Author Topic: Vulching?  (Read 1700 times)

Offline Sled

  • Gold Member
  • *****
  • Posts: 3595
      • Friday Squad Operations
Re: Vulching?
« Reply #15 on: September 23, 2008, 09:32:15 PM »
  It has been stated that after the lead plane leaves a certain distance that the drones disappear.  That is not always true, have been in a few FSO's where we rearmed for a second run in 25's and when we came back from the run, our drones were still sitting on the feild.


That is no longer the case, according to my test, I am still waiting for confirmation.

It was changed in the last patch.
~Sled~                 Aces High Special Events
USMC/71sqn
      XO               What Aces High is really all about.

Offline Hamltnblue

  • Nickel Member
  • ***
  • Posts: 428
Re: Vulching?
« Reply #16 on: September 23, 2008, 09:40:17 PM »
Although it is legal I personally think that vulching is "gaming the game"  Unlike actual events in history, the fact of the matter is we know when planes are taking off and we know about when they'll be landing.  This wasn't usually known in WWII.  Re-directing resources to vulch rather than perform the original intended mission is just point grabbing in my view.  If the opportunity is by chance that's one thing but the fact is we Know when the mission starts, we Know when mission ends, waiting at the probably landing time is no different than someone running around with a .45 shooting planes on the deck, especially when the ACK is set at anything lower than normal strength.

Offline ghostdancer

  • Aces High CM Staff
  • Platinum Member
  • ******
  • Posts: 7562
Re: Vulching?
« Reply #17 on: September 24, 2008, 08:57:18 AM »
As a CM I don't have an issue with Vulching in several cases / situations (not all) .. especially when all fields are open to land and rearm. The enemy does not know what field you will rearm at. Over the years my squad usually takes a look at the map and reported actions and tries to find a base not on the front line or away from the combat zones. Landing at a front line base .. well yeah not a smart idea if you can avoid it. Also we almost always leaves a CAP in place over the field we are rearming at and rearm in shifts.

With these precautions it is usually not an issue.
X.O. 29th TFT, "We Move Mountains"
CM Terrain Team

Offline Hamltnblue

  • Nickel Member
  • ***
  • Posts: 428
Re: Vulching?
« Reply #18 on: September 24, 2008, 03:21:41 PM »
True and I don't think that it has been happening much at all, except for  a couple of frames back in July.  When it does happen the return field is usually limited, such as carrier ops.  In those cases turning the Ack to normal strength would definitely help.

Offline ghostdancer

  • Aces High CM Staff
  • Platinum Member
  • ******
  • Posts: 7562
Re: Vulching?
« Reply #19 on: September 24, 2008, 04:03:23 PM »
Yep, that is a drawback of the game. We usually tone down the AA lethality quite a bit more if ships are involved. Because with the new fleets .. well they were proven to be massively deadly in Aleutians (lot more guns). Unfortunately land AA lethality and Ship AA lethality are both controlled by the same setting. So to give the guys attacking (making torp runs and attacks on ships) a chance of not dying from auto fire it basically defangs the land bases which had no increase in the amount of guns per base.

Resulting, in my opinion, that land bases AA is ineffective and does not discourage people from attacking rearming planes and such on a base.

This is only really an issue when both ships and land bases are targets. When just land bases the CMs can and do dial the lethality back up to make AA a credible threat and danger to pilots playing in it. When ships and land bases .. the ships AA are still a very credible threat but the land bases aren't.
X.O. 29th TFT, "We Move Mountains"
CM Terrain Team