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Skipster January 18th, 2005 10:42 AM

Midway Suggestion
 
When playing Midway, there's always people complaining that nobody is trying for the island flags. Indeed, when you start filling ship positions and bomber gunners, there are often too few ppl left for a land battle.

Personally, I couldn't care less about the island flags on that map. It's one of the few maps with all the ingredients of a good naval battle, (and the only one AFAIK that shows up on all the good servers) and I like the change of pace from ambushing tanks and sneaking into villages.

We have a ton of land combat maps, and few naval and air maps (maybe make a Marianas Turkey Shoot map?)

My suggestion is to make the island an uncap US base (maybe reduce the island size to exclude the lower flag area), replace the BB's with a couple of DD's (CA's if we have them), and give the Japs an extra carrier. The ocean flags could be left in, and owning both would cause bleed for the other side.

This would make it more of the straight-up naval battle it really was, and the existence of an unsinkable US airbase (offset by the extra Jap carrier), as well as a number of surface combat ships, would set it apart from Coral Sea.

Any comments?

USMA2010 January 18th, 2005 07:35 PM

Re: Midway Suggestion
 
Well...

The battle never came to the atoll itself, aside from the bombings. Maybe make it capable, but way back in the corner of the map, with the US fleet standing between it and the IJN.

Make the islands look like the reef, and not a regular island:
http://www.airfields-freeman.com/HI/..._Midway_44.jpg

http://www.ibiblio.org/hyperwar/USMC...M-Midway-1.gif

For what is considered by some to be the most important non-European battle of the war, it sure is shitty in FH...

terminal-strike January 18th, 2005 07:59 PM

Re: Midway Suggestion
 
well the current a dice a conversion. The pacific shores mod that merged with FH all that time ago has done very high quality maps but has not redone it yet like wake. So eventually maybe there will be a similar conversion for it too.

Lobo January 18th, 2005 08:16 PM

Re: Midway Suggestion
 
Dime is working in a custom Midway

PFC. Bryan January 18th, 2005 08:49 PM

Re: Midway Suggestion
 
Yay!

terminal-strike January 18th, 2005 09:06 PM

Re: Midway Suggestion
 
sweet! :band:

[BT]Brimstone January 18th, 2005 09:11 PM

Re: Midway Suggestion
 
right on, sweet, hehe midway is my fav map

terminal-strike January 18th, 2005 09:26 PM

Re: Midway Suggestion
 
yea I luv that map too. My favorite activity is torpedo bombing with the devastator.

heaven-->

http://forgottenhope.bf1942files.com...evastator2.jpg

Ohioan January 18th, 2005 09:34 PM

Re: Midway Suggestion
 
I wish Torpedoes did damage. Then it would be nice.

It takes around 6 to even smoke a ship.

Dime_a_Dozen January 19th, 2005 06:55 AM

Re: Midway Suggestion
 
A few questions because I can't decide for myself. Great find USMA by the way. I haven't seen a picture like that of Eastern Island.

Would you guys rather I design the map like USMA's colored map, which includes both islands or just Eastern Island as shown in the b/w? If I include both islands, as I have it right now, the map is set up very similar to the current Midway, in that the navies are on opposing sides of the atoll. Yes, unrealistic, but perhaps better gameplay-wise for spacing than if you stuck everything in the corner. If I include both, I can't get as detailed as the b/w photo USMA found. I have elements of it of course, but I obviously scaled it way down to save room for the ships. If I do one island, a bit unrealistic, I could make it more realistic to scale, but would probably lose Sand Island, where the Seaplane (ie Catalina) hangar and submarine base is located. That island as it is now, minus the port/hangar, is just to finish the scene, and is probably useless as the goods (AA, coastal guns) require a jeep ride 'to nowhere'. Another thing is that the atoll will have a reef that can/or shouldnt be traversible for the ships, making the coastal guns (and AA) somewhat non-factors/eye-candy.

For all I've said, I still think DICE did okay with its map, and that mine would really only be a semi-realistic eye-candy replacement. Doing the island(s) for Midway differentiates itself from other naval battles in the fact the island was actually attacked, but not in the sense that we can do it now in BF/FH.

Myrddraal January 19th, 2005 09:46 AM

Re: Midway Suggestion
 
Would it be possible to make the airplane hangers destroyable?

My idea is this: Have the island uncappable, but give the Japanese the ability to cripple the Americans by taking out their airfield and stopping their planes from spawning. Give the Americans flak batteries to protect their airbase. It would keep the objectives similar to what they were in real life and add a new gameplay feature to FH.

This would also keep the focus of the map on the naval engagement.

Also vital to any map in the PTO the flight physics of the VAL need to be fixed.

Dee-Jaý January 19th, 2005 10:11 AM

Re: Midway Suggestion
 
Sounds cool and could be quite some fun once the naval-warfare gets reviewed...

Skipster January 20th, 2005 09:40 AM

Re: Midway Suggestion
 
It's great to hear a map redo is under way (even FH makeovers of DICE maps are awesome)

But I was more concerned about changing the gameplay on the map.

The fact that both naval AND land combat are important (AFAIK the only map where this is true) makes it either unique or a bastard child, depending on your point of view.

IMO, it's the latter, the importance of the island flags drains troops from crewing the ships/flying airplanes, and the importance (and fun) of the naval/air battle, which is featured in very few maps, drains troops from the land battle.

It's as if there's two battles going on at once, with little cohesion between the two. IMO, getting rid of the need to put Japanese troops ashore, and focussing the action on sinking ships, would make the map even better. For that, I think a small Midway Island on a map edge would work fine.

Cap.Miller January 20th, 2005 09:47 AM

Re: Midway Suggestion
 
Quote:

Originally Posted by Myrddraal
Would it be possible to make the airplane hangers destroyable?

My idea is this: Have the island uncappable, but give the Japanese the ability to cripple the Americans by taking out their airfield and stopping their planes from spawning. Give the Americans flak batteries to protect their airbase. It would keep the objectives similar to what they were in real life and add a new gameplay feature to FH.

This would also keep the focus of the map on the naval engagement.

Also vital to any map in the PTO the flight physics of the VAL need to be fixed.

I like that idea :nodding:
But the Hanger should also respawn same fast as a carrier.
Because don't forget that the japans would have more planes because of the extra carrier and that makes it unbalanced...

Anlushac11 January 20th, 2005 10:04 AM

Re: Midway Suggestion
 
Quote:

Originally Posted by Dime_a_Dozen
A few questions because I can't decide for myself. Great find USMA by the way. I haven't seen a picture like that of Eastern Island.

Would you guys rather I design the map like USMA's colored map, which includes both islands or just Eastern Island as shown in the b/w? If I include both islands, as I have it right now, the map is set up very similar to the current Midway, in that the navies are on opposing sides of the atoll. Yes, unrealistic, but perhaps better gameplay-wise for spacing than if you stuck everything in the corner. If I include both, I can't get as detailed as the b/w photo USMA found. I have elements of it of course, but I obviously scaled it way down to save room for the ships. If I do one island, a bit unrealistic, I could make it more realistic to scale, but would probably lose Sand Island, where the Seaplane (ie Catalina) hangar and submarine base is located. That island as it is now, minus the port/hangar, is just to finish the scene, and is probably useless as the goods (AA, coastal guns) require a jeep ride 'to nowhere'. Another thing is that the atoll will have a reef that can/or shouldnt be traversible for the ships, making the coastal guns (and AA) somewhat non-factors/eye-candy.

For all I've said, I still think DICE did okay with its map, and that mine would really only be a semi-realistic eye-candy replacement. Doing the island(s) for Midway differentiates itself from other naval battles in the fact the island was actually attacked, but not in the sense that we can do it now in BF/FH.

I would do both islands but put vast majority of detail into Eastern Island and have the bare neccesities on Sand Island. The coral reef is also a must.

Myrddraal January 20th, 2005 11:18 AM

Re: Midway Suggestion
 
Quote:

Originally Posted by Cap.Miller
But the Hanger should also respawn same fast as a carrier.
Because don't forget that the japans would have more planes because of the extra carrier and that makes it unbalanced...

I think it should have a little slower respawn then the carrier's for one reason it should have better AA and should give the Americans a B17, which is a much more dangerous plane then the VAL's the Japanese have (especially due to their currently bad flight physics)

Real-BadSeed January 20th, 2005 11:21 AM

Re: Midway Suggestion
 
i prefer a small scaled "edge of map" island (to launch allied b17s from)
and focus the battle on the ships (carriers)
when you read or watch the movie about the midway battle.
its 99% about the carrier battle.
and any mention of the island is a mere footnote.
and no flags!!!! make it an objective map... destroy the enemy fleet!
less eye candy= less lag with all the ships :)
i cant wait! not nearly enough naval battle maps.
and i completely agree the current midway make the gameplay devided between naval and land battle.
with neither side (naval or land) having enough people!
only on a full 64 man server does the current map work.

Anlushac11 January 20th, 2005 11:26 AM

Re: Midway Suggestion
 
Also the B-26's on Midway should be torpedo bombers, not level bombers.

D-Fens January 20th, 2005 11:41 AM

Re: Midway Suggestion
 
It should be as accurate as possible. uncap allied, with objectives like the hangars destroyable. Also accurate aa so as not to make it too hard for japs, in Wake there are tons of bofors guns though there was actually none there. Also no fog, in the current when your flying a torpedo bomber and the ships appear so suddenly you have to go for a second try.

Cap.Miller January 20th, 2005 12:02 PM

Re: Midway Suggestion
 
B17 is shot down easy by vals and the he cant do much damage in midway especially if he wants to attack a battleship...
I think its very balanced if you give the hangar the same respawn time or just a bigger armor than the carrier.

Myrddraal January 20th, 2005 01:19 PM

Re: Midway Suggestion
 
Nice drawing of Midway Islands
http://www.cia.gov/cia/publications/...aps/mq-map.gif

Cap.Miller January 21st, 2005 05:38 AM

Re: Midway Suggestion
 
Hm... would be nice to have the reef in the game. So Ships need to take a route to get to the enemy and cant just cross the map...
What you guys think about it ?

Dime_a_Dozen January 21st, 2005 07:58 AM

Re: Midway Suggestion
 
The map as I have it now is like Myrddraal's picture (with reef) if it was the center square of a 9-square grid, which is how Midway is currently. There is no airfield on Sand Island, at least when the battle took place. I should probably move it to the bottom right square but that might be a lot of work, considering how far I am.

Real-BadSeed January 21st, 2005 11:50 AM

Re: Midway Suggestion
 
well i would like to see NO invading of islands (cappable flags), dividing the forces and taking away from the naval battle. midway is suppose to be a carrier showdown. maybe have stuff to air-attack on the island (planes, hangers, etc.)
and have spawning planes on island, dependent on health of hanger
i.e. no hanger= no planes from island (b17s and b26s)

to be honest coral sea has always felt more like a midway map, then the orginal midway dice map ever did! its a carrier showdown and nothing more

Cap.Miller January 21st, 2005 12:50 PM

Re: Midway Suggestion
 
Could be that Midway isn't very realistic with the islands...
But i like it that way much more then Coral sea!!

Real-BadSeed January 21st, 2005 01:20 PM

Re: Midway Suggestion
 
yes coral is just ok, because you cant move the carriers.
and the map is smaller than midway is.
plus theres no other ships in coral but the imoveable carriers.

but i meant it "feels" like midway compared to the original dice map, because its a carrier showdown with no flag capping.

i personally hate flag capping part of the game and find it completely unrealistic.
i thinks everything should spawn (equip and soldiers) from a back mainbase.
and all units move forward from there.
with the bleed coming from destroyed enemy units alone!
flag cappin forces a team to attack an area (for a flag because of bleed) when it never would IRL.
it should be, a team moves forward with no bleed, to just destroy the enemy thru attrition
and attacking an area should be for its strategic value!
not to stop the bleed because mapper put flag there!

people and equipment dont magically appear at the front line.
and as far as i know, we still dont have transporter technology..

Cap.Miller January 22nd, 2005 06:48 PM

Re: Midway Suggestion
 
Hm....
yes that would be way cooler than the flag stuff,
but it would also be cool if the flags are just an outpost without taking tickets if the enemy has to much of em.

Pickerel January 23rd, 2005 08:33 PM

Re: Midway Suggestion
 
I like how you can fight over the island now, but it would be wonderful if the islands were more realistic than they currently are. Maybe make it start with American control and give the Japanese a larger navy. Perhaps give the IJN two carriers, a cruiser, a destroyer or two, and the tanker; and give the USN a carrier, a destroyer or two, and a submarine. Giving the US the Nautilus class sub they had there would be interesting, with its 4 forward and 2 rear torpedo tubes and two 6" deck guns.

Another issue that really bothers me is the Japanese bombers. What is up with their defensive guns? They seem to have the same power as the 40mm Bofors guns. I often find myself frantically dodging those bombers while in a fighter instead of it being the other way around. :/

Skipster January 24th, 2005 07:36 AM

Re: Midway Suggestion
 
Quote:

Originally Posted by Pickerel
Another issue that really bothers me is the Japanese bombers. What is up with their defensive guns? They seem to have the same power as the 40mm Bofors guns. I often find myself frantically dodging those bombers while in a fighter instead of it being the other way around. :/

I'm guessing that it's because every bullet that hits you is likely hitting the engine, whereas most of yours won't hit the bomber's engine, unless you have a nice deflection pass set up (if you do, the rear gun probably won't be able to elevate enough anyway)

The worst thing a bomber pilot can do is try to dodge your fire with his more unwieldy plane. A combination of a smart pilot and a decent gunner should force you to use different attack angles. Especially if it's not a Jap bomber, but an American one with twin .50 cals.

Myrddraal January 24th, 2005 04:43 PM

Re: Midway Suggestion
 
1 Attachment(s)
Thoughts for equipment:

Imperial Japanese Navy;
1BB
2 Destroyers
2 Carriers
2 Subs
1 Search and Rescue plane

US Navy;
1BB
1 Destroyer
1 Carrier
2 Subs

US Army (On Midway, Uncappable, all vehicles locked);
2 Wildcats
1 Devistator
1 SBD
1 B17
1 Catalina w/ depth charges

Thought for map:
Midway in lower right hand corner
USN fleet in upper right corner
IJN fleet in lower left corner
1 Flag with huge cap radius in center (flag radius should be bigger then veiw distance)
Destroyable hangers on midway to hurt supply of US equipment (respawn time should be at least as long as carrier respawn but probably longer)
Give Midway some AAA and 5in guns to defend itself

Dime_a_Dozen January 24th, 2005 05:26 PM

Re: Midway Suggestion
 
1 Attachment(s)
Oh well, maybe I can show some teenie screenshots of what I have so far. This is with the islands in the middle of the map. Remember, this was made well before this thread, so I'm a bit reluctant to go changing things even though I'm open to suggestions. I'll have to scratch my head how I'll be able to translate it to the bottom right without any hiccups if its decided to go that route.

I'm not sure about having a japanese search plane. I'm having trouble convincing the others about a few more essential items :naughty: Lobo...

About vegetation. Of course there was some on Midway, but I'm not going to be lavish with it. It might seem bare to some but heck, its a naval-air map. Better leave the resources for the right things. Also, the reef is such (hopefully) that it won't be worth your time to beach and camp the islands. There won't be any flag objective to landing on the island, only destroying key buildings, that have airplanes tied to them.

terminal-strike January 24th, 2005 05:56 PM

Re: Midway Suggestion
 
One idea dozen would be to just make two maps. For the first have it be the extensive and large island one- signifiing the japanese attack on the islands, but more limited water etc. or whatever you have planned. Maybe name it for the japanese or us name for the operation.

On day 2 or however, make a much larger naval maps with the more baisc islands. With a much more naval focuesed maps or whatever yout might plan- maybe have it be objective where you must destory other sides carriers? I think you would be justified in having 2 maps since it was a multi-day and very imporatn engament- espcially if the maps were had different focuses.

As for that curretn map ==> Well that map looks just AWSOMe! thank you for posting that it, it looks very cool.

Real-BadSeed January 24th, 2005 08:02 PM

Re: Midway Suggestion
 
very nice screenies :)

i dont think it matters the position of the island.. really
as long as theres sufficient room for the naval battle
and your saying theres no caping of flags on the island.
so the battle wont get divided into 2 fights... a naval war and a land invasion
but an objective style map is definately the way to go IMHO
these island hangers will only be damageable by aircraft bombs?
dont want to see them satcheled to death or flak'ed or something cheap


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