Author Topic: Down Times  (Read 426 times)

Offline Damionte

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Down Times
« on: September 03, 2008, 09:50:53 AM »
Down times are just a bit too short.

The down times are just too short. It forces us to have to dweeb out when attacking the airfields. You have no other choice but to dump your plane right after dropping your bombs.

We can knock things down at the bases but with the down times being just 30 minutes, we can't really get back in time to capitalize on taking anything down. By the time you drop your bombs, RTB, take off again and arrive bakc on target, whatever you knocked down is going to be back up again.

If we had 2-3x the number of players we have this amount of down time could work ok. We could bum rush a base in one run. There are currently a couple of bases we could take with a rush. For instance for the Allies A10 and A13, could possibly be taken in one run, but only if they are un or lightly defended, we'd need about 8-10 guys to pull it off. A 4-1 numbers advantage and we can probably pull it off. Very realistic, but not fostering much in the way of strategic GAME play.

It's even worse for the Axis, who usually have a numbers disadvantage. At best they get even numbers or if they have a numbers advantage it's rarely more than like 15-12 or something like that.
Drackson

Allied Commander: AvA / Campaign Series: North Africa / Italy

Offline sldered

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Re: Down Times
« Reply #1 on: September 03, 2008, 10:29:34 AM »
Yep, last night it seemed that we would knock out everything and very soon afterwards it would magically come back up. This was happening over A10 i beilive.
  CALLSIGN: Slider26     49th FG  7th FS.  S.A.P.P P-38 flyer

Offline TheBug

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Re: Down Times
« Reply #2 on: September 03, 2008, 10:38:58 AM »
Will look into it when I get home tonight guys.  They should currently be set for 30 mins for the base buildings and 45 mins for the town.  If that is the case what are we talking another 15 mins per??  More than that??  I really want to avoid the ability to cripple whole sections of the front, due to the "fight".  But I do also want to make it feasible for you guys to capture a base, if enough effort is put into.  Finding that the right formula take some experimenting. 

Like to hear some input on this.  <S>
“It's a big ocean, you don't have to find the enemy if you don't want to."
  -Richard O'Kane

Offline Damionte

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Re: Down Times
« Reply #3 on: September 03, 2008, 01:48:08 PM »
45 minutes gives us just enough time to make a second run on the close bases.

Drackson

Allied Commander: AvA / Campaign Series: North Africa / Italy

Offline a4944

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Re: Down Times
« Reply #4 on: September 03, 2008, 03:39:00 PM »
Will look into it when I get home tonight guys.  They should currently be set for 30 mins for the base buildings and 45 mins for the town.  If that is the case what are we talking another 15 mins per??  More than that??  I really want to avoid the ability to cripple whole sections of the front, due to the "fight".  But I do also want to make it feasible for you guys to capture a base, if enough effort is put into.  Finding that the right formula take some experimenting. 

Like to hear some input on this.  <S>

Might want to try 1 hour for the town given the distance between bases and see how it works.

Venom

Offline TheBug

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Re: Down Times
« Reply #5 on: September 03, 2008, 06:05:33 PM »
Downtimes modified.

 30mins for AA, 45 mins for base facilities and 60 mins for town

Also modified hardness to 1.5 for FH and VH, for ammo, barracks, fuel, radar  and VH to 1.0

« Last Edit: September 03, 2008, 07:38:28 PM by TheBug »
“It's a big ocean, you don't have to find the enemy if you don't want to."
  -Richard O'Kane