Author Topic: Change can be good.  (Read 1045 times)

Offline Wagger

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Change can be good.
« on: August 27, 2010, 09:52:48 AM »
I have been flying the FSO for about 1 year now.  I enjoy it because it does set some rules that guide the game into somewhat of a historical setup.  My question though is does it guide the game in a direction that limits the ability of either side to accomplish their missions.  

Ideas:

1)  All objectives for the FSO be given before the 1st Frame.  (Axis targets for frame 1-3 are A,B,C, and defend cities/bases 1,2,3)

2)  Each CIC makes the decision on what the objectives are for each frame.  (No set number of targets that must be hit)
     a.  Which targets they will hit and what assets he will assign to them.  (Number of aircraft assigned to a target is CIC's call)
     b.  What friendly assets they will defend and the assets he will assign to them.  (Identify which bases or cities that are likely targets to defend and how many of         their forces they  assign to defend them.)

3) No time limit on when the targets are hit. (In the defense the importance on planning fuel loads and ensuring air cover is available during refueling.)  (In the offence if units wait to long and don't leave enough time for returning to their home base within the 2 hour period the loss of points for their aircraft.)

Note 1:    I find that a number of units or individuals seem to not really care so much about mission accomplishment.  Time and again I find individuals or units as a whole choose to ignore orders from higher, CIC, and go out to prove how good they are and bad their opponents are.  Yes I know I am talking to a brick wall because they pay their money like everyone else does but it can be very discouraging for the CIC's and unit commanders.  I have seen dive bombers and medium bombers that spend more time dog fighting than hitting their targets and trying to getting home to conserve their forces for follow on strikes or future operations.  Individual fighters and whole units that leave their assigned areas just to get those kills and end up loosing most of their force.  I know the idea is to have fun, but if you can not complete you mission because someone decides all the time they know better then It is not fun either.

Note 2:  On CIC having the ability to assign his assets without interference allows for the use of "Economy of Force".

Economy of force is the principle of employing all available combat power in the most effective way possible, in an attempt to allocate a minimum of essential combat power to any secondary efforts. It is the judicious employment and distribution of forces towards the primary objective of any person's conflict.
No part of a force should ever be left without purpose. The allocation of available combat power to such tasks, like limited attacks, defense, delays, deception or even retrograde operations is measured, in order to achieve mass at decisive points elsewhere on the battlefield.

Allocate minimum essential combat power to secondary efforts. Economy of force is the reciprocal of mass.  It requires accepting prudent risk in selected areas to achieve superiority —overwhelming effects — in the decisive operation. Economy of force involves the discriminating employment and distribution of forces. Commanders never leave any element without a purpose. When the time comes to execute, all elements should have tasks to perform.

This is the bases for my idea on letting each CIC determine their targets and their priority, along with the power to assign the number of units and assets to those targets without restriction.  It might lead to disastrous results but then I have see this happen with the restrictions set on the CIC's by the guidelines set to ensure each target gets a creditable or adequate force to attack or defend.  Just sucks the life out of "Economy of Force".

Last but not least.  I would like to thank all those who spend their time and efforts in putting together the FSO's.  I know it can be a thankless job.  Again thank you for your time and efforts.



 




  



« Last Edit: August 27, 2010, 10:00:54 AM by Wagger »

Offline Easyscor

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Re: Change can be good.
« Reply #1 on: August 27, 2010, 11:45:23 AM »
Quote
From: http://www.ahevents.org/fso-rules.html

The purpose of the Friday Squad Operations is to provide players with an environment of fair play as seen in a historical light. This may include strategies, tactics, and logistics that were used during World War II. It may also include adjustments to promote healthy entertainment for FSO.
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Offline Bino

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Re: Change can be good.
« Reply #2 on: August 27, 2010, 01:40:58 PM »
Wagger, FSO events are designed to make fairly certain that everyone will see some action during a frame.  Among the constraints that serve that objective are things like the "credible force" requirements for attackers and defenders, and the "one objective, one mission" rule.  It seems to me that the FSO objective is not to perfectly simulate history, but to set up a more-or-less evenly matched fight with some of the historical flavor of a particular time and place.


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Offline Wagger

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Re: Change can be good.
« Reply #3 on: August 27, 2010, 06:34:46 PM »
I understand the concept behind giving everyone a chance to engage the enemy, but even now it does not always happen.  My point is to look at new ideas and see if we can improve the FSO.  One problem I am finding in the AH community to fight against change because if it ain't broke don't fix it mind set.  As in real life to continue to progress and survive you have to be open to new ideas and willing to try them out.  The game is becoming stagnant.   It also applies to having axis and allied forms available for planning.  I know e-mail, and doing it is to much of a problem.  If a squad pulls out during the event then the CIC adjust his planning and no one changes sides.  I know this is stepping on toes but it works in the S-3 in WarBirds.  This is a better flight sim.  It has the people and If WarBirds can do it I don't see how it could be beyond the AH community to implement it.  That is unless pride and ego gets involved with it.


Offline daddog

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Re: Change can be good.
« Reply #4 on: August 28, 2010, 02:59:19 PM »
Quote
I know this is stepping on toes but it works in the S-3 in WarBirds.
Not at all. I have nothing but respect for the S3's. It is an amazing event and the guys that run it are top knotch IMHO. I still remember many years ago in 2001 when Fdski and I debated back and forth in the CM forum about the design of FSO, (back then we called it Tour of Duty). In many respects FSO is patterned off the S3's with some ideas of my own that I tossed in.

A couple of the elements I wanted in FSO was that it would cater to squads so squadies could fly together, and that they would be just about guaranteed action every Friday night. I honestly believe that the guaranteed action element has been one of the reasons FSO is so popular for all the years. Many have heard me say over the years that lack of action will kill an event faster than any other design flaw. And yes, I consider it a flaw. If players fly in a special event and don't see any action, then IMHO something is wrong with the design. In the case of FSO it could be a squad did not show up or was hit hard before they could reached their target but everyone should see action. No one logs into a Snapshot or FSO just to fly. They can do that offline. No one wants to fly around for a couple hours and never see any enemy. What you propose would make the likely hood of that happening much greater. Even with the way FSO is designed squads still find a Friday night or two each year they see little or no action.

Quote
It has the people and If WarBirds can do it I don't see how it could be beyond the AH community to implement it. That is unless pride and ego gets involved with it.
We certainly could design FSO more like the S3's, but I honestly don't have a desire to. No pride and ego getting in the way here, not sure why you would mention that. I just think that FSO is a better design for the HTC events community. :)



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Offline Wagger

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Re: Change can be good.
« Reply #5 on: August 28, 2010, 08:35:23 PM »
The reference to pride and ego was a general statement to the fact that many of the AH members are so resistant to any change what so ever.  It was not directed to anyone in particular but a general statement.  And as I had stated before in my first post the people who put this together face a thankless job and I appreciate their time and efforts.

Offline Viper61

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Re: Change can be good.
« Reply #6 on: August 28, 2010, 11:56:11 PM »
Wagger:

  Good ideas and thought.  I have no doubt that you know and understand real operational planning.  The issue is that this is a unreal game and there are many in the FSO that throw everything they have into it, others that attend as they can, others that show up at the last second and don't read any of the orders or pay attention to the rules and a few others (not many) that shouldn't be here and should stay in the MA.... in my opinion.  And there are a few that show up with 1 frosty beverage to many  :cheers:

  I completely understand your "frustrations" with squads that do something completely different then the mission stated or their lack of understanding the long term goals or "intent" of the commander.  I can tell you several years ago i witnessed a small squad openly dog fight with each other over their own airfield because the mission was over and they had "time to kill".  And boy did they blast each other out of the air LOL.  I was a CIC for that one by the way.

  Points (Winning) are a big driver in your conversation although you didn't state that.  I mean you want to measure a winner in some way.  I know I do.  And that is why you put the effort you do into your planning, because you want to win.  However most of the flyer's in the FSO could care less about them which really implies that they don't care who wins or loses as long as the action is fun and long lasting.  Stoney has been playing with the point system for years and some of his adjustments really changed the FSO..... for those of us that we concerned about it.  Many others never noticed or cared.

  But in the end it is only a game and built for enjoyment purposes only.  DD is correct that if the fun level falls then attendance drops.  I remember the days of 50-75 guys on each side and that was it.  Now look at the FSO sporting near or over 500 every Friday night.  The FSO of today is very very different from 7 years ago when I first got hooked.  It is much better and continues to improve with age just like this fine ICON banana  :banana:.  Hey don't laugh we didn't have banana's a few years ago.

  There was a time a few years ago where more realistic set ups and restrictions where used.  Some of those FSO's were not fun because the AXIS side almost always lost if it were late war or the ALLIES always lost if it were early war.  Additionally in my opinion some of the FSO's were "stacked" so that the AXIS could win.  Changes have be introduced to level the playing field regardless of the time period or historical location.  Now each side has an equal chance to win (not real world).  A CM no longer can go in and tip a scenario to one side or the other.  I know I was one of many that argued this point into the ground for the change.  And today the FSO is better for it.

  I to look for ways to improve the FSO when I can think of a good idea or voice my opinion when the CM's make a change for what I believe is for the worse.  Like ICONS going to 1K  :rolleyes: at DD  :lol

  I would not call the FSO stagnet or locked in its design.  DD and crew are almost always adjusting or tweaking the setup's.

  I say keep your ideas coming as they are well thought out and stated.  And the debate is always good and it keeps the FSO fresh and the CM's on their toes!!  But in the the end it is just a game for the enjoyment of the "mass's" designed to simulate a real historical event in a nonreal environment.  So it will never be everything to everyone.  But boy is it a lot of fun for 2 hours on a Friday night.  With or without the classic bannana ICON  :banana:

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Offline FiLtH

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Re: Change can be good.
« Reply #7 on: August 30, 2010, 10:07:13 PM »
 I love FSO, still my favorite part of the game. I never read the orders from the squad (too lazy or forget) and just hop in and say what are we doing. As long as the CO knows whats going on Im happy. I dont care about the strategy at all. The mission we are given is second only to what kind of fight awaits us. If we meet equal numbers in equal situations the night was a success even if we all get shot down, as long as we took a few with us.

  I think its a good thing to spread out the units so theres always someone to fight at the target.

  Thats my FSO.

~AoM~

Offline thorsim

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Re: Change can be good.
« Reply #8 on: September 01, 2010, 12:48:39 AM »
the lack of input for side planning is seemingly on a walk on event level ...

frustration due to perpetual lack of success can be an event killer as well ...



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Offline InCrypt

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Re: Change can be good.
« Reply #9 on: September 01, 2010, 11:04:24 AM »
Our Squad LIVES for FSO. We consider the time in the MA’s between FSO’s as FSO Practice & Training time. We’ve done FSO like missions on off-Fridays. And we’ve got the gambit of players – one of the nice side effects of having a larger squad. We’ve got the history buffs, (I count myself as one,) who thrill at the somewhat historical recreations. We’ve got our last minute regulars, who show up just in time for the mission briefing.  We’ve got our welded wing formation flyers who never leave their wing man, and we’ve got our lone-wolf’s who depart from the mission profile at the first sign of enemy con.

I actually love the variatibility, and view assessing the strengths and weaknesses of my squad as I determine assignments to be the hallmark of a good leader. If I’ve got a guy who’s a great stick, but a lone wolf, (and I always refer to him as my “rabid dog of war”) and I know if I stick that guy in formation it’s setting him, and that division, up for failure. So I always assign him a scout position, or as a “Stringer”, so that if we get engaged going to target his job will be to: “go mix it up and kill what you can before you die.” I know that he’s an expendable resource; I factor that in to my equations. I merely try to hold him leashed until the last possible minute, then I let him go do his thing when it’s most beneficial to the mission, and at that point he lives and dies at his on hand – it’s AMF YoYo (Adios My Friend, Your on Your Own.). The awesome part is - he loves it! He’ll die gloriously in a 10 v 1 loosing fight. But he loves it anyway. The rest of us who are death averse – myself included – are then able to fly away, guilt free, knowing it was inevitable, but it cost 1 plane instead of 5.

I can only imagine, and perhaps one day I won’t have to imagine, that a CIC will have the same sort of thing, only at a squad level. If you’ve got a squad that likes to mix it up until dead, then use that squad as a disposable resource. But YOU pick the time when they go and throw themselves to the wolves. Making sure their death’s will somehow benefit the overall mission – even if that means using them to pop base defenses before a bomber strike. They’ll rush in, first in line at the all-you-can-kill buffet, leaving a strike force with a low or non-existent defense. The sacrificial squad is happy, they got to kill stuff, the bombers are happy they got to strike the target largely un-opposed, and the CIC is happy because everything went to plan.

Now, I’ll share this little “Mission Overview” from the mission I planed in Frame 1 of Target’s of Opportunity. Our squad was tasked to go snap to target. I had changed that a bit so us and the other two cap squads would arrive over our targets more ore less at the same time. Oh, and as you read it, just imagine me delivering the brief with a British accent.

Quote from: ”InCrypt’s mission Plan from Targets of Opportunity”
OVERVIEW:
Gentlemen, we are going to France! Our objective is to CAP Berck Sur Mer (A47), and Saint-Inglevert (A46), in the Pas-de-Calais region, and suppress ALL fighter activity over these two bases. My intention is to go in high and fast, and push their fighter defense down to the deck. Expected resistance will be the 109, they will have a light fuel load, and their anticipated refuel point will be St Omer Wizernes (A49), so watch for re-uppers coming from that field. Do not De-ACK the field as there are no points for taking out an ACK, and it only serves to bleed our ammo reserve.

SIERRA:
Sierra 1 will Depart North East out of Swingfield (A14) and turn SNAP to RP Orange, and will Auto climb. It’s expected they will arrive at RP Orange at T + 15, and at 12K to 14K. They will then rush into the gap between Saint-Inglevert (A46) and Calais-Dunkerque (A48). Enemy Scouts at this location are anticipated. If encountered you are to destroy them. Once the Airspace between Saint-Inglevert (A46) and Calais-Dunkerque (A48) is clear, proceed to rush into Berck Sur Mer (A47) at 14 K. Do not engage the fighters at Berck Sur Mer (A47), but merely show your presence and draw them down as you run back to the gap between Saint-Inglevert (A46) and Calais-Dunkerque (A48). By this time Abel should be over top of your position and can help destroy any pursuing fighters.  Maintain your position in the gap between Saint-Inglevert (A46) and Calais-Dunkerque (A48) to cover Abel’s egress route. Only leave when Abel Egresses and you leave with them. Or, you reach JOKER or WINDCHESTER.


ABEL;
Abel’s 1, 2 and 3 will depart North East out of Swingfield (A14) at T+5 and auto-climb out to 10K, then turn to 180 and continue to auto-climb until Rally Point Orange. We will hold at RP Orange for at least 1 minute, and up to 5, to allow stragglers to form up. Then, we will proceed in tight formation to Berck Sur Mer (A47) where we will set up CAP. We will prosecute the CAP until 50% of the squad reaches ¾ Top Fuel, T+40, or the first BINGO. Egress route will be north though the DAR gap between Saint-Inglevert (A46) and Calais-Dunkerque (A48). RTB in formation as some enemy presence in the channel is anticipated. Landing will be at Swingfield (A14), but ANY allied airfield can be used for an emergency.

CONSIDERATIONS:
Fuel management is going to be of paramount concern, so save your WEP for the fight. Also, you only have 5 seconds of continuous cannon fire, so use it sparingly. Saint-Inglevert (A46) is not expected to be used as an Airfield, only a Radar station, but scouts in that sector are anticipated.

ROE: Rules of Engagement
If enemy is encountered during ingress to RP Orange:
Situations
Enemy in-force Low
Enemy in-Force level and does not engage
Enemy scout any altitude and does not engage
Report Bogie Dope on 150 (Location. Altitude, Heading, type of con, strength of force) and push on to RP Orange

Enemy In-Force High
Enemy in-Force level and engages
Enemy Scout engages
Report Bogie Dope on 150 (Location. Altitude, Heading, type of con, strength of force) and detach Abel 2 Lead element (Abel 2-1 and 2-2 wing pair) to delay/destroy contact(s). Abel Wing Element (Abel 2-3 and 2-4) will fold into Abel 3 flight until the return of Abel 2 lead element.


CONTENGENCIES
FEW HI CONS 47: It is expected that the enemy cons over A47 will be lower than 26K when Abel arrives for CAP. If, however, there are still some high con’s over 47 and they are few in number, then Abel 2 Lead element will work to neutralize, or eliminate said high cons. (Abel 2 Second element will assume this role if Abel 2 Lead is un-available)

NUMEROUS HIGH CONS 47: If the high con’s are numerous, then all of Abel will work to neutralize/eliminate hi cons as the priority. Only when there are no high con’s can Abel resume primary role of CAP and crush all enemy air resistance.


Engine Settings
Climb out. Leaders + 10 boost, full RPM.
NO ONE SHOULD USE WEP DURING CLIMBOUT
Level, Angels 26. 2400 RPM +4 boost


Glossary:
Turn Point 1           13/12 KP 1.3
Rally Point Orange    13/11 Kp 1.5
JOKER         ½ Top Fuel (1/4 fuel load)
BINGO         3/8 Top Fuel
WINDCHESTER     Out of ammo
SEIARA 1           Scout Mission. Color Code - GOLD
ABEL         Main Fighter force. Color Code – RED.
A14 (Swingfield)    Allied Field of departure and landing
A46 (Saint-Inglevert)    Radar Station
A47 (Berck Sur Mer)    CAP Target
A48 (Calais-Dunkerque) Axis target for 332nd Flying Mongrels
A45
A44 (Le Touquet)     Axis target for 68th Lighting Lancers



As you can see, we departed from the CICs plan a bit, but we kept the spirit. I had to contend with my “Rabid dog of war” and gave him a scout mission. Now, I’ve no problem with the CIC trying different things. Its how we found out those VERY short enemy icons was a bad idea. But having DOT-DAR available when in the tower was a great idea: hope to see more of that soon. And on this frame we encountered no enemy – mostly because we hadn’t realized the low icon settings yet, and in part because the other squads had drawn off some of the defense we may have encountered. But it was a great frame anyway because the plan was so good ;)
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Since I have no teacher I know I'm still working on being ready...