Author Topic: Problems and Solutions for the Main Arena:  (Read 3404 times)

Offline Sabre

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« Reply #90 on: February 19, 2002, 02:16:56 PM »
Lazs, even if we disagree.  I appreciate the civil nature of your response here (the “attention starved fluff driver” remark notwithstanding:)).

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sabre... i think you have the gist of it. The relationship is symbiotic but... I don't agree with yur sports analodgy or... not entirely. Sex dowesn't have score nor does plinking with handguns. I can not think of any "sport" that goes on 24/7 and that you can join in for an hour or so any day or play constantly till you drop.


In regards to sex, I must disagree…men and women have been keeping score since Adam and Eve both noticed something was different:D.  As for the handgun plinking, most people do keep score (even if they don’t realize it).  Otherwise why even have a target, with the little circles and numbers inside them.  Again, it all depends on what your motives for playing are.

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Any strat that destroys the ability for people to choose a plane or takeoff close to a fight or lose their ability to quickly find one (see what is going on) is not going to go over well with the majority of players who only come on for an hour or so to relax.


From your comment, my first impression is that what you seek is an arcade game with a high fidelity flight model, not a simulation of WWII air and ground combat.  Indeed, why have airfields at all?  Why not just have everyone air-launched?  Eskimo and other strat-minded players may be the minority (a perception, not an established fact), but if so they’re an important minority.  Base capture is only half of the strat-equation.  Attacking the enemy’s ability to wage an effective defense or offense are the other half of the equation, the half that is missing at the moment.  The facts as I see them are that unless strat has the potential to limit (not destroy, but limit) the enemy’s freedom of action in some way, it isn’t strat at all, and is pointless (as it is today).

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I say, closer more easily captured fields suit the purpose. radar never completely down and fields never left without fighters till they are captured. people "organizing" a raid will need fighter cover to vul.. er, "cap" the field. Bet they won't have any trouble finding participants. The "front" will move more quickly and have more meaning for people who don't live on line (the majority). The generals will feel like they are "leading". Everyone will be one big happy family. there will be no more strife in the land.. castle and horsey head and even the dildo worshiping cult will all live in harmony.


How would these changes make fields more easily captured?  Every one of these ideas you put forth (closer fields, constant AWACS radar, no way to shut down or limit flight) make fields harder to capture, not easier.  And it doesn’t address the larger issue of strategic warefare.  

The other group your vision of AH is shutting out are the players I call “immersionists.”  They may love the air-to-air fights, but only in the context of a more realistic (the “R” word!) operational environment.  They want ground attack missions (which would be pointless if they can’t take out fuel and ammo and hangers, and thereby limiting the defenders’ options), strategic bomber missions (also pointless if they don’t have any effect on the war), and logistical interdiction (again, pointless in your AH model). In the fighter-duel world you describe above, these players are completely shut out.

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You want people to eschew strat and complain then fix it so that the fields are far apart with most of em hanging on the vine, useless to fighters, and the country blind every time one attention starved fluff driver feels his 30 min milkrun should be "meaningful".
lazs


Actually, I’ve never believed having fields farther apart was a good idea, so I ask that you not lump me in with anyone who does.  I also think it should take more than one player to totally destroy radar coverage, for example.  A reasonably sized group working together, however, should be able to force widespread disadvantage on the enemy through strategic attack.  I believe that’s all Eskimo is after.

Your arguments against the “strat” ideas above are totally based on the flawed idea that the AH MA should cater to your interests alone, at the expense of all other interests, simply because you’re view is the majority’s view (an empirically derived assumption at best).  “A simple majority shouldn’t dictate what is right and just.  Societies that allow mob-rule to determine morality are doomed to chaos and collapse, just as surely as those ruled by a single despot."

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Offline lazs2

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« Reply #91 on: February 19, 2002, 02:56:28 PM »
sabre...  

score in sex is meaningless.   Unless you are one of those guys who believes it when they say "you are only one etc..plinkingoes not involve targets with little circles and the score is like AH air combat... you hit that can before the other guy... you won.

high fidelity flight model..

your first impression is correct.   I do want good flight models.   I like the carriers and taking off from fields and even the ack.   Not too fond of the way GV's are spawned.   you claim that field capture is only half the equation and that destroying the countries ability to make war etc...   Now we are getting to the meat of it..  Field capture is after all the entire point of the whole strat game.   That is all we have right now and nothing else is being suggested..  Where you guys get in trouble with the casual player is exactly the "resources" thing.   Just what do you think a casual player that comes on for an hour is going to think of your "limiting resources" idea??  They can get nothing but the disadvantages of such a system in a short time.    They are left with no eyes (radar) or limited plane choices or any of a number of things that you call "limiting resources" and that I call making for a lopsided gangbang with no good fights.

closer more easily captured fields..  

Closer is obvious..  more easily captured would be any of a number of things.  I recall WB All a guy had to do was land a field and it was captured.   Certainly, any time you could get troops to the tower would work.   You claim that fluffers need to do something meaningful..  Why?   they put out no effort except time.   Make them have bomb dispertion and make them have normal views and fire only the guns they can get manned.   AW had ackstars.   Make them have to put out some effort for a change.    "immersionists"   Sounds good till you realize that what that means is a zero sum deal... you seem to believe that the only way they can get imersed is to have one type of phony realism (limiting resources) over another equally (but not more so) unrealistic easier base capture.   Seems that if the thing doesn't take a lot of time and organization you don't find it "immersive"..  Is that correct?

mob rule socieies etc....  

LOL!   A majority of players in a for profit game wanting something is "mob rule" to you?

Yu want to create an atmosphere where at any given time, a person logging on will have (depending on country choice) either a huge inherent diadvantage or a huge advantage... in either case he will spend one crappy, lopsided hour or so on line.   Simply so that you may satisfy some quirky notion of "realism".
lazs

Offline Sabre

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« Reply #92 on: February 19, 2002, 03:47:45 PM »
Well guys I tried the reasonable, logical, and civil approach.  For a moment, I almost thought Lazs was going to engage in serious debate, rather than a simple reactionary diatribe.  What was I thinking?  Now you know why I've not responded directly to a Lazs post in months.  He responds by distorting peoples' words and adopting a disparaging and sarcastic tone.  I'm dissappointed, but not surprised.  I guess his first effort at being polite and civil was just too much for him.  :rolleyes:  Good discussion otherwise.

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Offline lazs2

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« Reply #93 on: February 20, 2002, 10:00:31 AM »
sabre... talk to me not to some audience.

I contend that your post is every bit as sarcastic and worse, condencending, as mine.   You have (as you accuse me) twisted my words and...  It appears that it is you who are avoiding debate.

Show me where I am wrong and we will debate that.   "mob rule", "arcade game" etc.   Those are your words describing my ilk, while.....   "immersionists" and "realism" are the words you use to describe your ilk (yes yours, u claimed em).    

"distortion" read the posts and see who distorted whos words.   the ones you didn't distort you simply ignored.

My contention is that we need strat that has short term effects not long term and that we need the fields to be closer and fall faster to move things along in a manner that more matches the playerbase timeframe.   It is you who are not engaging in debate not I.
lazs

Offline Preon1

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« Reply #94 on: February 20, 2002, 11:28:51 AM »
Lazs, you know, I almost agree with your arguement.

-I agree that everyone out there is paying money to have fun playing Aces High.
-I agree that there are a lot of people out there that are perfectly happy lifting a light fighter and finding a quick and easy furball to mess around in for an hour or so.
-I also agree that one person who lifts a bomber 300 miles away, goes and watches a movie, comes back 2.5 hours later and bombs out some hangars supporting the furball can affect your ease in entering this furball.

What I don't agree with is your statement that this one fluffer can ruin your fun.

One thing your arguement lacks is the existance of a limited selection of furballs for the "in and out" fighter pilot.  The MA hosts hundreds of people.  It's rare these days to jump in with less than 200 (remember when some mornings there would be only a tenth of that?)  Now every country has at least one furball on both fronts (generally speaking there are more than that because it is also rare to see only one base to a front).

Another thing is the affect a single fluffer will have to your options.  Should a bomber pilot destroy the FHs at the field you're lifing from, there's generally several options left to you.  There's the other field supporting the furball that's only 5 minutes farther away, or there's one of the other furballs on your country's front.

How about his actual effectiveness in ruining your ability to lift?  If he drops your FHs, then yes... but for only 15 minutes.  If he drops your ammo, who cares??? you're not lifting with bombs or rockets anyway.  Doesn't really matter if he drops your field dar, doing so only makes you lose dots and you see a BLACK CLOUD of them when you lift.  If he drops part of your fuel, then dang...  you'll lift a little lighter (you're only flying for an hour anyway right?).  If he drops all of the fuel, I know SEVERAL planes that can fight for a good amount of time on 25% gas.  Do you plan on living that long?  Do you care?  (this is just a game where the points don't matter right?)

Lastly is the existance of the problem.  There aren't that many fluffs out there to constitute a real problem.  Your issue is either with the guy that makes a 3 hour flight for 15 minutes of effectiveness or the group that wants to take a base so it attacks en masse where the enemy isn't defending.  In order for the first fluffer to be effective, there have to be at least 12 of them working closely together to keep you down (if there are, good for them, but there are better ways to accomplish this).  The second is usually stopped if they fly through a furball so they avoid you entirely.

THE POINT(s)
-Not everybody gets a constant kick out of taking off and mixing it up with fighters.
-Not everybody is totally bummed when they see that an organized assault has made them move to another furball.
-A good number of people really enjoy organizing and winning bases (such organization is fleeting at best in the MA because, as you said, people aren't usually in there for more than an hour).
-Newbies don't always want to fight in furballs.  When I was new, I was completely wow'ed by the HQ raid (pointless these days).

What we strat types want is a chance to pull off an operation involving several people working closely together that will damage one front enough that after we land we MIGHT be able to take a base or 2 in the next half hour while that front recovers (as opposed to a base every 4 hours depending on who's got numbers in the furball)  Personally, I don't think that a system like that would ruin the play of a person who is there for only an hour because there's a whole other front to move to (they don't care who wins the war right?).

Anywho, I've wasted a lot of time on this.  I think I'll get back to the real world.

Offline beet1e

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« Reply #95 on: February 20, 2002, 11:34:54 AM »
No waste of time, Preon. A very good post, well thought out.
Let's hope the Lazshole takes note :D

Offline Sabre

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« Reply #96 on: February 20, 2002, 02:09:31 PM »
Excellent points, Preon1.  If there were only one or two bases availablel to each side in the MA, then the argument against allowing any kind of strategic impacts from strategic strikes would be valid.  That is rarely if ever the case, however.  I reiterate that though dedicated air-to-air fighters (those that want nothing else but a straight A2A contest) may be a majority, that doesn't mean others should be totally excluded.

Sabre said:
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Your arguments against the “strat” ideas above are totally based on the flawed idea that the AH MA should cater to your interests alone, at the expense of all other interests, simply because you’re view is the majority’s view (an empirically derived assumption at best).


As to whether I misread Lazs' tone or missunderstood his message, or whether my own post may have come across as "sarcastic and worse, condencending," I'll let this audience decide.  It was not my intention, and didn't seem that way when I reread it before and after posting it.  

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LOL! A majority of players in a for profit game wanting something is "mob rule" to you?

Yu want to create an atmosphere where at any given time, a person logging on will have (depending on country choice) either a huge inherent diadvantage or a huge advantage... in either case he will spend one crappy, lopsided hour or so on line. Simply so that you may satisfy some quirky notion of "realism".


Admittedly, this is the line that sparked my ire.  This certainly read to me like sarcasm and condescension, and is most surely a distortion of everything I've ever posted about strat and what I desire of it.  Huge advantage/disadvantage? Nope.  Some advantage/disadvantage (for a limited by meaningful time period)? Yes.  If your posts aimed at my remarks were not meant to be inflamatory and a put down by you Lazs, than fine; I'll try to give you benefit of the doubt in the future.  However, I then have to suggest that you in return reread your posts before submitting them.  It has been noted before that your posts tend to be less than civil and respectful.
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Offline pbirmingham

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« Reply #97 on: February 20, 2002, 03:29:46 PM »
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Originally posted by Sabre
Well guys I tried the reasonable, logical, and civil approach.  For a moment, I almost thought Lazs was going to engage in serious debate, rather than a simple reactionary diatribe.  What was I thinking?  


Did we read the same post?  It seemed pretty reasonable to me.  No personal attacks, no cute names to disparage others' style of play.  He points out a big disadvantage to some of your ideas (to wit, that there is a large component of the player base who will suffer the effects of actions that happened before they got on, throughout the time they have to play.)

I didn't find it a reactionary diatribe at all.

Offline pbirmingham

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« Reply #98 on: February 20, 2002, 03:34:12 PM »
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Originally posted by beet1e
When these players realise that despite their prowess as a fighter jock, their territory is being eroded away, they will hopefully realise that there is more to AH than furballing, and will want to engage in strategic missions to recapture lost fields.


I have a hard time reading this as anything other than "... then they'll have to play my way!"

Am I missing something here, or are you really suggesting that the game be restructured so people will be forced to play it the way you want it played?

Offline Preon1

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« Reply #99 on: February 20, 2002, 04:58:21 PM »
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Originally posted by pbirmingham


Am I missing something here, or are you really suggesting that the game be restructured so people will be forced to play it the way you want it played?


The point is being lost here.  Eskimo has offered up some good suggestions for revamping a strategic system that could highly benefit from some updating.  The purpose of these changes is not to alienate a demographic of players, but to maintain the interest of another.  In the end, total enjoyment (or HTC profits) is the goal.

Nobody's saying that it's not a tough balance to establish, but I think if you look at (many of) Eskimo's suggestions, and some of the revisions that have been made through this discussion, you'll find that limited change would merely enhance the game for those interested in the wargaming side of it without serious detriment to the Fighter MMOG people.

Offline hitech

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« Reply #100 on: February 20, 2002, 07:13:56 PM »
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Originally posted by eskimo2
The Problem:
The MA is becoming boring/frustrating.  (See Hangtime's Thread)


Has the main arena changed or have you changed?

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More often than not, giant furballs and  gang-bangs are all that can be found in the MA.
Missing are organization, strat, surprise and options.


Funny thing organization by definition is the intent to gang bang.

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Strat;
Before 1.08, I personally would knock down the HQ several times a week.  Now, I can't even remember the last time anyone's HQ went down.  As a result, radar-down sneak captures are gone.


Im not happy with the current strat balance either.

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 Small Fronts, Large Player-Base, Limited Options;
With increasing numbers of players in the MA, all-too-often many players find themselves looking for something to do other than participate in the big furball or gang-bang.  A persistent base of players who are ready to up as soon as they realize that something different is going on means that raids are intercepted more often.  When a countries front line is down to 4 or less front line bases, and there are 300+ players in the arena, finding or starting a "fresh fight" can be impossible.


I don’t disagree. Our current plan is to create bigger terrains with 4 times as many bases.
Fields still remain the same distance apart, but it greatly icreases the length of the front line.
This is why you have seen the max number of bases increased, and the changing of the map on the patch 2 versions ago, it was to optimize for larger terrains. Our current game plan is to create new terrains as soon as 1.09 stablizes.

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Radar, Too Much Information!
Get together 20 countrymen with a base capture objective, climb to 15K, fly 50+ miles to your target, and meet 20 co-alt+ enemy...  
Why plan?  Why organize?  Well-planned missions fail too often because the enemy has too much warning.  


The defender must have information. With out your “Well-planned” suddenly a very simple plan.

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 Nothing kills the incentive to organize like an enemy informed of your actions!

Personally, I avoid planned missions often because I know that they are doomed.
If they were successful more often, I would participate more often.
To be successful, the enemy shouldn't know what is going on the instant 25 P-47s spawn on their own runway.  When I see a big red bar appear opposite an empty friendly base, I have a pretty good idea what is going to happen in 15 to 20 minutes.  I am probably going to get myself killed on my current sortie well before they get to their target.  This means that I will have plenty of time to spawn, climb to alt and intercept them, or at least sneak out and hunt down their goon.


Once again are we talking Well Planed, as in more than one goon , possibly a deffense for the goon?
 Or are we talking about a bad planed mission?

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Giving Away the Locations of CVs.
It's hard to imagine that the Japanese raid on Pearl Harbor would have gone so well had a trigger happy IJN pilot launched an hour early and attacked Pearl Harbor by himself.  The same principle works in the MA.

How far away did the planes launch from the CV?

This isn’t an offensive only game. Simple sneek attacks with out any warning would not be fun game play.
With out a challenge , achiving the goal becomes boring very fast.

Just like you most people view missions as an attack mission.
Pushing towards what you are suggesting would swing far to much on the side of people must also play defensive only missions.

 Going on patrol for a deffenive only air cover, with no idea if some one even planes on attacking is not normaly enjoyable by players.

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If player feel that organized missions are too likely to be intercepted or well-defended against, or sneak captures are too unlikely to be successful, and strat targets are a waste of time, what are they to do?  Join in the furball... or join in the gang-bang.


On the flip side if missions are to easy to achive there is no feeling of ocomplishment when completed.

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Solutions:

Strat;
Instead of trains and trucks fixing strat targets and bases, their absence should degrade the strat target or base.
If a strat target does not receive a train for X amount of time, it goes down in production.  Perhaps no trains arriving at a city for 45 minutes; city goes down 20%.   For each additional 15 minutes without trains, city goes down another 20%.  Players can bring in supply C-47s to make up for missing trains by keeping city from going down further, but, C-47s WOULD NOT REBUILD STRAT TARGETS!).
If an airbase does not receive a convoy for X amount of time, it's fuel, ammo, troops and radar drop or become disabled (partially, for each missing convoy).
Why is this better?
Instead of being MANDATORY targets for successful strat raids, train killing would become an ALTERNATIVE method for denying the enemy the benefit of operational strategic sites.


The alternative becomes a real problem when you wan’t to balance strat targets.
 Suddenly something like a city with lots of buildings  get changed to why kill all the city at all, when a few fighters just killing the train will have the same effect.

This would result in even less roll for bombers, and less of a need for orginazation.
The other thing that always needs to be guarded against is the ablity of 1 or 2 players being able to greatly impact the game play, and enjoyment of others.



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 Radar:
Changing a few aspects about the current radar status, could have a great impact on how the game is played.
#1. Abolish Enemy-Bar-Dar below 500 feet.  Encourage sneak raids.  Sneak raids would mean that players would have interesting options 99% of the time.  4 guys, with discipline, could capture an enemy base 100+ miles in enemy territory.  
#2.  Abolish Enemy-Bar-Dar in enemy territory.  No dots or bars 25 miles beyond friendly bases.  As stated above, organized missions could at least get to within 25 miles of an enemy base before the enemy is warned Via radar.  Enemy would still get a 5+ minute warning, enough time to oppose, but not always en-mass.


With 1.09 we have an aditional warning system and will allow us to raise the floor of sector radar.
This system will flash the icons on the clip board when enemys are with in a range of any target. It will create an air raid siren at the attacked target and will also give a simple audible “Warning “ sound when a new target comes under attack. This will alow us to se how raising dar bar alt limit will work.

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 HTC, if you want to see more organization in the MA, give organized players a chance to be successful more often.



It is not our desire to have more organized players in the arena.
It also is not our desire to discorage organized players.

It is our desire to bring the most fun to the widest range of people.

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 Hold Flight on Aircraft Carriers.
Sneaking an aircraft carrier into attack position, behind the front line, is nearly pointless because someone always launches from it while it is en route and gives away its position.  If the commander of the CV could "Hold Flight", organized CV missions would take place often.  Players would have confidence in the mission and sign up because they would know that the enemy would not have warning before the mission starts.  Everyone who recognizes the value of the CV's location would become unified in their efforts.


Ive considered this, the jury is still out on it. The down side effect is that it gives to much power to 1 person on each side.  And the “Little General” effect can get much wors.

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Effect on Bomber Use:
Replacing the value of strat targets would increase the use of bombers in Aces High.
Reducing the effectiveness of radar would also mean that slow-climbing bombers would stand a better chance of making it to target at lower altitudes, thereby increasing the use of bombers in the MA.  I don't know why, but I have always felt that HTC has been looking for ways to make bombers more relevant and used in Aces High.


Changing radar has other implications associated with it. A while back I did some simple testing, I increased dot radar range in the arena (doubled it) Net effect was the furball effect was greatly lessened. The increase in range gave the ability to find isolated fights and the furballs became much less consentrated.

You are also lowering the need for fighter cover with bombers, there by promoting less orginzation.

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In general, incentive needs to be given for the organization of players in any sized group.  When players find success by working together in small groups, they will develop greater knowledge, skills, and incentive to work in larger groups.


What you are proposing with longer down times and strat changes would lessen the need to work in groups. For instance if you know the down times of towns is longer, fewer people are needed to achive the objective.  Wrather than a quick overwhelming organized force.

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The above ideas would make Aces High more interesting, less predictable, create greater options, and promote teamwork among players.
eskimo [/B]


In general I see your ideas as viewed from the attacker view point only.

When ever you try plan game play, you have to put yourself on both sides of the fence.  If you think it would be great fun to sneek under radar and go hit the HQ, ask yourself the question is it great fun if the other side does that to you.


HiTech

Offline BUG_EAF322

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REPLY!!!!
« Reply #101 on: February 20, 2002, 07:24:33 PM »
WHERE U HiTech ?????
please reply on my E-mail


blablabla tactics nice...
but i want to login

PLEASE

Offline Preon1

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« Reply #102 on: February 20, 2002, 07:41:34 PM »
Thanks HT for chiming in.

We all look forward to seeing the MA in 1.09

Offline eddiek

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« Reply #103 on: February 20, 2002, 07:48:23 PM »
Oh boy, oh boy, oh boy!!!!!!!!!!!!!!:D
HiTech, thanks for finally chiming in and giving us an idea of what you guys and gals there in Grapevine are thinking of......
The air raid siren, I never thought of that!  Too damn cool!

Just for the record, I think there is a place in AH for ALL players, be it furballers, milkrunners, dweebs, tards, buff drivers, ground pounders, etc..............I know you guys think of the overall picture, and I want to say THANKS!! for exercising some wisdom on the issue of gameplay.

Offline Shane

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the new maps...
« Reply #104 on: February 20, 2002, 08:45:03 PM »
sounds like they'll add a new depth to MA play, but....

can we please have the cluttersheep as optional? i shudder to think of the effect on fps that any increase in bases and strat targets, in conjunction with ground clutter, i.e. sheep and boulders in places that no GV will ever see, will have on systems.
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