Author Topic: Going into second night  (Read 1285 times)

Offline TheBug

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Going into second night
« on: August 27, 2008, 05:09:12 PM »
Keeping wind for now but switched from AvA to MA bombsite.  Also radar has been reduced to 10 miles from 20.  I also have a request in to change fighter/bomber hardness to 1k from 3k and decrease troops needed for capture to 25 from 50. Down times currently will stay the same, 30 mins across the board.   I will continue tweaking these settings, possibly including downtime, until I get a fluid front that is not prone to steamrolling.  Also I do not want porking to become an arena debilitating aspect.  <S>
“It's a big ocean, you don't have to find the enemy if you don't want to."
  -Richard O'Kane

Offline Trukk

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Re: Going into second night
« Reply #1 on: August 27, 2008, 05:24:54 PM »
Great work Bug, thanks for all your effort.  S!

Offline Trukk

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Re: Going into second night
« Reply #2 on: August 27, 2008, 05:29:27 PM »
Just logged in and radar appears to be 20 miles still.

Offline Trukk

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Re: Going into second night
« Reply #3 on: August 27, 2008, 05:40:37 PM »
Okay, someone was quick (or I'm going crazy) because they are at 10mile now.

Offline Stampf

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Re: Going into second night
« Reply #4 on: August 27, 2008, 05:43:31 PM »
Okay, someone was quick (or I'm going crazy) because they are at 10mile now.

:noid










All set Trukk.  :salute
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Offline TheBug

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Re: Going into second night
« Reply #5 on: August 27, 2008, 05:44:09 PM »
Okay, someone was quick (or I'm going crazy) because they are at 10mile now.

I'd stick with the crazy theory.   :)
“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: Going into second night
« Reply #6 on: August 27, 2008, 06:05:08 PM »
Keeping wind for now but switched from AvA to MA bombsite.  Also radar has been reduced to 10 miles from 20.  I also have a request in to change fighter/bomber hardness to 1k from 3k and decrease troops needed for capture to 25 from 50. Down times currently will stay the same, 30 mins across the board.   I will continue tweaking these settings, possibly including downtime, until I get a fluid front that is not prone to steamrolling.  Also I do not want porking to become an arena debilitating aspect.  <S>

So have you made those changes? The ones you said had been requested by ... someone. I know I didn't make a request. :)
Drackson

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

Offline TheBug

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Re: Going into second night
« Reply #7 on: August 27, 2008, 06:10:11 PM »
I requested them.  I have no ability to modify the arena settings.  Stampf took care of them though so we should be all set.  Let's see what the second night brings.  This may take a couple cmpaigns to lock down, so be patient. <S>   :)
“It's a big ocean, you don't have to find the enemy if you don't want to."
  -Richard O'Kane

Offline Trukk

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Re: Going into second night
« Reply #8 on: August 27, 2008, 06:30:42 PM »
Icon range is still set to 6k.

Offline Damionte

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Re: Going into second night
« Reply #9 on: August 27, 2008, 06:32:11 PM »
I for one do like the long icon range. .... When I am on defense. :)
Drackson

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

Offline Chemdawg

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Re: Going into second night
« Reply #10 on: August 27, 2008, 08:50:06 PM »
Wanted to attempt to take a base tonight but became kinda difficult when the ack respawned only after a short while. I didnt time it, I know it was less than 15minutes and more than 3.  :D

Offline Damionte

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Re: Going into second night
« Reply #11 on: August 27, 2008, 09:05:00 PM »
Yeah the set up doesn't truly allow us to take bases with the numbers available interested in trying it. The AvA popularity has waned to the point that the rules we had before don't fly. We can furball, just fine. But attacking the bases or capturing them, not going to happen without a ton of co-ordination which we just don't have availuable on a casual night.

Many on both sides want to dog fight. And are switching sides to do so, keeping the numbers balanced. Add in the hardness, and the large capture numbers required, it may not happen.

I wouldn't propose changing it just yet. Give us one more night like this to see if we can get it done.

The field ack though is re-spawning way to fast. We completely de-aked the city at 13 at one point and the first guns were coming back online before the last bomber in the group made their run.
Drackson

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

Offline wojo71

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Re: Going into second night
« Reply #12 on: August 27, 2008, 10:09:32 PM »
we got 1 v base hoping to get the land grab going but we could not get any body away from the furball  :D
we got lucky,  I think a airfield would be a b#### with the numbers on right now. :salute.

I think the settings are ok just need more base taker types.

wojo
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Proud father of a U.S. Marine....Proud grandson of Lt Col Hamel Goodin (ret)   B-17 pilot. 305th BG /364th SQD

Offline crockett

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Re: Going into second night
« Reply #13 on: August 27, 2008, 10:30:38 PM »
Consider this constructive criticism because what I saw tonight likely won't bring in many new players.

I just jumped in for about 45 mins and flew Axis because the Allies had more players, to put it bluntly it was nothing more than a turkey shoot for the Allies. Not much you can do in a C202 or a 109E when every sortie you have 4 or 5 Spit 5's with a Huri 1 mixed in and a P40E zooming through.

Axis had 2 aircraft to choose anywhere close to the fight unless you wanted to fly 2 or 3 sectors and if you did, the other 2 aircraft really were not worth the extra flying time. I mean you think it's worth flying 3 sectors to fly a 110 or a 109F just to get hoarded by 15 Spit5's?

Meanwhile, Allies had choice of any of their rides close by due to the base locations being so close to each other. I think the only fair thing is to let all the planes up at any field and then just perk the uber rides, just like it's done in the MA. I wanted to give this a try because I was hoping it would be more of a fun fight than fighting in the MA, but seems like every sortie it was 4 or 5 Spit 5's on my six soon as I took off.

The plane sets are just far to unbalanced and when they are limited by the bases aswell, it just makes it even worse. In a 1 on 1 then yea a good stick in a 109E or a C202 could have a chance of beating the Spit5 or Huri1/2 but not when it's 4 or 5 of them on you every time. I can go to the MA if I want to fight 5 vs 1 every sortie against far better rides than what I'm flying.

I think you guys should just let all the aircraft up at any base and then ENY/Perk restrict them. The bases are just two far apart on this map to expect a small player base to be willing to fly 2 or 3 sectors to get to a fight. I know you guys are trying to be somewhat historical accurate, but just remember that doesn't always make a "fun" game. I also think the Axis should get one of the better 109's like the G2 or G6 then perk them, the planes sets are just far to unbalanced then being out numbered on top of that just doesn't make for a fun fight.

I know it wasn't much fun upping at a base in a 109E with 12 Spit 5's parked above it waiting for a easy kill to gang bang. Honestly there isn't a bad plane in the Allies plane set and the only way to keep it from being 90% spit 5's or Huri 2's is to perk them. Having them limited by bases will only help at the odd times a base isn't close.
"strafing"

Offline Damionte

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Re: Going into second night
« Reply #14 on: August 27, 2008, 10:58:02 PM »
Since the war aspect is on a bakc burner I'll give away what we've been kinda up to the first two nights.

First night standing orders were on defense. All of the allied pilots were clear to up fighters and furball to their hearts content as long as they were close by so they could defend the front line bases.

I put the rare allied fighters right up on our front line on purpose. Figuring people would want to fly them. And so I put them in the bases I wanted defended so the furball types would naturally be able to help defend without stopping their normal activities.

Second night we tried to go on the attack, but just didn't have enough willing to try and do so. We had a decent amount out there fighting, but we also had a number who having no interest in taking bases switched sides while we were trying to take the base, and came up to defend it.

We could have just gone to the south and taken the undefended V-Bases, but i wanted to take A13. It's strategically important.

Problem tough with taking that base is that it is the easiest base the Axis can up to furball from. If we do take it they'll have to fly 2 sectors to reach us. The furball types have shown over and over again that they don't want to do that. This particular map won't cater to both types all the time. the Air bases are too scattered.

As for the allied types hovering over A13 and picking axis as they tried to climb out, they were ordered to. We were trying to capture the base. Only thing that really stopped us was that the field/town ack comes back after just a few minutes. To take the field you'd need a lot of bodies hitting it at one concentrated time. You'd have to knock out all the buildings and knock out all the ack, and get 50 troops in there all within the 3 minutes that the ack stays down.

3 minutes is just a guess, but I tried attacking one of the v-bases on the ground. I knocked out the southern gun, then turned my weapon on one of the buildings. by the time i had fired off a dozen tank rounds, the field ACK had reset and opened fire again.
« Last Edit: August 27, 2008, 11:00:11 PM by Damionte »
Drackson

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