Author Topic: TOWN TOO BIG FOR AVERAGE SQUAD  (Read 24290 times)

Offline bustr

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #270 on: October 14, 2010, 11:12:59 PM »
Bustr,

I like u buster.

Sorry, Mrs bustr says only I can share her truffles and even I have to work my tushy off to get even a crumb. Don't the muppets have a fuzzy bunny slippers retirement chocolate fund?
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Offline grizz441

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #271 on: October 14, 2010, 11:15:48 PM »
he was too bz looking at the BIG picture.  Of course he is blind to the little picture but thats understandable.

The little picture bores me.

Offline oceans11

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #272 on: October 15, 2010, 06:14:35 AM »
  Well, wherever the answer lies, it's obvious to me from listening watching the text buffer on both
country and occasionally "200" that there is a LOT of discontent among a very large percentage of
pilots in both of the Late War arenas.
  Given the restrictive CAP limits, it's a rarity anymore sufficient numbers of pilots can be recruited to
fulfill a mission's requirements to attack and subsequently capture a field. I'd comment on the absurd
size of the maps we play on which fly in the face of limiting the number of people in the arena, but that's
just another poorly (IMHO) thought out decision.
  I'm usually a mission-oriented guy, but over the course of the last month or so, I've pretty much
gone into just doing things on my own, with only an occasional "mission" tossed into the mix.
  There's just such a myriad of contributing factors that just one or two can't be singled out as
"the cause" of the problem, be they perceived or actual.
  The whole operational and strategic system currently in place just isn't working out. Most squads
disappeared over the last few years and are currently just a shell of their former selves. The arena
caps contributed directly to this, disallowing pre-planned operations as well as quite often disallowing
the entire squad from flying in the same arena.
  The towns themselves as well as the fields are simply boring. They're all exactly the same. I can't believe
it's so hard to "code" a field that this cookie-cutter approach is necessary.  The same goes for fleets; again,
all exactly the same. Why not have 2 or 3 CVs and CAs in a task force?  Any moron with a lancaster can
put an entire fleet out of business at present, and radar and ords are so easy to take out that at any given
time you can see 15 grids on a map with a single dar bar "lit" indicating a "porker" is enroute to a field.
  I don't blame 'em, actually. It's' the only thing they can "accomplish" anymore.
  The present situation with the towns is easily rectified with the extension of the "down" time of
the buildings. I personally like the fact that it's a bit tougher to tell if they're all 'down" or not. It makes
it a bit less of a "given" that a set of troops is going to work and requires some communication among the
participating attackers. Double the down time of the town buildings. This will also allow for a "counterattack"
perhaps forcing what some in here are calling a "horde" into holding in place a bit until the town has regenerated
completely.
  In any event, I hope it gets sorted out soon, I'm really losing interest and for me, that's quite a thing to say.


This is exactly the reason I start ed this thread
You took the thoughts that I was attempting to convey and clarified them.

Offline Changeup

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #273 on: October 15, 2010, 11:23:18 AM »
Another thing that might help is if the town didn't need to be 100% down....just 80% or so.  Besides, everyone knows that knit troops are skilled CQB and house-to-house clearing experts, DOH!
"Such is the nature of war.  By protecting others, you save yourself."

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Offline Lusche

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #274 on: October 15, 2010, 11:40:29 AM »
Another thing that might help is if the town didn't need to be 100% down....just 80% or so.  

I might find the uncertainty factor interesting. Is the town down enough?
A huge part of the town is down - Do you risk it and let the troops run... or do you wait for a few more buildings to go down, while the defenders are looking for your m3?

Of course it would ad another whine generator: "No way the town was down 80%! You haxxors!" ;)
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Offline Wiley

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #275 on: October 15, 2010, 11:51:20 AM »
Of course it would ad another whine generator: "No way the town was down 80%! You haxxors!" ;)

The game's existence is a whine generator. :)

I'm not entirely sure about 80%, that's still a fair bit of stuff up.  I'd bet if it was 80% within a week, someone would know how to make 1 pass with 2 sets of lancs or something and have 80% of the town down and ready for capture.  It would make more sense to me if it were a bit higher, so basically the town has to be effectively flat, but you've got a bit of grace if you missed a couple buildings.

Wiley.
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Offline Roadblck

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #276 on: October 15, 2010, 12:15:35 PM »
The game's existence is a whine generator. :)

I'm not entirely sure about 80%, that's still a fair bit of stuff up.  I'd bet if it was 80% within a week, someone would know how to make 1 pass with 2 sets of lancs or something and have 80% of the town down and ready for capture.  It would make more sense to me if it were a bit higher, so basically the town has to be effectively flat, but you've got a bit of grace if you missed a couple buildings.

Wiley.

The layout isn't the problem, it's determining if the town is indeed entirely flat or not.  I still think bright red rooftops on the intact buildings would help quite a bit.

Offline Delirium

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #277 on: October 15, 2010, 12:33:34 PM »
I still think bright red rooftops on the intact buildings would help quite a bit.

That would be a complete eye sore and would detract from the game, imho.
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Offline ImADot

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #278 on: October 15, 2010, 01:11:38 PM »
I still think bright red rooftops on the intact buildings would help quite a bit.

I can't believe the "This is a WWII simulation, not a game" crowd hasn't chimed in with...
"Were the roofs of town buildings painted bright red to make it easier for the enemy to bomb them?  I don't think so."

Actually, I think it should be a little easier to tell if a building is down or not, but NOT from 20k.
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Offline Chugamug

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #279 on: October 15, 2010, 01:56:28 PM »
Originally posted by Oddball-CAF
"The present situation with the towns is easily rectified with the extension of the "down" time of
the buildings. I personally like the fact that it's a bit tougher to tell if they're all 'down" or not. It makes
it a bit less of a "given" that a set of troops is going to work and requires some communication among the
participating attackers. Double the down time of the town buildings. This will also allow for a "counterattack"
perhaps forcing what some in here are calling a "horde" into holding in place a bit until the town has regenerated
completely."

Instead of just increasing the town's down time, make the down time linked to a supply convoy that rebuilds the town. It would be like the road convoy that now resupplies the base.
Destroy the convoy and the town is not resupplied making the town stay down longer.
How we defend/destroy the town and convoy would be left to us.
Convoy hardness and % of town rebuilt per convoy would probably be adjusted from what it is now.

Chugamug




Offline crazyivan

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #280 on: October 15, 2010, 03:31:19 PM »
That would be a complete eye sore and would detract from the game, imho.
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Offline The Fugitive

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #281 on: October 15, 2010, 03:58:15 PM »
The game's existence is a whine generator. :)

I'm not entirely sure about 80%, that's still a fair bit of stuff up.  I'd bet if it was 80% within a week, someone would know how to make 1 pass with 2 sets of lancs or something and have 80% of the town down and ready for capture.  It would make more sense to me if it were a bit higher, so basically the town has to be effectively flat, but you've got a bit of grace if you missed a couple buildings.

Wiley.

They don't want to take the time to figure out the runs a pair of Lancs need to take out the majority of the town now! Too many are looking for "easy mode" instead of putting a little time in to figure out how to work it now.

Offline Guppy35

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #282 on: October 15, 2010, 04:08:38 PM »
They don't want to take the time to figure out the runs a pair of Lancs need to take out the majority of the town now! Too many are looking for "easy mode" instead of putting a little time in to figure out how to work it now.

It does remind me a bit of the kids I work with.  They get excited about the newest X-Box or Playstation game, but get bored fast and are soon looking for the 'cheat codes' so they can finish the game quickly.  The 'win' comes from finishing the game fast, not beating the game.
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Offline Babalonian

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #283 on: October 15, 2010, 04:09:19 PM »
That would be a complete eye sore and would detract from the game, imho.

A agree that they shouldn't be _bright_ red, but a contrasting natural color would be good, ie: adobe or brick red.
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Offline Wiley

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Re: TOWN TOO BIG FOR AVERAGE SQUAD
« Reply #284 on: October 15, 2010, 04:16:11 PM »
It does remind me a bit of the kids I work with.  They get excited about the newest X-Box or Playstation game, but get bored fast and are soon looking for the 'cheat codes' so they can finish the game quickly.  The 'win' comes from finishing the game fast, not beating the game.

It's a different kind of mentality playing video games these days.  The gaming world shifted substantially a few years ago to the game being viewed as content that everyone can eventually get to see.  Remember in the coin op days you had a limited number of lives to play, then it was start from the beginning when you inserted another quarter.  Then they figured out if they had the option to continue for another quarter, people would start plugging them like mad just to see the end.

It's the same thing now.  If you look at console games and pretty much every MMOG out there, if you have enough patience and bring enough of your friends, you can eventually do pretty much everything there is to do in them, and you never suffer a setback.  Flight sims and FPS's are a couple of the last bastions of games requiring something that could be called 'skill' left in gaming.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11