Author Topic: do you have a squadron with 6 players?  (Read 1733 times)

Offline Debrody

  • Platinum Member
  • ******
  • Posts: 4487
Re: do you have a squadron with 6 players?
« Reply #15 on: May 12, 2011, 03:52:21 PM »
Soooooo   
Air Quake?   ;)
AoM
City of ice

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15678
      • http://www.thefewsquadron.co.uk
Re: do you have a squadron with 6 players?
« Reply #16 on: May 12, 2011, 03:53:45 PM »
Soooooo   
Air Quake?   ;)

how about a guaranteed hour of intense action.   

You like to complain about lack of fights debrody this will give you a heart attack  ;)
The Few ***
F.P.H

Offline Debrody

  • Platinum Member
  • ******
  • Posts: 4487
Re: do you have a squadron with 6 players?
« Reply #17 on: May 12, 2011, 04:01:00 PM »
how about a guaranteed hour of intense action.   

You like to complain about lack of fights debrody this will give you a heart attack  ;)
You got me with this. Definiately sounds good.
+ it would be in enjoyable time in the european timezones    :aok
SMASH'EM!!   :lol
AoM
City of ice

Offline JOACH1M

  • Plutonium Member
  • *******
  • Posts: 9813
Re: do you have a squadron with 6 players?
« Reply #18 on: May 12, 2011, 04:02:24 PM »
You got me with this. Definiately sounds good.
+ it would be in enjoyable time in the european timezones    :aok
SMASH'EM!!   :lol
Your lucking out, both in europe and timing should be good for you!
FEW ~ BK's ~ AoM
Focke Wulf Me / Last Of The GOATS 🐐
ToC 2013 & 2017 Champ
R.I.P My Brothers <3

Offline ACE

  • Platinum Member
  • ******
  • Posts: 5569
Re: do you have a squadron with 6 players?
« Reply #19 on: May 12, 2011, 04:15:24 PM »
Ill fly Bruv   :salute

Sounds good mate :)
Sixth Tri-Annual Dueling Bracket Champion

The Few

-Spek

Offline ink

  • Persona Non Grata
  • Plutonium Member
  • *******
  • Posts: 11274
Re: do you have a squadron with 6 players?
« Reply #20 on: May 12, 2011, 04:15:24 PM »

could you handle 45 minutes of constant furballing without the need for a cig break, loo break or cup of caufee?

If there are lots of squadrons wanting in on the action the squad with the least amount of kills gets eliminated from the main event and another steps onto their field.

hell ya 45 min of fighting is nothing.....do it every time I log in to the MA's


it would not matter how many squads want in, why cant they all get in at start?   the more the better, if you are there at the start with your 6 guys then your in. turn friendly fire on make every one green and go for it.

two rules

10 K alt cap
no vulching


id try to get 6 muppets involved if this was the case


on a bit of a different subject...what about the maps?  

I have a very sick idea for a map but the MA rules are strict and with the TE it is much harder to build large maps, something like this would give me some incentive to build my idea.


how about a guaranteed hour of intense action.   

You like to complain about lack of fights debrody this will give you a heart attack  ;)

it would not be a full hour of fighting if done in "rounds" do the solid 45-60 min furball

at the end of the time, if there are still fights going on if its past time you wouldn't be able to jump back in, but those still fighting fight till the death.

Offline sunfan1121

  • Gold Member
  • *****
  • Posts: 2051
Re: do you have a squadron with 6 players?
« Reply #21 on: May 12, 2011, 07:32:21 PM »
It would be better if the center was a octagon.  :)
A drunk driver will run a stop sign. A stoned driver will stop until it turns green.

Offline Krupinski

  • Gold Member
  • *****
  • Posts: 2085
      • Twitch
Re: do you have a squadron with 6 players?
« Reply #22 on: May 12, 2011, 07:35:19 PM »
It would be better if the center was a octagon.  :)

 :rofl YES!

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15678
      • http://www.thefewsquadron.co.uk
Re: do you have a squadron with 6 players?
« Reply #23 on: May 13, 2011, 01:07:27 AM »
it would not matter how many squads want in, why cant they all get in at start?   the more the better, if you are there at the start with your 6 guys then your in. turn friendly fire on make every one green and go for it.

two rules

10 K alt cap
no vulching


the only way to increase the limit of 5 squadrons would be to fly it like KOTH where everyone departs the centre field, flies away and then turns back in.  I think this would be total anarchy trying to shepherd a possible 40-50 people to all turn around and re-enter the danger zone.

The second option would be to (as suns suggests) have a different shape with the possibility of even more fields.  With the current activity levels of SDL I went with 5 as the maximum.   This will also not cause any UFO moments with a high number of pilots all within the same area.

The map does have a 4 and 3 field bowl,  if extra squads do show and there is spare CM staff to host the other bowls I don't see why they can't have a go too.  Say a total of 7 squads show 5 battle it out and the other two can have more traditional SDL 1vs1's.   Registration is done on a first come, first served basis an hour before the event.

there is a 10k cloud layer with max updraft.  The initial entry into the danger zone will be capped at 5k.  The bases are all 4k high with the rest of the bowl at sea level.  This means that if you dive off your field you can try and drag people down.  A similar effect to the DA furball lake.

squads are not allowed to cross other teams radar circles, this represents the no fly zones.

If we find the 15 minute timer is too short for the distances involved then we can up it to 20mins whatever works best.  I will start the 15 minutes when the fight is on is called and it takes roughly 2 and a half minutes to fly from wheels up to the middle at 5k level.   There has to be some sort of time constraint to push people into engaging.   If you had a 45 minute window I feel it would fizzle out after 20 minutes or so.   By resetting and going again you refresh the intensity.
« Last Edit: May 13, 2011, 01:25:34 AM by Bruv119 »
The Few ***
F.P.H

Offline Cheese

  • Copper Member
  • **
  • Posts: 178
Re: do you have a squadron with 6 players or more?
« Reply #24 on: May 13, 2011, 08:02:51 AM »
there will be HOing, picking, ganging,  tackles-rams,  (No vulching)  all the things people enjoy to complain about.  

However this will be balanced number wise.  Everyone enjoys a rolling furball in the MA and this will be no different.  Any players who continually complain or whine will be dealt with accordingly  ;)

All I can say is welcome to the danger zone.

Bruv - aside from the Scenarios, MKOTS was my favorite event in Fighter Ace.  Thanks for setting this up.

Please be sure and allow for 'non-squaddie' walk-ons... :)


Thanks,

Cheese
Pigs on the Wing - Wing II
It's not Easy to be Cheesy!

Offline ink

  • Persona Non Grata
  • Plutonium Member
  • *******
  • Posts: 11274
Re: do you have a squadron with 6 players?
« Reply #25 on: May 13, 2011, 01:13:45 PM »
the only way to increase the limit of 5 squadrons would be to fly it like KOTH where everyone departs the centre field, flies away and then turns back in.  I think this would be total anarchy trying to shepherd a possible 40-50 people to all turn around and re-enter the danger zone.

The second option would be to (as suns suggests) have a different shape with the possibility of even more fields.  With the current activity levels of SDL I went with 5 as the maximum.   This will also not cause any UFO moments with a high number of pilots all within the same area.

The map does have a 4 and 3 field bowl,  if extra squads do show and there is spare CM staff to host the other bowls I don't see why they can't have a go too.  Say a total of 7 squads show 5 battle it out and the other two can have more traditional SDL 1vs1's.   Registration is done on a first come, first served basis an hour before the event.

there is a 10k cloud layer with max updraft.  The initial entry into the danger zone will be capped at 5k.  The bases are all 4k high with the rest of the bowl at sea level.  This means that if you dive off your field you can try and drag people down.  A similar effect to the DA furball lake.

squads are not allowed to cross other teams radar circles, this represents the no fly zones.

If we find the 15 minute timer is too short for the distances involved then we can up it to 20mins whatever works best.  I will start the 15 minutes when the fight is on is called and it takes roughly 2 and a half minutes to fly from wheels up to the middle at 5k level.   There has to be some sort of time constraint to push people into engaging.   If you had a 45 minute window I feel it would fizzle out after 20 minutes or so.   By resetting and going again you refresh the intensity.

I can see and understand this :salute

I started on a new map....how many miles from center "fight area" do you think the fields should be?

Offline kilo2

  • Gold Member
  • *****
  • Posts: 3445
Re: do you have a squadron with 6 players?
« Reply #26 on: May 13, 2011, 02:30:58 PM »
This is the same time as Road to Rangoon is that planned?
X.O. Kommando Nowotny
FlyKommando.com

"Never abandon the possibility of attack."

Offline klingan

  • Gold Member
  • *****
  • Posts: 2387
Re: do you have a squadron with 6 players?
« Reply #27 on: May 13, 2011, 04:31:23 PM »
This is the same time as Road to Rangoon is that planned?

That Saturday is Rangoon free  :salute


The Few GFC

Offline Dalliance

  • Zinc Member
  • *
  • Posts: 22
Re: do you have a squadron with 6 players?
« Reply #28 on: May 13, 2011, 04:36:14 PM »
It would be better if the center was a octagon.  :)

 :aok

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15678
      • http://www.thefewsquadron.co.uk
Re: do you have a squadron with 6 players?
« Reply #29 on: May 14, 2011, 02:07:21 AM »
I started on a new map....how many miles from center "fight area" do you think the fields should be?

I can't really put a figure on it.  Don't take my picture to scale because I've reduced the standard radar rings by a big margin.   You can see the adjoining 25 mile grids and the middle field is about half a grid away.   

It needs to be close enough so people can get back in the fight quickly and not overly cramped so you can at least try and employ some sort of tactical manoeuvring.   These things will become apparent  after the first few events.

All I can ask for is that everyone comes and has a crack at it before commenting.  I will also appreciate any honest opinions what you like about it and what needs to be tweaked.
The Few ***
F.P.H