Author Topic: Big (i mean BIG) aircraft production plants  (Read 673 times)

Offline lunatic1

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Re: Big (i mean BIG) aircraft production plants
« Reply #15 on: March 20, 2014, 11:35:53 AM »
naw i can't see it happening--but if it did oh well.
C.O. of the 173rd Guardian Angels---Don't fire until you can see the whites of their eyes...Major devereux(The Battle Of Wake Island-1941.
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Offline RotBaron

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Re: Big (i mean BIG) aircraft production plants
« Reply #16 on: March 20, 2014, 12:46:56 PM »
Grossly imbalanced sides isn't good for a team vs team game either and I have seen far, far larger size differences than 5-10% at peak.

Some people log off, others switch sides or change from the P-51D to the P-51B or Spitfire Mk XVI to Spitfire Mk IX and so on.

5-10% doesn't trigger ENY and ENY also has a population threshold under which it also isn't triggered.

I don't believe that is correct. Early morning hours central time zone for about the past 2 months Knights will have ENY anywhere from 5 to as high as 28 (that was two weeks ago.) We had approx 10-12 players more most of those times, and less than 30 on our side, more commonly less than 25. What is the threshold you refer to? Sometimes Rooks had 8-12 players during those times.

Oh, btw, this is an intriguing idea.
They're casting their bait over there, see?

Offline bustr

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Re: Big (i mean BIG) aircraft production plants
« Reply #17 on: March 20, 2014, 06:33:04 PM »
Now if you put tank spawns to it from front line bases, the knights would be all in. Then you simply let the knights take one front line base with a GV spawn back to this giant factory complex. Leave it alone all night. Then most of the knights would be in GV's at the complex allowing you to roll up knight land without a fight in the air.
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Sorry, the next opinion is an observation on knight land weirdness of late.

Lately I've been getting the suspicion the rooks and bish have found a way to get knights who play to fight in the air to move over to their countries. Now days the knights seem determined to take airfields with only GV's and waste hours at it until someone remembers bombers do a better job in a fraction of the wasted last 4 hours. The bish and rooks fly a few boxes over the town, cap with eager to HO, vulch and ram fighters, then run an M3 or C47 in while wirbel and tanks blitz the area. The best proven formula in our game to capture real-estate.

Last night I got a complaint from GVers I've never heard before. We are loosing this base because you fighters are leaving us alone to the bombers. Fighters run out of ammo a lot faster than a GV. We ran out of ammo killing the uppers while the GVers didn't assault the town and airfield en-mass. The location of the spawn was not conducive to an historic blitzkrieg attack. Nor did they up en-mass to overwhelm the defenses either. And there were precious few fighters to start with due to everyone being in a stalled GV attack against the airfield. We had to fly home 1.5 sectors in any direction to rearm without and equal number of fighters or bombers inbound to relieve us.
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So, if you want to reduce knight land to irrelevance under the weight of it's new strategic ground direction. Include GV spawns from bases all around this complex so the knights will self deport themselves in GV en-mass to your fighter factory complex all night long attempting to gun it down rather than strategically bombing it while defending their own territory. This is the perfect honey pot trap to reduce today's knight land to irrelevance by allowing them to capture a single base.
bustr - POTW 1st Wing


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