Author Topic: The 12 hour rule  (Read 2403 times)

Offline Volron

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Re: The 12 hour rule
« Reply #15 on: September 28, 2013, 12:10:47 PM »
Yes please.  At least to 4 hours if not 1. :aok
Quote from: hitech
Wow I find it hard to believe it has been almost 38 days since our last path. We should have release another 38 versions by now  :bhead
HiTech
Quote from: Pyro
Quote from: Jolly
What on Earth makes you think that i said that sir?!
My guess would be scotch.

Offline Delirium

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Re: The 12 hour rule
« Reply #16 on: September 28, 2013, 12:23:53 PM »
Reminds me of something Bill Cosby said: "I don't know the key to success, but the key to failure is trying to please everybody."

In this case that quote should read, "I don't know the key to success, but the key to failure is to only please the paranoid chess piece minded morons that are too afraid of their CVs and NOE missions being discovered instead of pleasing those that log on for a fight."

(not aimed at you, ThundrrEgg, but the above does resemble some of the community)

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Offline Volron

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Re: The 12 hour rule
« Reply #17 on: September 28, 2013, 12:27:34 PM »
In this case that quote should read, "I don't know the key to success, but the key to failure is to only please the paranoid chess piece minded morons that are too afraid of their CVs and NOE missions being discovered instead of pleasing those that log on for a fight."

(not aimed at you, ThundrrEgg, but the above does resemble some of the community)



Only a spy would say something like that.... :noid




 :lol
Quote from: hitech
Wow I find it hard to believe it has been almost 38 days since our last path. We should have release another 38 versions by now  :bhead
HiTech
Quote from: Pyro
Quote from: Jolly
What on Earth makes you think that i said that sir?!
My guess would be scotch.

Offline waystin2

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Re: The 12 hour rule
« Reply #18 on: September 28, 2013, 01:09:49 PM »
In this case that quote should read, "I don't know the key to success, but the key to failure is to only please the paranoid chess piece minded morons that are too afraid of their CVs and NOE missions being discovered instead of pleasing those that log on for a fight."

(not aimed at you, ThundrrEgg, but the above does resemble some of the community)



Hello Del,

Since myself and Fish are the only ones that have posted against this I am assuming you are referring to us.  We do not launch NOE missions, we do not hold CV's back from the action, and we never shy from a fight.  However, when we start a fight with the higher number side and other Knights up next to us, I would expect them to be there for a bit.  Not switch to the higher number side and join that red horde and be waiting for us as we come back on second and third sorties. All about the fight in this situation?  I think not. All about safety in numbers disguised as finding a fight?  Yep.

 :salute

Way

CO for the Pigs On The Wing
& The nicest guy in Aces High!

Offline gyrene81

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Re: The 12 hour rule
« Reply #19 on: September 28, 2013, 01:13:10 PM »
meh, i'd rather have a system where i could see how many people are on each chess piece before i log into the arena, and be able to make a side choice at that time.


then again, i don't change teams...  :D
jarhed  
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Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline bozon

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Re: The 12 hour rule
« Reply #20 on: September 28, 2013, 01:13:49 PM »
+1 except for the 30 min text squelching part.

Spies can communicate in other ways with the squadrons anyway. If I switch, I will do so for getting into quick fights on the side of the underpopulated country - being muted during much of the time is not fun.

I suppose that the perk cost for switching to the more populated country is to prevent people from jumping on the band wagon to win the rest perks? Or perhaps to generally direct the player movements into the less populated countries? We can argue the exact costs, but I think it is worth looking into.
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Offline ink

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Re: The 12 hour rule
« Reply #21 on: September 28, 2013, 01:27:32 PM »
yes please. :aok

Offline Tinkles

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Re: The 12 hour rule
« Reply #22 on: September 28, 2013, 02:29:29 PM »
+1 except for the 30 min text squelching part.

Spies can communicate in other ways with the squadrons anyway. If I switch, I will do so for getting into quick fights on the side of the underpopulated country - being muted during much of the time is not fun.  It's for those who don't understand ventrillo, teamspeak or skype  And to satisfy those "There is a SPAI!" peoplez. :)

I suppose that the perk cost for switching to the more populated country is to prevent people from jumping on the band wagon to win the rest perks? Or perhaps to generally direct the player movements into the less populated countries? We can argue the exact costs, but I think it is worth looking into.   Currently I think you have to be on the winning side at least 12 hours (maybe more) before you can be awarded any 'war win' points. Which I think should stay.



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Offline TDeacon

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Re: The 12 hour rule
« Reply #23 on: September 29, 2013, 09:44:52 AM »
meh, i'd rather have a system where i could see how many people are on each chess piece before i log into the arena, and be able to make a side choice at that time.
<snip>

You essentially already have this (when you check the Roster).  MH
« Last Edit: September 29, 2013, 10:01:37 AM by TDeacon »

Offline SlipKnt

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Re: The 12 hour rule
« Reply #24 on: September 29, 2013, 11:35:41 AM »
-1 for the perks

-1 for the 1 hour rule in LW

+1 for the 1 hour rule in EW & MW


I don't understand why there would be a discussion about any squad switching to another country.  I am pretty sure that if the Gunfighters switched sides for ANY reason, it is something they would have discussed and even voted on in their own forums.  In fact, I don't really believe they would switch to a higher number side just because they would have numbers.  They would switch sides to fly with other squads they know. 

Realistically, I think the system is good to go as is.  Pretty sure this topic has been raked over the coals for some time.  Always good to see what others thoughts are.

 :rock 
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Offline gyrene81

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Re: The 12 hour rule
« Reply #25 on: September 29, 2013, 01:14:25 PM »
You essentially already have this (when you check the Roster).  MH
you have to log into the arena first then wait for the roster to update. it would be better to be able to see how many are on each side (right click menu or something) before you actually enter the arena.
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline bustr

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Re: The 12 hour rule
« Reply #26 on: September 29, 2013, 09:22:00 PM »
Everyone can logically say that each player right now knows they can switch sides at will in a given moment. And that being so, the fact that under the 12 hour rule we don't see lots of players switching at one time, to say the rooks when they are steam rolling. Or to the side where the muppets are the dominant furball force wielding the pain stick.

They don't because 12 hours makes you have to stay there long past the original short term low impulse control reason justifying the country jump. There exists no easy pain free back out when the reason is over with. I suspect with side switching at will or 1 or even 2 hours, we would have had a completely different name today than vTards for 30 NOE guys magically showing up in different countries just in time to take advantage of things they spent the last 15 minutes arranging to jump countries and take advantage of.

The rule is probably not as much for the 20% who jumping for any reason to get at fights is meaningless. I know Waystin and Fish will disagree. It's for the 80% who would do it for greed, cheating like a described with the vTard example, to avoid pain, and to be with the winning team of a moment. Knowing it was at will or even 1 or 2 hours would enable the worst urges of players to rule the arena visa hoard since whizzing down your back is just as important as wining the war. 12 hours takes the place of having an army of human referees on staff to perform manual side balancing and or personal player discipline.

But, if that's what you guys really want. HTC, I have a bit of free time these days. And my wife swears I don't like anyone. Give me a list of rules and I will evenly impose them like the Borg assimilating a planet.

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 Arlo

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Re: The 12 hour rule
« Reply #27 on: September 29, 2013, 09:48:22 PM »
Knowing it was at will or even 1 or 2 hours would enable the worst urges of players to rule the arena visa hoard since whizzing down your back is just as important as wining the war. 12 hours takes the place of having an army of human referees on staff to perform manual side balancing and or personal player discipline.

It also allows those with the 'best' of urges to act on them. AAMOF, no time limit whatsoever would give my squad the freedom to play balance keepers on a regular basis. We're pretty decent strength now but I don't venture we would ever get past the 32 player limit (which we find historically comfortable). That right there is disregard for horde mentality. HTC probably has more of a human army of volunteers (no need to staff) than you realize. It doesn't require discipline .... just character and a realistic sense of what real fun is.

And yes, I realize we've seen the worst, hence the rule. But I've seen the best, as well.  And who ever said things had to constantly be perfectly balanced? This ain't Japanese baseball. :D

 :salute :cheers:

Offline bustr

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Re: The 12 hour rule
« Reply #28 on: September 29, 2013, 11:49:31 PM »
No, this is Hitech's payroll and his mortgage.

And Arlo you are arguing as a 20%er which is meaningless to why 12 hours exists except on the rare occasion a group like the AOM or other ACM Acolytes will get bored and decided to greif all 3 countries for entertainment switching at will or once an hour as a group. The vTards were all 80%ers when they created the new AH term for evil deweebery while staying bish the whole time. You are making the same mistake others do when trying to sell Hitech their latetest bestest world winning game change. It's only from their point of view for their personal pleasure.

Once you know you can evade the consequences of poor decisions, there is not much point to making good decisions anymore. 12 hours is Hitech imposed impulse control. Once you make a bad decision now, you get stuck with it until tomorrow. Players will not feel tomorrow as they did today because the environment will be different. Other than arguing with Hitech, "at will" or very small time waits, is players valuing their momentary passions right or wrong over his game's stability.

The community never policed the vTards. They just ran their course over two years while we created a new game curse word to describe our displeasure. Jump at will, or, a short wait time, will open a grief window that we won't be able to police other than whine at Hitech to do something like we whined about the vTards. All the while a new vogue for quickly gaming the game will be in force. We both know when a window is opened in this game. The worst that can possibly be done with it happens as quickly as possible with the excuse: "if Hitech didn't want us to do this he wouldn't have opened this window". Under the only rule governing the MA: No rules.

Funny thing about 80%ers. They feel more comfortable with certainty and things they can depend on. It's why so many of them form squads and fierce country loyalties in our game. Whizzing on the 80% because the 20% are bored is a formula to make the 80% find another game. You can always get more 20% if you have setup your margins right. Very often in the real world the 20% are only loyal to themselves and not being bored.
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 Crash Orange

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Re: The 12 hour rule
« Reply #29 on: September 30, 2013, 03:52:08 AM »
It's for the 80% who would do it for greed, cheating like a described with the vTard example

You're full of crap, bustr. We never switched sides for anything less than a full month and certainly never did anything that could remotely be described as cheating. We did have a lot of haters cheat against us, for instance, pinheads like Junky II and Assi switching sides to follow us around from tower to tower and report back to you or someone else in the other countries about where we were going and what we were planning. But we never sank to the level your equally horde-y but much less effective squad did in that regard.

I do take some satisfaction, as well as considerable amusement, from the fact that more than 6 months after we broke up you're still so butthurt over the whuppin's we handed out in the MA, you have to come to the forums and tell lies about us and invoke our name as a curse.  
« Last Edit: September 30, 2013, 04:02:26 AM by Crash Orange »