*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 16, 2024, 06:46:14 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: 1 [2]   Go Down
  Print  
Author Topic: TIME LIMIT  (Read 8129 times)
0 Members and 6 Guests are viewing this topic.
Haroquen Offline
EIR Veteran
Posts: 98



« Reply #20 on: May 28, 2008, 05:09:31 pm »

If you can capture the entire map on offensive you shouldn't have to worry about losing at that point.
Logged

I hate. <3
PPLA Offline
EIR Veteran
Posts: 85


« Reply #21 on: May 28, 2008, 05:18:23 pm »

I think as long as you hold 10% of the map and you defend for a certain amount of time (the 60 minutes) you should win on defense. Because I imagine it like a real war, where you have like 60 minutes until reinforcements arrive or something. That's just always how I imagined it.


Ok well 10 percent the map is a little extreme but i doi think that if defenders hold lets say 40 percent of the map they should win because the attackers havent achieved there objective of driving the defenders away.  This isnt possible if there is no time limit.
Logged
Bodybag2224-Armor Offline
EIR Veteran
Posts: 735


« Reply #22 on: May 28, 2008, 05:24:40 pm »

I think on small maps riki's idea would work but larger maps would be hard to have it implemented.
Logged

Profiles: BoDyBaG2224
M26ArmedCav
ThinTag by TripleTags.com" border="0
http://bodybag2224.myminicity.com/
GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #23 on: May 28, 2008, 06:57:35 pm »

I think that most maps arn't designed to have the entire map be "the strategic objective" of a given offensive - If the goal was to push the opposing team (attacking or defending) off the map, then why is there a spawn buff for units coming on the field? 

You're not looking at the attack defend mechanic correctly - Most maps are designed around a crucial point or set of points roughly in the middle of the map - Look at Road to Carentan, Look at Bastion, even Abbeville to a certain extent  - These maps are not designed to be conquered entirely, they are designed to be about taking control of the central point, or the town.    If you lose the town on any of these maps, in all likelihood you're going to lose unless you take it back.

The rest of the map is filler, it makes up the "calm before the storm" portion and gives these battles a bit of tension since you're not always in combat all the time

So don't look at it like you're trying to defend the whole map, and if you hold on to a tiny chunk of it then you've done your job as a defender - Look at it like you're defending the town, and if you get pushed out you need to counter-attack to take it back - The TOWN or the center of the map is the real thing you're defending
Logged

For you, Rocksitter!
http://urltea.com/38uh
[AB]RikiRude Offline
EIR Veteran
Posts: 494


« Reply #24 on: May 28, 2008, 07:05:43 pm »

I think more maps need to be like.. dang, what's the map called, where you capture very specific sectors, which can be surrounded, I know it's a 4v4 map, and there was a pretty good replay with it. But I think the static line defense of say abbeville or rtc is kind of silly. westfallen I think has a good layout, it just needs to be more defined.

What do you guys think about back capping? Should it be something that the defending team can rely on if things get too hairy? Say they push down one side of the map and get behind the attackers and capture behind of them so they have to pull off the front lines to capture behind themselves because they didnt have a good enough line defense.
Logged

My available companies:
Allies:
*AB company going for raid assault
  Infantry going for tank reapers
Axis:
*Defensive going for rocket artillery
  Blitz going for lightning war
  And an experimental Terror company going for subversion consisting of all volks and two King Tigers
puddin Offline
EIR Veteran
Posts: 1701



« Reply #25 on: May 28, 2008, 07:37:13 pm »

There is a time limit....

Its just MCP based.  Hold 60% of the map and in 45 mins they are at -4 or 5 pop cap... 

As defence... u have all the advantages alreayd, you are set up and waiting, Minus Recon suns and Millitary intelengece, people are going in blind... 


Defense already has the advantage at the beggign and middle..... YEa, give them the advantage at the end. 

Its fine the way it is.
Logged

Puddin' spamtm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.

Puddin' spamtm is soulcrushing... what's hard to understand about that?
PPLAallied Offline
EIR Regular
Posts: 8


« Reply #26 on: May 28, 2008, 07:40:03 pm »

I think that most maps arn't designed to have the entire map be "the strategic objective" of a given offensive - If the goal was to push the opposing team (attacking or defending) off the map, then why is there a spawn buff for units coming on the field? 

You're not looking at the attack defend mechanic correctly - Most maps are designed around a crucial point or set of points roughly in the middle of the map - Look at Road to Carentan, Look at Bastion, even Abbeville to a certain extent  - These maps are not designed to be conquered entirely, they are designed to be about taking control of the central point, or the town.    If you lose the town on any of these maps, in all likelihood you're going to lose unless you take it back.

The rest of the map is filler, it makes up the "calm before the storm" portion and gives these battles a bit of tension since you're not always in combat all the time

So don't look at it like you're trying to defend the whole map, and if you hold on to a tiny chunk of it then you've done your job as a defender - Look at it like you're defending the town, and if you get pushed out you need to counter-attack to take it back - The TOWN or the center of the map is the real thing you're defending

Well yes you say the point of the game it to defend a spicific objective like the town but if you defend he town with everything you will just get back caped. so yeah the point probably should be to defend the objective and not the whole map but EIR dosn't play that way
Logged
GamerAndy Offline
EIR Veteran
Posts: 477


« Reply #27 on: May 28, 2008, 08:22:04 pm »

I think that most maps arn't designed to have the entire map be "the strategic objective" of a given offensive - If the goal was to push the opposing team (attacking or defending) off the map, then why is there a spawn buff for units coming on the field? 

You're not looking at the attack defend mechanic correctly - Most maps are designed around a crucial point or set of points roughly in the middle of the map - Look at Road to Carentan, Look at Bastion, even Abbeville to a certain extent  - These maps are not designed to be conquered entirely, they are designed to be about taking control of the central point, or the town.    If you lose the town on any of these maps, in all likelihood you're going to lose unless you take it back.

The rest of the map is filler, it makes up the "calm before the storm" portion and gives these battles a bit of tension since you're not always in combat all the time

So don't look at it like you're trying to defend the whole map, and if you hold on to a tiny chunk of it then you've done your job as a defender - Look at it like you're defending the town, and if you get pushed out you need to counter-attack to take it back - The TOWN or the center of the map is the real thing you're defending

Well yes you say the point of the game it to defend a spicific objective like the town but if you defend he town with everything you will just get back caped. so yeah the point probably should be to defend the objective and not the whole map but EIR dosn't play that way

In order to get back-capped, the enemy has to capture a flank (sit in the sector long enough for it to become under their control) and then move around behind - If you control the center portion of the map, that can't happen.   A sector has to be completely void of one teams units in order for another team to capture it.


@Riki - you're talking about ardenne valley and while that works in theory, it can be really annoying to play at times
Logged
[AB]RikiRude Offline
EIR Veteran
Posts: 494


« Reply #28 on: May 28, 2008, 11:00:33 pm »

Yeah I've never had a chance to actually play ardenne valley =(

But talking about the center of town makes sense, especially on abbeville, if you have center it's going to be pretty hard to cut you off anywhere. which makes the town more important then the chateaus, but i've always seen the chateaus as the best real estate, I think I've been wrong now though!
Logged
Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #29 on: May 29, 2008, 12:32:29 am »

People fail to realise that the Cheatu is only one sector, and in the grand scheme of things Is quite worthless if you hold the sectors beside it and below it.
Logged
|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #30 on: May 29, 2008, 10:50:20 am »

Everybody gets APEX syndrome when a chateau is present.
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #31 on: May 29, 2008, 05:17:25 pm »

At least Cozmo spelled it correct, thank god!

Shame on you akarandas!!

Haha j/k...Much love!
Logged
Pages: 1 [2]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.068 seconds with 36 queries.