Author Topic: HTC... Map Rotation (too many)  (Read 531 times)

Offline Midnight

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HTC... Map Rotation (too many)
« on: November 03, 2001, 09:34:00 PM »
Would it be possible to switch the map rotation back to a time based event?

As it is right now, it is near impossible to plan any coordinated attacks the way we used to back when the map stayed with us for a month.

With all the new players from AW, where multi-squad events in the arena were common, it would be nice to bring this type of team play into Aces High.

I know that many would whine about a map becoming stale, but I think that a one week (switched Mondays) time with each map, would allow for some advance planning and increase the enjoyment when putting together larger offensives.

HTC, could we please change the map rotation and maybe even fix the country locations by the week? All this rotating is nice, but is not condusive to larger teamwork efforts.

Thanks...

Offline TheFatz

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HTC... Map Rotation (too many)
« Reply #1 on: November 03, 2001, 09:49:00 PM »
I have to agree.

Offline skernsk

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HTC... Map Rotation (too many)
« Reply #2 on: November 03, 2001, 09:51:00 PM »
Teamwork?!?  Not in the FDB "vocabulary" :)

Offline GunnerCAF

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HTC... Map Rotation (too many)
« Reply #3 on: November 04, 2001, 08:57:00 AM »
I also agree.  Just planning weekly squad missions can be difficult because of the map rotation.  It would help to know what map will be used a week or even a few days out.

Gunner
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[ 11-04-2001: Message edited by: GunnerCAF ]
Gunner
Cactus Air Force

Offline hazed-

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HTC... Map Rotation (too many)
« Reply #4 on: November 04, 2001, 12:13:00 PM »
have to agree on this one.
everytime i set up a mission plan and go to refine it it seems to change.can be frustrating.
I used to hate the way we got a day or so on the baltics map and uterus map then struggle through mandanao for weeks (ok a week) but now with the roads etc i really have come to like the slower pace of these maps.Baltics takes at least 2-3 times longer to conquer so the idea of a weekly change now seems appealing.Equal time for each map would be cool by me.

Offline Sky Viper

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HTC... Map Rotation (too many)
« Reply #5 on: November 04, 2001, 04:59:00 PM »
3 Flaws in your reasoning:
1.  You have NO way of knowing what bases will belong to you when you walk into the arena. (Fellow Countrymen may have already taken over or lost the map)
2.  You have NO idea what kind of opposition you will have.
3.  Coordinated attacks are entirely possible in the current system.

There is no reason why you can't set up a single or multiple squad attack.  If you have a large Squad, or are working 2 squads in joint effort, then just preplan force types (Squad A runs Attack, Squad B runs CAP and Capture), and let the specifics come when you get into the arena.

I enjoy the random surprise that I get when I walk into the arena and find a different map than the night before.

Viper

Offline Midnight

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HTC... Map Rotation (too many)
« Reply #6 on: November 04, 2001, 05:55:00 PM »
Sorry Viper, that reasoning just don't work, and you should know it.

It's hard enough getting the TOD missions organized when you know just about everything about where you will fly, what your target is, etc.

For most Multi-squad missions, the things you need to plan are targets, not takeoff fields. Even if the front lines are rapidly changing, you usually have a few rear bases that stay relatively stable.

We need some pre-planning ability so that some maps can be marked up and sent via e-mail a day or two in advance of a planned mission.

To be realistic, no one wants to spend a half-hour or so trying to organize three or four squads onto an attack. It is always too rushed and details always get let out. Squads go up in a big jumble and half the formations get too far seperated to be effective.

Bottom line is, having a map last for a one week period wouldn't hurt anyone, and it would let those of us who want to try and pre-plan things have something to work with.

Offline FDutchmn

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HTC... Map Rotation (too many)
« Reply #7 on: November 05, 2001, 03:27:00 AM »
I support Midnight's idea, it will help off line mission planning.

Flying Dutchman

Offline Citabria

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HTC... Map Rotation (too many)
« Reply #8 on: November 05, 2001, 04:07:00 AM »
no


more variety the better
Fester was my in game name until September 2013

Offline Reschke

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HTC... Map Rotation (too many)
« Reply #9 on: November 05, 2001, 06:54:00 AM »
Midnight hit it on the head and so did Cit. Change is good but some form of stability is needed.

One thing that I do not like right now is sure we can get our squadron broken up. Into different areas like CAP, Attack, bomber/transport but it takes 15-30 minutes even for a small one like ours.

However if we had a schedule of the maps listing on the webpage. We could at least get something going for that night or the weekly squadron night.
Buckshot
Reschke from March 2001 till tour 146
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Offline Nifty

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HTC... Map Rotation (too many)
« Reply #10 on: November 05, 2001, 10:07:00 AM »
If it helps people enjoy the game better, go for it.  

Personally, I think you can make plans in advance independent of the EXACT situation of the map.  it's possible even with a static map that the situation will be totally different than when you made the plans.  In that case all that changes is the base you leave from and your target.  The objectives are the same (capture a base, limit enemy's ability to capture your bases, attack supply routes, etc) and the personnel and plane assignments are the same.

Of course, I'm just used to on the fly missions in Knitlandia, usually created by Mr. Ripsnort.   :)
proud member of the 332nd Flying Mongrels, noses in the wind since 1997.

Offline popeye

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HTC... Map Rotation (too many)
« Reply #11 on: November 05, 2001, 02:05:00 PM »
I like frequent map changes.

And the free beer.    :)
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Offline Beegerite

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HTC... Map Rotation (too many)
« Reply #12 on: November 05, 2001, 11:20:00 PM »
I agree with Midnight.  For anyone who likes to use these maps as something other than a terrain the present method drives me nuts.  There are a lot of things we need to know e.g. where the hell is that mountain at 60 so when setting up a mission you don't point the Lancs right at it.  What's the field elevation etc. etc. etc. Sure hope Thunder and the other cartographers soon mark up the additional fields and railroads.  
Beeg

Offline Aiswulf

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HTC... Map Rotation (too many)
« Reply #13 on: November 06, 2001, 09:10:00 PM »
Being a former Operations Officer for the CMC back in AW I have to say that some stability is needed or at the very least some way of knowing what map(s) are available on a given day/night.
When I developed Ops for my squadron it wasn't just a matter of oh heck, I feel like a simple fighter sweep op or bomb and capture the closest base op but there was oft times a story being developed, a reason WHY we were doing a given op.
People soon came to know that when the CMC were in the arena on a given night we weren't there just run with the ebb and flow of the present situation of the arena, we were there to create our own ebb and flow for everyone else.  And you can't always accomplish that if you don't have a given map to work with for a given night.

Enough said for the newest guy on this block   :D

Awulf 8=X Ret

Offline Midnight

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HTC... Map Rotation (too many)
« Reply #14 on: November 09, 2001, 12:17:00 PM »
Let me try and explain a little better why we need to know what map we will have if we are trying to plan multi-squad events or somoehting similar in the MA.

STRATEGIC ADVANTAGE

Some fields have higher elevations, better GV spawn points, are closer to a certain factory or HQ. All stategic elements that can be utilized if pre-planning.

Examples: (I don't have maps with me, I'm a t work, so I don't remember field Numbers.

1. Uterus Map: The 8k field just West of HQ in the NE corner of the map.

If you know that map will be in use, you can plan your strike to take the high ground first. Then you can have follow up plans for hitting the HQ and surrounding factories.

2. Mindano Map: The field about 5 miles from the factory, or the field at the top of the hill by the lake in the west. A plan to capture that field, followed by plans for attacking the city and barracks just down the side of the hill.

If you know the Mindano map will be on, you can plan this type of attack.

Without knowing which map will be up when you log in, you have no way to plan any sort of organized assults where each squad will know what their assigned targets and mission priorities are.

Yes, you can have a bunch of squads get together and just attack the most convienient target, but that's just barely a step above a big furball.

I mean, what's the point of map strat (trains, trucks, depots, etc.) if you can't plan multiple squad missions to go out and cripple the enemy?

It would be nice to be able to assign squad A to a certain depot and supply route, and squad B to a certain field capture, and squad C to kill a certain factory.