOBODY wants to do that.

The point is, defenders don't get suddenly blasted out of the air when the field changes hands. It makes those snatch and grab people slow down and fight a bit IF they want to hold the base. Could a team run a crap load of M3's to try and grab a base back? Sure, but wouldn't you want to be the guy rolling a Panzer out to block that move? I know I wouldn't mind.

Offline Oddball-CAF

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Re: No Magic Ack Repair After Field Capture
« Reply #11 on: August 26, 2015, 02:20:39 AM »
Why don't you install the alpha and look at the new giant airfield and giant town at A1?

I did. What's that got to do with my initial post re: magic ack repair?

Offline bozon

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Re: No Magic Ack Repair After Field Capture
« Reply #12 on: August 26, 2015, 04:59:07 AM »
I did. What's that got to do with my initial post re: magic ack repair?
More places to hide vehicles.

I understand your wish OddCAF, I also hate it when my own acks suddenly turn against me. However, AH needs the dynamics of base captures that shifts the front. If it takes 20 minutes to comb the area for tanks wirbs and m3 that hide in various objects, or if bases get captured and instantly recaptured, the map will get very static. It is a good thing that a base gets captured and the fight moves over to the next one.

The acks prevent enemy vehicles from moving about and point out their location. Enemy planes cannot lurk about and prevent the former attackers from landing. This helps to end the current fight and start another. We already have some incredibly (and terrible) static maps - Complello, I am looking at you! or should I call it "the week long battle for V85"? If someone captures this field I do not want to battle over it again...ever.
Mosquito VI - twice the spitfire, four times the ENY.

Click!>> "So, you want to fly the wooden wonder" - <<click!
the almost incomplete and not entirely inaccurate guide to the AH Mosquito.
https://www.youtube.com/watch?v=RGOWswdzGQs

Offline Randy1

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Re: No Magic Ack Repair After Field Capture
« Reply #13 on: August 26, 2015, 05:44:41 AM »
. . . Thats the problem and mind set right now, nobody plans for anything at the base you just took unless its "everyone rearm and up again!". . . .

I will make note there are several players that jump right in to resupply towns and bases with M3s or C47s after a base capture.  If your short of perks, resupplying is a good way to get some in the old, perk bank.

Offline Zoney

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Re: No Magic Ack Repair After Field Capture
« Reply #14 on: August 26, 2015, 09:01:23 AM »
that would be as silly as capping HQ on some maps NOBODY wants to do that.


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