Originally posted by DoKGonZo
I actually prefer having human spotters in the air. Some of the best moments of the early events were when scouts found the enemy formations and the intercepting groups and had to very quickly coordinate the bounce. Now if a CO doesn't hear the report, well - bad things happen - but that's war. That's part of the fun of these events.
The the possibility of the whole event ending due to one blow-out is why I like more than 8 missions. If the first few missions become a blow out, you have time to make rules/force changes and effectively break the event into two halves. It isn't always a design issue that causes the blow-out either - sometimes its bad luck or the talent pool getting stacked (esp. w/Pacific events where you get all the B&Z junkies on the Allied side).
You might define Ploesti! as a "mini-event" then LOL.
We followed the format that the Futile Dweebs (tm) used for Pearl Harbor. It was a 3 x 3 frame, switch side event. The switch side format was used for Pearl and Ploesti because they were both kind of Axis bowouts in real life. So to balance it, each team had three frames on each side of the coin - attack / defend. I think it was a week for Phase one, a week break to switch sides, then a week for Phase two.
It seemed like a natural way to go.... back when I was on debate teams - the switchside event was common. The idea being to see which team could argue BOTH sides of the coin the best overall.
With Ploesti, the Allied team could choose 3 out of 4 possible mission scenarios with the caveat that during (at least) one of the frames you had to do a mass low attack of the main refinery complexes.
In frame one Culero's allied team beat around the bush at secondary objectives but scored well overall, in frame TWO they went downtown en masse with a prety sneaky route and were completely missed by the live airborn scouts. (Save of course for the one lone scout who was screaming his head off unheard by high command.)
For whatever reason they had such a jump on the Axis that by the time Axis high command figgered out that they just got buggered up the refinery - they could not catch the buff stream to even efectively harass it on RTB. The buffs got home and barely even needed a car wash to be GTG again.

Now in *theory* - the other team *could* have recovered when it had it's turn at offence - provided they could put in a good offensive performance. That's where some talent imbalance took over. The team Culero was on managed to detect and ravage the buff streams more in line with what was *supposed* to happen. Therefore, the frame two blowout held to the end.
We had most of the "bugs" fixed for Ploesti II "Oils Well That Ends Well" and we even had a special Mediteranian terrain done up with real live flak-trains, refineries, etc etc. I think the feller that did it up (briliantly) had everything in Romania but Dracula's castle included in there.
But like I said, AW was summarily shut down right after we ran a beta-frame to test the reworks on the design. And we had a still born scenario.

Drat......
-W