Author Topic: Tips for the flattops  (Read 277 times)

Offline CavemanJ

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Tips for the flattops
« on: December 27, 2000, 07:00:00 AM »
Commanding:
First, dinnae just jump in and and start changing waypoints.  Some people may have an operation in the works and the sudden course change of thier flat top could be verra detrimental to it (not to mention you if they ever find you   ).

Plan your route.  Think about where the best point to start launching your kites is and make sure you've got a nice long stretch with no turns there.  It's VERRA hard to launch/land if the boat is turning.

Then think about getting your 8" guns to bear.  Make sure you get the fleet close enough to the target, but far enough out that it's not in too much danger  

Recovering your kites, same as launching, you need a steady course.

It's also good form to warn folks when you're making a change to the planned route, so they dinnae try to drop in the slot when the deck is about to turn (good way to ruin a day   )

Waypoints:
Dinnae set a pattern too close.  Constant turning isn't good for launching/landing aircraft.

Patrol vs Looping:
Patrol goes to the last set waypoint then begins a back and forth patrol.  Looping does just that, it connects the last set waypoint to the current position when the points are set and creates a big loop.  If you're setting waypoint and get a "Waypoint touches land" message this is probably why, the leg that closes the loop.

Flying to/from flattops:
Check the map and look at the fleet's plotted course.  You can choose the specific fleet you want to look at (if there are 2 or more TGCs operating together) by clicking the SHIPS button the clipboard and selecting the TaskGroup/CV you're wanting to land on.  If you see she's about to make a turn, orbit in the pattern until after the turn, then land.  Or, for launching, sit in the hanger and wait til the turn is made.

Offline flakbait

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Tips for the flattops
« Reply #1 on: December 27, 2000, 07:04:00 AM »
You forgot something: all ships zig-zag when they turn before settling down on a base course. Darn thing kept throwing my aim off when I was trying to hit an enemy fleet!


-----------------------
Flakbait
Delta 6's Flight School
"For yay did the sky darken, and split open and spew forth fire, and
through the smoke rode the Four Wurgers of the Apocalypse.
And on their canopies was tattooed the number of the Beast, and the
number was 190." Jedi, Verse Five, Capter Two, The Book of Dweeb

 

Offline Westy

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Tips for the flattops
« Reply #2 on: December 27, 2000, 09:38:00 AM »
 I actually HATE that the CV's are player controlled. Scenarios? fine. But in the MA? It's turned the MA into a one Tonka truck sand box.It's the only thing about this release that I actually dislike. Folks yanking the things around pissed me off more than a few times to say the least.

 -Westy

Offline Toad

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Tips for the flattops
« Reply #3 on: December 27, 2000, 09:51:00 AM »
Maybe when an (cough) AH Admiral takes command it should start a timer or something?

No one else can take command for an hour or whatever? If the guy leaves, the ships still sail the plot until time is up?

Of course, the Admiral can order a course change at anytime while he's in command.

Just a few thoughts.
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

TheWobble

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Tips for the flattops
« Reply #4 on: December 27, 2000, 10:25:00 AM »
Might aswell forget about using the 8' guns they are HE only and it takes like 9 years to sink anything with them  

Offline SKurj

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Tips for the flattops
« Reply #5 on: December 27, 2000, 10:26:00 AM »
I agree with ya Westy, I saw alot of heated tempers related to the carriers last night.  Its a great feature, dunno how the kids can be restrained though...

The best part about player controlled is that its not moving a predetermined course making them easy to find, with the exception, you know it will be near the pbase at some point.

I really have no clue as to how this system can be adjusted..

AKskurj

Pepino

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Tips for the flattops
« Reply #6 on: December 27, 2000, 10:55:00 AM »
I disagree. I like to have the fleet player controlled. Not only It gives a sense of strategics (now it is not merely a moving Airfield) but allow Fleet battles like the one yesterday.

I am all for the player controlled, even I got a little upset when the Admiral decided to turn and I just had the enemy fleet ranged.

Cheers,

Pepe

Offline jedi

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Tips for the flattops
« Reply #7 on: December 27, 2000, 11:33:00 AM »
Have a "sign-up list" like for pick-up basketball games.  When it's your turn, you get to program 1 (one) fleet route, and then you go to the bottom of the list.  When the CV is 15 minutes from completing its track, have a host message notify you that you're "on deck" to command.

Make the list viewable so that other players can "negotiate" with the Captain to set up routes favorable to their planned ops.


 

Offline Betown

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Tips for the flattops
« Reply #8 on: December 27, 2000, 04:50:00 PM »
"I don't know how the kids can be restrained?"

Watch it buddy!  
<GRIN>