Author Topic: Organisation – a limited concept?  (Read 5675 times)

Offline Shuffler

  • Radioactive Member
  • *******
  • Posts: 26836
Re: Organisation – a limited concept?
« Reply #30 on: September 27, 2012, 12:51:45 PM »
Let's put this plan into action. Everyone unemployed can sit around all day and plan the offenses and defenses. Then when all the workers get home and check in we can put their strategy into effect for that evening.
80th FS "Headhunters"

S.A.P.P.- Secret Association Of P-38 Pilots (Lightning In A Bottle)

Offline surfinn

  • Nickel Member
  • ***
  • Posts: 733
Re: Organisation – a limited concept?
« Reply #31 on: September 27, 2012, 01:04:15 PM »
Coordinated Small attacks work well up to a point. Point in case me and a wing man spent three hours doing nothing but porking ords at three key bases bish were trying to launch attacks from. We had very little effect. We hit our targets reliably every time but as soon as the bish wanted to launch one of their mass attacks they would simply mass resupply. So a base with ords and dar down was fully back up before we even left the bases dar ring. Its a great tactic and honestly I wish I would have brought another player with rockets to kill the resuping m3s;) Of course he would have had to fight through the 4 spits that were launched to kill us;) Porking ords has become almost useless in stopping hordes with the new resupply parameters.

Offline Chilli

  • Platinum Member
  • ******
  • Posts: 4278
Re: Organisation – a limited concept?
« Reply #32 on: September 27, 2012, 03:34:24 PM »
Well, HiTech gives us these pretty cool tools to help us organize.  Tunable range channels, mission briefs, mission waypoints, and now new .dt commands that give us time management details.  Then, just one La7 streaks out from the airfield or down from the clouds and wounds a single troop.

Whenever so many things have to come together to render a single result, the morale of players is effected.  This has been the case for so long, that the MAJORITY of VOCAL players claim they care nothing at all for the game play side.

It gets much more complicated than all this but the bottom line is success breeds success.  Running into the category of  :bhead just falling short, quickly earns you the squelch function.

Offline kvuo75

  • Gold Member
  • *****
  • Posts: 3003
Re: Organisation – a limited concept?
« Reply #33 on: September 27, 2012, 04:29:30 PM »
Porking ords has become almost useless in stopping hordes with the new resupply parameters.

how so? resupply is less effective now than it was before.. it only used to take 5 loads to completely bring ords/troops/dar/etc fully up.
kvuo75

Kill the manned ack.

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23872
      • Last.FM Profile
Re: Organisation – a limited concept?
« Reply #34 on: September 27, 2012, 04:45:49 PM »
how so? resupply is less effective now than it was before.. it only used to take 5 loads to completely bring ords/troops/dar/etc fully up.


Now it takes 2 runs for a single player starting at the moment the ords go down, if the factory is at 100% - which they are most of the time.

This chart I made for the city/town, but the numbers are the same for ammo factory/ords



If you have several player resupplying, the runs/time required would go down accordingly.

Steam: DrKalv
E:D Snailman

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Organisation – a limited concept?
« Reply #35 on: September 27, 2012, 05:07:44 PM »
Chilli,

The neat tools don't matter to the majority of players. The minority who have complained loudly for years to be given these neat tools are now complaining for a different reason. They cannot use the neat tools to control the actions of the majority of players like robotic Stratego peices to execute their otherwise perfict complex plans.

The rest of us are living through the 6 to 9 months of trial and error to adapt to the current changes and get back to exploiting the weaknesses in the process to have the most disorganised fun possible. The best reason to read these ongoing complaint posts is the free analysis of the weeknesses to shave off some time from the 6 to 9 months of trial and error. Who else is better qualified to analyse the new process and identify the weaknesses than the geniuses who asked for the change?

Eventualy they will get down to their other unspoken complaint HTC will Mode them for in here. We are dumber than stumps and are spoiling their utopian image of how the game should be played. Then they will ask for more strategic tools. This in the utopian hope eventualy the tools will account for our stupidity and unwillingness to follow anything but our personal myopic selfishness in the face of their greater strategic visions. The holy grail of these tools functions by taking advantage of those baser qualities as a function of the tool and not a function of personal charisma.

I always thought that was the mission planner and the personal charisma of the person or squad posting the mission. But, then thats messier and full of stupid uncontrolable people unlike Stratego or Chess.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23872
      • Last.FM Profile
Re: Organisation – a limited concept?
« Reply #36 on: September 27, 2012, 05:09:12 PM »
Who is "they" and could you point me at some of their "complaint posts"?
Steam: DrKalv
E:D Snailman

Offline caldera

  • Platinum Member
  • ******
  • Posts: 6437
Re: Organisation – a limited concept?
« Reply #37 on: September 27, 2012, 05:09:47 PM »

Now it takes 2 runs for a single player starting at the moment the ords go down, if the factory is at 100% - which they are most of the time.

This chart I made for the city/town, but the numbers are the same for ammo factory/ords

(Image removed from quote.)

If you have several player resupplying, the runs/time required would go down accordingly.



It only takes one player a single pass with a 190/la7/51d/etc to take out both ords and likely radar too on the reversal.  Then they run home with oil smoking and land their pork points.
"Then out spake brave Horatius, the Captain of the gate:
 To every man upon this earth, death cometh soon or late.
 And how can man die better, than facing fearful odds.
 For the ashes of his fathers and the temples of his Gods."

Offline HawkerMKII

  • Silver Member
  • ****
  • Posts: 1133
Re: Organisation – a limited concept?
« Reply #38 on: September 27, 2012, 05:16:32 PM »
For me (not to avoid COMBAT) why should our squad up buffs only to be seen 20 sectors away, fly 2hrs just to get jumped by 100 152's, 262's, 163's, and many more fighters whom only have to put in about 20 minutes of flight time. So what I am saying is whats the point if your seen on dar bar :salute
8th of November 1965, 173RD Airborne <S>

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 17717
      • Fugi's Aces Help
Re: Organisation – a limited concept?
« Reply #39 on: September 27, 2012, 05:22:50 PM »
For me (not to avoid COMBAT) why should our squad up buffs only to be seen 20 sectors away, fly 2hrs just to get jumped by 100 152's, 262's, 163's, and many more fighters whom only have to put in about 20 minutes of flight time. So what I am saying is whats the point if your seen on dar bar :salute

That's one of the reasons I hope they split the strats back up instead of being in one big group. Once that big old dar bar shows up everyone knows where it's going. If the strats are split they have to guess which why the group is going, or if it is going to split it self. Instead of a single 25 mile sector line to cover to spot the raid coming in you'll have a lot of ground to cover to spot them making that intercept ride longer and a bit chancyer in finding anything.

Offline Babalonian

  • Platinum Member
  • ******
  • Posts: 5817
      • Pigs on the Wing
Re: Organisation – a limited concept?
« Reply #40 on: September 27, 2012, 05:27:06 PM »
Chilli,

The neat tools don't matter to the majority of players. The minority who have complained loudly for years to be given these neat tools are now complaining for a different reason. They cannot use the neat tools to control the actions of the majority of players like robotic Stratego peices to execute their otherwise perfict complex plans.

The rest of us are living through the 6 to 9 months of trial and error to adapt to the current changes and get back to exploiting the weaknesses in the process to have the most disorganised fun possible. The best reason to read these ongoing complaint posts is the free analysis of the weeknesses to shave off some time from the 6 to 9 months of trial and error. Who else is better qualified to analyse the new process and identify the weaknesses than the geniuses who asked for the change?

Eventualy they will get down to their other unspoken complaint HTC will Mode them for in here. We are dumber than stumps and are spoiling their utopian image of how the game should be played. Then they will ask for more strategic tools. This in the utopian hope eventualy the tools will account for our stupidity and unwillingness to follow anything but our personal myopic selfishness in the face of their greater strategic visions. The holy grail of these tools functions by taking advantage of those baser qualities as a function of the tool and not a function of personal charisma.

I always thought that was the mission planner and the personal charisma of the person or squad posting the mission. But, then thats messier and full of stupid uncontrolable people unlike Stratego or Chess.

I assure you Bustr, HTCs has known of our malcomplacency longer than we have.
-Babalon
"Let's light 'em up and see how they smoke."
POTW IIw Oink! - http://www.PigsOnTheWing.org

Wow, you guys need help.

Offline Zoney

  • Platinum Member
  • ******
  • Posts: 6503
Re: Organisation – a limited concept?
« Reply #41 on: September 27, 2012, 06:05:01 PM »
For me (not to avoid COMBAT) why should our squad up buffs only to be seen 20 sectors away, fly 2hrs just to get jumped by 100 152's, 262's, 163's, and many more fighters whom only have to put in about 20 minutes of flight time. So what I am saying is whats the point if your seen on dar bar :salute

I'm thinking that in Real Life that is what the Bomber pilots were thinking too.  So then they went to the aircraft designers and said "Hey you guys, we are tired of being shot down by enemy fighters in our bombers.  Do you think we could maybe have some of our own enemy fighter to fly along with us and shoot some of their enemy fighters down  BEFORE they shoot our bombers down?".  And the aircraft designers thought about that for awhile and they decided this was a good idea so they designed them and then the builders built them and the flyers flied them and verily I say unto you it was good, and a new age was born.  Now luckily them there genuises at Aces High are WAY ahead of this deal so they already have them there fighter ready for a whole bunch of us fighter pilots to take up and defend your bombers, verily.  The trick is, ya gotta ask for a few guys to escort you and thwart them thar enemy fighters.  Guys like me.  Just waiting for you to ask who love to escort, verily.

Have P47N, will escort sir <S>.
Wag more, bark less.

Offline guncrasher

  • Plutonium Member
  • *******
  • Posts: 17323
Re: Organisation – a limited concept?
« Reply #42 on: September 27, 2012, 06:30:42 PM »
For me (not to avoid COMBAT) why should our squad up buffs only to be seen 20 sectors away, fly 2hrs just to get jumped by 100 152's, 262's, 163's, and many more fighters whom only have to put in about 20 minutes of flight time. So what I am saying is whats the point if your seen on dar bar :salute

all 3 countries have buffs attacking each other strats.  if you dont want to fly for 2 hours in buffs, then spend 20 minutes defending yours.  or heck dont hit the strats, nobody is forcing you to, hit the damn 20 bases that are between where you up and the strats you will probably end up with more perks anyway.

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

Offline kvuo75

  • Gold Member
  • *****
  • Posts: 3003
Re: Organisation – a limited concept?
« Reply #43 on: September 27, 2012, 06:42:27 PM »

Now it takes 2 runs for a single player starting at the moment the ords go down, if the factory is at 100% - which they are most of the time.

This chart I made for the city/town, but the numbers are the same for ammo factory/ords

(Image removed from quote.)

If you have several player resupplying, the runs/time required would go down accordingly.




well hell, that shows how much i have been paying attention. i thought player supplies only took off 4 minutes?

 :o
kvuo75

Kill the manned ack.

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23872
      • Last.FM Profile
Re: Organisation – a limited concept?
« Reply #44 on: September 27, 2012, 06:49:30 PM »
i thought player supplies only took off 4 minutes?


Yes, but for City/factories/HQ

Town and field object resupply is 10 minutes restored per drop.
Steam: DrKalv
E:D Snailman