Shuffler the reason we ran those missions was because there was a protracted period of time when the bish were rolled all the time....rather then qq on forums (which never worked) we took matters into our own hands and organized like-minded individuals to recapture territory and improve overall morale....so if you feel that our mission were partly to blame for current gameplay then i guess you have to blame the unrestricted ability of players to grief each other without direct intervention by staff.
How many times have ideas like restricting the number of aircraft in a "zone" been proposed to avoid gangbanging? AW had such a restriction....
That restriction in AW was due to technology. The servers couldn't keep up with more than the limit number without major warping issues.
I would have a hard time blaming players solely for bad gameplay. Bad game mechanics cannot be ignored.
For example..and I haven't played in about 10 months....you say that folks quit attacking when opposed and instead hit an undefended base....my interpretation of this is:
I'm STILL playing and average around 15 hours a month and this is what my interpretation is...
1. bases are difficult/impossible to capture with reasonable opposition or not totally porking a base with overwhelming numbers
towns can be brought to "white flag" with 2 sets of buffs making 2 passes over the town. The only troble with capturing a town these days are most of the players in these mission are not trained, nor do they wish to learn how to play better. So lack of skill breeds numbers to do the same job a few people can do.
2. folks like the accomplishment of capturing bases....not getting slaughtered as they dive in heavy to get picked off by light "furballers"
That is what lead/sweep fighters are for, clearing the cap. Unfortunately players with limited skill have a hard time clearing a cap if anyone ever thinks to send a group in before the main mission gets there.
3. the only option they see therefore is to quickly hit another base to try and have success
They CAN'T fight for a base due to there limited skill set, so they go after easier game.
a possible fix would be to make towns more easily capturable and stay down longer so they could come back in light fighters and get goons/m3s in.....game mechanics see?
>
Towns are down far long enough for a well planned and marginally executed plan. In todays game this isn't an issue because rarely is there much of a defense put up at any base. Now and then you'll get a good battle going and even the furballers show up and have some fun, but for the most part the horde arrives and levels everything and while the defenders up at the next base over the goon finally catches up with the mission and they capture the base..... then disappear.
What would you do to make the game more like WW2?
<snip> to save space
No Crash, a Simmer isn't looking to simulate the whole war. When I log in my simmers experience is this....
Fugi, that crazy WWII pilot strolls out on the field. Todays mission is an attack on the enemies front line base. They have just gotten it setup so defense while heavy could be confused and so provide a few openings to maybe drive them back. Fugi will be going in heavy today with a couple of thousand pounders along with the rest of his wing. Their assignment is to knock down as much ammo supplies as they can and then provide cover for the heavys that are to rendezvous 15 minutes after we get there.
Thats it, just a "day in the life" type thing. With the war never finishing and continuing day after day I can pretend to be a fighter pilot one day, a tanker the next, or a general the next. I'm not one guy in this sim, I can be anybody.
OK, lets look at this, and give me an honest answer....
Your CO rolls a mission. He sends out sweep riders in a number of directions to get a feel for what out ahead. Your main target is a base 2 sectors south. 4 sets of buffs lumber into the air with 3 heavy fighters a goon and 6 light fighters for cover. Your heading is 150 until you get to the grid line then a turn to 090 keeping your dar bar in the same sector. As you climb out the light fighters get high over the buffs, 2 ranging a mile or so ahead while the other circle tight over the group. 5 miles from the eastern edge of the grid you change heading to 135 and cut the corner or the southern grid and just after you cross into the next eastern one you turn 180 giving the impression that your group is running 135 toward an eastern enemy base. Just as your about to make the turn to 225 and cross the 2 grid lines and head strait in toward the target The sweep fighters that had been assigned the eastern side of the grids spots a number of cons at 12k heading for home base that you launched from. Orders are giving to engage and try to drag north toward those sweep riders.
The forward fighter escorts cut the dar circle of the target base with the rest of the mission following. As the forward escort get over the target they spot uppers. Orders are given, those two fighters are to drop to 7k to be joined by two other escorts to harry the defenders. Hard deck is 4k mission is to keep them busy and or chase them away from the goons approach path. Heavy fighters are given orders to take out the VH and any GVs that got out, hanger first THEN GVs. Buffs make a single pass and carpet bomb the town going to white flag in one pass. Mean while, sweep riders are down enemy turned away/shot down/ or killed all sweep riders
All sweep riders up together (waiting in tower for enough to make a 3 ship wing) and head strait to target field at 5k for cap duty.
Defenders arte upping a bit faster as the town is flattened, but vehicles are down. Remaining bombs are released either at a base object if your clear, at the nearest tree if your not. All fighters help push the defenders either away from the flight path of the goon, or tight above the field. Kill orders are issued to anything stepping out of the ack. Slow planes are buzzed, fast planes are killed (slow planes are easy to kill while goon is in site, fast planes not so much). While the fighters keep the defenders busy buffs return and drop anything they have left on the field.
From here anything can happen, the goon could make it in and drop the troops for the capture, or a fighter of two might have slipped out from under the cap and get the goon, or a couple of troops and saves the base. Either way you have 40 people (20 per side)who have just had a good time fighting it out for a base maybe an hour or so of fun. Fighters looking for missions, fighter intercepting missions, buffs having a major roll in taking the base with out dive bombing, everyone having a roll and being counted on to "get'er done!"
Honestly, would that be an interesting and fun game to play? because thats the one we have!