Author Topic: 12 hr rule  (Read 1524 times)

Offline ink

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12 hr rule
« on: August 09, 2013, 03:37:23 PM »
seriously tired of the 12 hr rule

and most especially late at night on eastern time less then a 100 people on and I am stuck on the side with 70 of them :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead 


I installed War Thunder again.....game looks good...........ok it looks great...... view system sux.........FM is nothing to write home about........but damn I can basically do what ever I want..........

the 12 hr rule is ruining most of the hard core fighters game in AH......

after a certain hr (say midnight eastern) it needs to be gone period......... and during the day make it 1 hr.

I am a dedicated AH player since tour 52.......

I know my personal opinion means squat but when even I am looking at alternatives.....

I don't care about the graphics.......
I don't care about the war........

I care about fighting red guys......that is all I play AH for.... the 12 hr rule has basically  made that imposable for me and my style.

Offline Nashorn

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Re: 12 hr rule
« Reply #1 on: August 09, 2013, 03:38:23 PM »
+ 1

Offline guncrasher

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Re: 12 hr rule
« Reply #2 on: August 09, 2013, 04:38:04 PM »
seriously tired of the 12 hr rule

and most especially late at night on eastern time less then a 100 people on and I am stuck on the side with 70 of them :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead :bhead 


I installed War Thunder again.....game looks good...........ok it looks great...... view system sux.........FM is nothing to write home about........but damn I can basically do what ever I want..........

the 12 hr rule is ruining most of the hard core fighters game in AH......

after a certain hr (say midnight eastern) it needs to be gone period......... and during the day make it 1 hr.

I am a dedicated AH player since tour 52.......

I know my personal opinion means squat but when even I am looking at alternatives.....

I don't care about the graphics.......
I don't care about the war........

I care about fighting red guys......that is all I play AH for
.... the 12 hr rule has basically  made that imposable for me and my style.


now that's a nice honest wish  +1.


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

Offline Flench

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Re: 12 hr rule
« Reply #3 on: August 09, 2013, 04:48:08 PM »
Agree
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Offline RotBaron

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Re: 12 hr rule
« Reply #4 on: August 09, 2013, 06:30:15 PM »
Maybe there's a reason it's such. I've seen so many of these posts and mention of it in different thread it has caused me to wonder.

I can tell you, that while you guys who are very good at killing red guys would love to switch as soon as the trend fluctuates, maybe somebody doesn't want to reward you for this. Maybe there's other things at work than just the I don't care about the war or...IDK

What I do know is I also hear a lot of "@#$@% side switchers" and "fluff'n DH switchers"... statements being made about you. In some examples, some might say it kills camaraderie.

Maybe it's so that noobs don't think there are spies. Of course we know there are NOT any spies, none whatsoever. 

I don't know, but there are obviously reasons for it, it has been the topic so much that I'm sure it is well aware of.
They're casting their bait over there, see?

Offline Latrobe

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Re: 12 hr rule
« Reply #5 on: August 09, 2013, 06:51:12 PM »
12 hour rule is just an absolute nuisance. I want to have fun and play the game, not be penalized for having fun.  :(

Offline Oldman731

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Re: 12 hr rule
« Reply #6 on: August 09, 2013, 07:31:12 PM »
12 hour rule is just an absolute nuisance. I want to have fun and play the game, not be penalized for having fun.


You guys should really get together when this happens and hit the AvA.  There is no limitation on side switching there at all.

Ink might not be able to fly the Frank, but I suspect he'll be equally deadly in whatever plane set is enabled at the time.

- oldman

Offline mbailey

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Re: 12 hr rule
« Reply #7 on: August 09, 2013, 07:45:58 PM »
Fingers crossed for ya Ink.....I agree 100%
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Offline Zacherof

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Re: 12 hr rule
« Reply #8 on: August 09, 2013, 09:07:02 PM »
Yes!!!!
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Offline Flench

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Re: 12 hr rule
« Reply #9 on: August 10, 2013, 05:32:39 AM »
Why I'm fixing to give the game up . Been fun but when I do get time to fly and can't because my squad is on a different country . That's just one of many .
Army of Muppets-"Failure is impossible"-Death before dishonor
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Offline Randy1

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Re: 12 hr rule
« Reply #10 on: August 10, 2013, 05:57:29 AM »
I see your problem but do not agree with your wish as stated.  You might find more acceptance at HTC if you wished the 12 hr rule be dropped when the number of players fell below a selected number like 150 or set it up by the hour when play falls low.

Maybe even change to two counties during low play hours. Maybe even two new countries that only exist during low play hours.  Maybe a special map.

Might improve off hour sales.

Offline shotgunneeley

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Re: 12 hr rule
« Reply #11 on: August 10, 2013, 09:16:23 AM »
My squad solely operates out of the Bish side, for better or for worse, so the 12 hour switch rule has never been an issue personally. I understand the problem for others, so here is an idea.

Drop the overall 12 hour rule and allow side switching based off of the arena population distribution. If the three countries are relatively equal, then players may side switch after a certain amount of time has passed (may or may not be 12 hours). If two countries grievously outnumber the third, then players from the higher populated countries may freely switch over to the dominated country with no time delay but may not switch between each other. If one country has a population skewed higher than the other two, then players from the dominating country may switch over to the less populated countries with no time delay. Players in the less populated countries are locked from switching to a higher populated country until osmosis has balanced the countries out.
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Offline Triton28

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Re: 12 hr rule
« Reply #12 on: August 10, 2013, 09:58:40 AM »

You guys should really get together when this happens and hit the AvA.  There is no limitation on side switching there at all.

Ink might not be able to fly the Frank, but I suspect he'll be equally deadly in whatever plane set is enabled at the time.

- oldman

I'll +1 what Ink says and highlight the above.  Quite honestly, I become a lazy idiot and forget all about something like the AvA when the MA gets stupid or boring. 

I'm going to try to not be a stupido and remember the AvA the next time the MA starts to make me  :bhead
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Offline kano

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Re: 12 hr rule
« Reply #13 on: August 10, 2013, 10:44:29 AM »
+1 to inks idea, i dont switch sides often as dont want to be stuck on opposing side when squaddies do log in but would be nice to switch for an hour or so to find a fun fight.

I know people who dont switch always come into these threads saying well if there isnt a fight start one, but when you fly to an enemy base start dropping town and ack and they'd rather roll 15 wirbles or sit puffing ack at you for 20 mins than grab a plane and come for a fight this gets rather boring as well.

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Offline Slade

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Re: 12 hr rule
« Reply #14 on: August 10, 2013, 11:34:29 AM »
Looking on the upside of the other data points.  Having more spies could me more opportunity for encountering red guys even if greatly outnumbered. So we lose more bases too.  I too play mainly to shoot down red guys in air to air combat.  Not a GV'er.

OK so we will have frequent guest CV commanders from the other side sending CV's into certain death trajectories.  We can use the iron from the CV's put to better use.  Build more planes!

See there is always an upside!  :old:
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