Air Force, features and functions.

Post new topic   Reply to topic

Page 2 of 3 Previous  1, 2, 3  Next

View previous topic View next topic Go down

Re: Air Force, features and functions.

Post by Space2050 on Tue Nov 03, 2009 2:56 am

Think of this:

As the defender, are you going to keep spare fuel and replace the multi-million kuwal planes? Or are you going to salvage what you can of the planes and replace the fuel?

Space2050
Aderan Soldier
Aderan Soldier

Number of posts: 38
Registration date: 2009-05-08

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Admin on Tue Nov 03, 2009 3:00 am

tactical bombers are ones which carry bombing load but still are capable of dogfights, so are the middle way between anti air and strategic bomber.
Strategic bombers focus on destroying ground targets.

Anti air defenses, the building, are intended to be buildable from con yard level 1 onwards, giving the player defensive capability but no offensive one.

_________________
1) If I ask stupid questions it's only because sometimes people aren't smart enough to ask these themselves.
2) Being condescending to some people helps me keep my sanity when I am forced to answer some of their questions.

Admin
Admin

Number of posts: 1522
Registration date: 2008-08-18

View user profile http://www.aderanwars.com

Back to top Go down

Re: Air Force, features and functions.

Post by Nomad on Tue Nov 03, 2009 3:12 am

OK I get it now
1 fighter
1 fighter/bomber
1 bomber

Where have I seen this set up before Uro? Was it the last incarnation of TAW before it became SGAW?

If I remember correctly, we had 1 major problem with this set up. If you make them like training and weapons, and it takes time to train them. Then you will see "one hit wonders" or lop sided Air Forces. Then you will see massive dog fighter airforces that can keep most other airforces down just from size alone. Then they will pair up with a full bomber squad who keeps the facilities destroyed.

Now I know, you are good at balancing things, just trying to cover some of the issues we experianced with this before.

Nomad
Aderan Super Soldier
Aderan Super Soldier

Number of posts: 844
Registration date: 2008-12-17

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Admin on Tue Nov 03, 2009 3:19 am

well dunno, dont think I ever saw this setup before but obviously I know what you mean and it's already been considered.

_________________
1) If I ask stupid questions it's only because sometimes people aren't smart enough to ask these themselves.
2) Being condescending to some people helps me keep my sanity when I am forced to answer some of their questions.

Admin
Admin

Number of posts: 1522
Registration date: 2008-08-18

View user profile http://www.aderanwars.com

Back to top Go down

Re: Air Force, features and functions.

Post by Nomad on Tue Nov 03, 2009 11:47 am

I have seen it, just not sure exactly where. I am almost sure it was the last incarnation of The Ancient Wars before, it got turned to SGAW. Wish I could be for sure.

I think the "turn cost" or "maintinance fee" idea for the airforce will go along way towards regulating it, but even that is exploitable. You can tie up all your income keeping your AF going leaving your enemy nothing to farm. So some good checks and balances need to be found

Nomad
Aderan Super Soldier
Aderan Super Soldier

Number of posts: 844
Registration date: 2008-12-17

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Survivor on Wed Nov 04, 2009 3:53 am

Admin wrote:
I already gave thought to experience based systems.
The best thing I came up so far with is that there's just a general experience level taken for everyone.
So you have 100 pilots, they gain all 20 experience, but 10 of them die in the fight. So you have a total of 160 experience (or 20 experience per pilot).
train another 20 pilots and you'll still have a total of 160 experience but only 16 experience per pilot..


hmm.. I don't quite get this bit. If there were 100 pilots and each gained 20exp wouldn't the total be 2000exp between them.. so.. if 10 died, 800exp left. Failing to see how the 160 came here, or are you saying that the experience gained by each pilot is different ?, in which case the bit in red ( quote ) doesn't make sense
Or i got the whole idea wrong Embarassed

About missions maybe make it so that there's a time delay ( 2mins? ) between landing and getting airborne , (time to refuel and do any repair work/maintenance, reloading weapons.. etc etc)... so this means you won't be getting Air support each time you hit someone.

Just a suggestion but i can guess the reply... Laughing

Survivor
Aderan Farmer
Aderan Farmer

Number of posts: 96
Registration date: 2009-07-27

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Nomad on Wed Nov 04, 2009 11:54 am

Survivor wrote:
Admin wrote:
I already gave thought to experience based systems.
The best thing I came up so far with is that there's just a general experience level taken for everyone.
So you have 100 pilots, they gain all 20 experience, but 10 of them die in the fight. So you have a total of 160 experience (or 20 experience per pilot).
train another 20 pilots and you'll still have a total of 160 experience but only 16 experience per pilot..


hmm.. I don't quite get this bit. If there were 100 pilots and each gained 20exp wouldn't the total be 2000exp between them.. so.. if 10 died, 800exp left. Failing to see how the 160 came here, or are you saying that the experience gained by each pilot is different ?, in which case the bit in red ( quote ) doesn't make sense
Or i got the whole idea wrong Embarassed

About missions maybe make it so that there's a time delay ( 2mins? ) between landing and getting airborne , (time to refuel and do any repair work/maintenance, reloading weapons.. etc etc)... so this means you won't be getting Air support each time you hit someone.

Just a suggestion but i can guess the reply... Laughing


It should have read
Admin wrote:
I already gave thought to experience based systems.
The best thing I came up so far with is that there's just a general experience level taken for everyone.
So you have 100 pilots, they gain all 20 experience, but 10 of them die in the fight. So you have a total of 1,800 experience (or 20 experience per pilot).
train another 20 pilots and you'll still have a total of 1,800 experience but only 16.36 experience per pilot..


And I like the idea of a time delay, or even a "Launch AF for 1 turn, then must spend 1 turn grounded". I think it does add some stratagy as to when to use it, and when not too.

Nomad
Aderan Super Soldier
Aderan Super Soldier

Number of posts: 844
Registration date: 2008-12-17

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Admin on Wed Nov 04, 2009 1:54 pm

ok, something starting to be very strange, I remember replying into this thread correcting the numbers Very Happy

nvm, nomad got the point across.

_________________
1) If I ask stupid questions it's only because sometimes people aren't smart enough to ask these themselves.
2) Being condescending to some people helps me keep my sanity when I am forced to answer some of their questions.

Admin
Admin

Number of posts: 1522
Registration date: 2008-08-18

View user profile http://www.aderanwars.com

Back to top Go down

Re: Air Force, features and functions.

Post by Nomad on Thu Nov 05, 2009 3:38 am

I got your back Admin Cool

Nomad
Aderan Super Soldier
Aderan Super Soldier

Number of posts: 844
Registration date: 2008-12-17

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by vei07 on Mon Nov 09, 2009 1:56 pm

lol, with these discussions, I hope I won't be seeing an Ace Combat type Airforce system

vei07
Mercenary
Mercenary

Number of posts: 19
Registration date: 2009-08-29

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Jiro on Mon Nov 09, 2009 3:01 pm

Regarding XP, if your complete airforce is wiped out, does your XP go to 0? Does the XP give any bonus on airforce strength, or is it just for show?

Jiro
Aderan Worker
Aderan Worker

Number of posts: 155
Location: the Netherlands
Alliance: Federation of Independent Planets
Registration date: 2009-09-24

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Admin on Mon Nov 09, 2009 4:42 pm

dunno, problem is that giving xp would need to be tied to limits as to who you can attack to gain any xp at all.

but tbh i'll probably not give it any significant power boost.
otherwise the weak players would be the ones to suffer most

_________________
1) If I ask stupid questions it's only because sometimes people aren't smart enough to ask these themselves.
2) Being condescending to some people helps me keep my sanity when I am forced to answer some of their questions.

Admin
Admin

Number of posts: 1522
Registration date: 2008-08-18

View user profile http://www.aderanwars.com

Back to top Go down

Re: Air Force, features and functions.

Post by Kenzu on Mon Nov 09, 2009 10:02 pm

I would like to have airforce units NOT add percentage power, but add an absolute power to strike or defense.


It should be possible for players to choose if they want to involve airforce or not.

You choose how many planes you use in a mission
Once you use planes in a mission, you have to wait 12 hours until they can be used again.

Kenzu
Aderan Super Soldier
Aderan Super Soldier

Number of posts: 823
Age: 22
Location: EU
Registration date: 2008-12-03

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Lord Ishurue on Tue Nov 10, 2009 12:52 am

Kenzu wrote:I would like to have airforce units NOT add percentage power, but add an absolute power to strike or defense.


It should be possible for players to choose if they want to involve airforce or not.

You choose how many planes you use in a mission
Once you use planes in a mission, you have to wait 12 hours until they can be used again.


I like the waiting / repair period . it puts a limit on players who have level 2 construction yard and airforce facilities .

Lord Ishurue
Aderan Farmer
Aderan Farmer

Number of posts: 57
Age: 22
Alliance: Hachigan (O)
Registration date: 2009-11-05

View user profile

Back to top Go down

Re: Air Force, features and functions.

Post by Nomad on Tue Nov 10, 2009 2:57 am

Kenzu wrote:I would like to have airforce units NOT add percentage power, but add an absolute power to strike or defense.


It should be possible for players to choose if they want to involve airforce or not.

You choose how many planes you use in a mission
Once you use planes in a mission, you have to wait 12 hours until they can be used again.


1. I can go either way, as long as it is balanced better then other games. I think Admin has a good point at only allowing a % of standing stats to be added. It stops overpowered Air Forces or the "1 hit wonder" senerio, But I also see Kenzu's point. I myself am not sure which is/would be better.

2. I think Admin has already said that would happen, and I think almost/all have agreed with the idea.

3. I agree, but can also possibly see a need for all or nothing, it depends on how the overall set up winds up being

4. I think 12 hrs may be a good bit to long, unless the effects last as long. Otherwise it makes it practicly useless. If the income reduction idea is played, what good is it to use if it last 1 turn and can only be used 1 time every 12 hrs?

As for your idea of the 12 hr cool off, is it after 1 single use, or do you have the entire turn to use it? Also, how would you "dog fight/Air fight" if your airforce is grounded? What good are they if they can't/don't defend from attacks? I'm not totally against the idea, just think the time is way to long, and it has some signifigant flaws.

Nomad
Aderan Super Soldier
Aderan Super Soldier

Number of posts: 844
Registration date: 2008-12-17

View user profile

Back to top Go down

Page 2 of 3 Previous  1, 2, 3  Next

View previous topic View next topic Back to top


Permissions of this forum:
You cannot reply to topics in this forum