Author Topic: Carrier Mission Launche's  (Read 1352 times)

Offline Rob52240

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Re: Carrier Mission Launche's
« Reply #15 on: May 23, 2012, 02:03:11 PM »
Ok Fugi

So 20 planes under your command is a mission but any instance of 30 planes together is a horde?

Someday I'll make sense of the logic, or lack thereof.
If I had a gun with 3 bullets and I was locked in a room with Bin Laden, Hitler, Saddam and Zipp...  I would shoot Zipp 3 times.

Offline The Fugitive

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Re: Carrier Mission Launche's
« Reply #16 on: May 23, 2012, 04:20:02 PM »
Ok Fugi

So 20 planes under your command is a mission but any instance of 30 planes together is a horde?

Someday I'll make sense of the logic, or lack thereof.

OK, I'll type slow......

We didn't send ALL 20+ to a single base. The force was split into a number of elements creating several places for fights, NOT one big horde.

If I send 4 guys to go deack a field, have 2 fighter wings going to a different field for a capture mission first in to drag defense down, second to cover buffs, a buff flight to level the town that took over from a deeper base for alt and so is in the air longer and susceptible to attack from different areas, as well as maybe another group hitting a base the defenders might use to resupply/ or defend from. Yes I have 20-30 people all trying to work together, but at 3 different bases, coming from 2 different directions.

That's the difference between a "horde" and a coordinated attack. Should I draw you a picture to help you see the difference?


Offline mthrockmor

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Re: Carrier Mission Launche's
« Reply #17 on: May 23, 2012, 04:25:11 PM »
What if....

When you create a mission and it launches from a CV the player who created the mission commands the CV until the last bird is either dead or landed? This way you get the launch and the whole task force. No higher ranking person can take command

Something like this would help solve one issue you ran into. I think it would also create an environment where more players would act in as a whole. Just a thought but I think a good one!

Boo
No poor dumb bastard wins a war by dying for his country, he wins by making the other poor, dumb, bastard die for his.
George "Blood n Guts" Patton

Offline 007Rusty

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Re: Carrier Mission Launche's
« Reply #18 on: May 23, 2012, 09:56:20 PM »
The 444TH Air Mafia Missions (sigh),,,,,,,, I miss the old days  :salute    Me and Sik1 still fly under the 444TH Flag cant let a great old sqd like the 444TH fade away  :rock   :cheers:
« Last Edit: May 23, 2012, 10:13:07 PM by 007Rusty »
C.O. 444TH AIR MAFIA
 WD40 (FS0)
 

Offline Hap

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Re: Carrier Mission Launche's
« Reply #19 on: May 24, 2012, 08:11:38 AM »
Today's smash and grab is too easy, and boring. Not enough people can put together elaborate plans any more, and there are even less players that can pull them off.

There's another matter too.  The guys never learn the old way of doing things.  They miss out on a load of fun, and too many never get a chance to hone dive-bombing skills.  And I was awful until guys taught me, and something clicked.  From time to time, I'll invite any new guys on a sortie and try to get them ship-shape dive-bombing.

I'm not a smash and grab guy.  Consequently, trying something unusual pops up from time to time.  Here's an example: I was looking at the 100 lb bombs in the hangar.  I know they will put down ack.  So, I load up a Pony with 6 rockets, 100 lber's, 50% gas, and the 6 gun package.  I found an ex-squaddie to fly along to a small airfield.  Climb out was a breeze.  We arrived at alt, and in 2 passes each had all the ack on a small airfield destroyed.  Two enemies upped and were under 5K when we made our dives from 12 to 15K, can't recollect which.  We ignored the two uppers.  Got the job done.  Climbed back up.  And life was good.  And it was like, Geeze, 2 passes.  That was easy.  Why don't we do more of that? 

And looking at a portion of a map as a strategic whole, if one has 20 guys, well, then it really gets fun as Fugitive explained.

Barring radiator hits, and oil hits, the 100 lbs + 6 rox = 10 ack each.  The challenge for me with that sort of op is to line up the hard ack 1st.  Aging eyes, even using zoom, make it rougher that it should be.  As is finding the off the base proper when it's not firing.  I've not kept up on that tactic.  Maybe I ought to log on and give it a whirl!

Offline icepac

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Re: Carrier Mission Launche's
« Reply #20 on: May 24, 2012, 09:20:40 AM »
Spawn your plane, wait for your mission buddies to launch, and then take off.

I used to wait a full minute when doing the ferrets challenge races and always made up the time by playing it tight.

Offline Rob52240

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Re: Carrier Mission Launche's
« Reply #21 on: May 25, 2012, 03:58:31 PM »
OK, I'll type slow......

We didn't send ALL 20+ to a single base. The force was split into a number of elements creating several places for fights, NOT one big horde.

If I send 4 guys to go deack a field, have 2 fighter wings going to a different field for a capture mission first in to drag defense down, second to cover buffs, a buff flight to level the town that took over from a deeper base for alt and so is in the air longer and susceptible to attack from different areas, as well as maybe another group hitting a base the defenders might use to resupply/ or defend from. Yes I have 20-30 people all trying to work together, but at 3 different bases, coming from 2 different directions.

That's the difference between a "horde" and a coordinated attack. Should I draw you a picture to help you see the difference?



I expect a picture would be as subjective as the explanation. 
If I had a gun with 3 bullets and I was locked in a room with Bin Laden, Hitler, Saddam and Zipp...  I would shoot Zipp 3 times.

Offline Pand

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Re: Carrier Mission Launche's
« Reply #22 on: May 25, 2012, 05:49:27 PM »
 :lol

Regards,

Pandemonium
"HORDE not HOARD. Unless someone has a dragon sitting on top of a bunch of La7s somewhere." -80hd

Offline guncrasher

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Re: Carrier Mission Launche's
« Reply #23 on: May 25, 2012, 10:13:07 PM »
:old:I would like to see Aces High do something about the mission launches off of carriers! Last night in a squad mission, we had 24 aircraft in the mission and talk about chaos on the deck!!! Maybe AH could modify the mission editor to be able to specify which A/C launches first, second and so forth, when posting the mission. Maybe a 20 to 30 second delay in the different model aircraft to be launched. What do you think? Maybe restrict take offs to AUTO only might be the answer, then it wouldn't matter if you were inside the fuseledge of another aircraft or not. Another point about launches from carriers: Just as we were launching, someone, not in the squad or in the mission, decided to take control and turn the CV! We lost 4 of 8 TBM's due to someones prank!! Maybe in the mission editor, it could specify that a mission was posted and no one else but the person who posted the mission could take control of the CV until after the mission launched!
Just the rant of an old, but experenced person who would like to see some improvements in a already great, great game!

why not just do what I do.  when i spawn have the throttle down to zero, when the deck clears or you can see then apply power.   I do the same thing for missions on the runway.


semp
you dont want me to ho, dont point your plane at me.

Offline Rino

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Re: Carrier Mission Launche's
« Reply #24 on: May 25, 2012, 10:23:32 PM »
What if....

When you create a mission and it launches from a CV the player who created the mission commands the CV until the last bird is either dead or landed? This way you get the launch and the whole task force. No higher ranking person can take command

Something like this would help solve one issue you ran into. I think it would also create an environment where more players would act in as a whole. Just a thought but I think a good one!

Boo

     Why would mizzunz guys get to dictate CV usage to non mizzunz guys?  If that CV is closest to a fight, I for one will not be too pleased
by being locked out by some pocket fuhrer.
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PHAN
Proud veteran of the Cola Wars

Offline The Fugitive

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Re: Carrier Mission Launche's
« Reply #25 on: May 27, 2012, 02:49:53 PM »
I expect a picture would be as subjective as the explanation. 

OK, here are two pictures of missions ( I wish we could do this in a ready room in the game and launch mission from there  :pray ). Both are to the same base for a capture mission. Both have the same number of people. The first is a typical NOE horde mission. Very little warning, very little chance of being detected until it's too late, very little chase of combat.



The second is a multi wing mission with many chances of being spotted, covering a much wider area, purposely flashing bases and taking out radar at all of them. ALL players are important to the mission and have a task and so feel more "part" of the mission. The mission while it's main purpose is to take the base it also provides many chances of combat over 10 different sectors. It also provides a challenge to pull it off, where to "NOE horde" mission is pretty much a gimmie.



Sure the horde mission is easy (too easy) and it is more than likely a capture. On the other hand the second mission is challenging and NOT a given. It counts on ALL the players "playing". With the opportunity of combat being possible over so wide a front it creates more fun for more people to have to "fight it out" but still have a good opportunity to capture the base. And when you do capture the base, you've earn something. With the NOE horde mission you do the same thing over and over grabbing base after base. Might as well just set it up that one team a day automatically wins a base from the other teams every 15-20 minutes until the war is won. It's like playing a board game by yourself, whats the point?

Do you want to play the game, or just grab bases? 

Offline Pand

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Re: Carrier Mission Launche's
« Reply #26 on: May 27, 2012, 03:55:52 PM »
Don't forget about two key ares that will foil both plans:

1.  The single or pair of La7's that will arrive as your goons show up and will happily sacrifice themselves for the stop cap.
2.  The team of guys waiting for you to show up beause the enemy has two accounts and knew you were coming as soon as you posted the mission.

We're getting better at stopping #1, but #2 is just a fun part of the game!
« Last Edit: May 27, 2012, 03:57:23 PM by Pand »

Regards,

Pandemonium
"HORDE not HOARD. Unless someone has a dragon sitting on top of a bunch of La7s somewhere." -80hd

Offline BERN1

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Re: Carrier Mission Launche's
« Reply #27 on: May 27, 2012, 04:29:52 PM »
#2 is the funpart??? seriously? :bhead

Offline Pand

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Re: Carrier Mission Launche's
« Reply #28 on: May 27, 2012, 04:46:21 PM »
#2 is the funpart??? seriously? :bhead
I need to work on displaying my facetiousness in text... no it's ridiculous!    :joystick:

Regards,

Pandemonium
"HORDE not HOARD. Unless someone has a dragon sitting on top of a bunch of La7s somewhere." -80hd

Offline The Fugitive

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Re: Carrier Mission Launche's
« Reply #29 on: May 27, 2012, 05:02:19 PM »
#2 is the funpart??? seriously? :bhead

depends on whether your talking about Pand #2, of the picture #2

Don't forget about two key ares that will foil both plans:

1.  The single or pair of La7's that will arrive as your goons show up and will happily sacrifice themselves for the stop cap.
2.  The team of guys waiting for you to show up beause the enemy has two accounts and knew you were coming as soon as you posted the mission.

We're getting better at stopping #1, but #2 is just a fun part of the game!

That is part of the game that is lost. Guess what, an LA can catch an LA  :devil Plan ahead, keep an LA at 3k over the fight and dive in on them BEFORE they get your goon. TEACH goon drivers to fly something other than a strait line. I love flying a goon and see how many passes I force the attacker to take to get me, the same with an M3. As for the "spiez" I don't know how much of an issue this really is. I know we have a LOT of paranoid folk out there that think this is more rampant than spawn camping but I don't. Run real missions. If you see people making bee-lines to your goons, REPORT IT. If giving away the location of hidden CVs so they can be sunk and brought back into the game is considered a "no-no" I would think giving away the locations of goons should be too.

That's another thing I liked about the private ready rooms in AW. Once the mission commander made a room you had to request permission to come in. Squadmates would vouch for other players that the commander didn't know. Some my think doing it like this cuts people out of the missions, out of a part of the game, or removing a chance for new/unknown players to join in. I look at it as a way to force players to join people, make friends, earn that trust with comradary. It did help keep the missions secret, and gave you a chance to string way-point for different wings so even those in the mission didn't know what some of the mission involved.