Author Topic: Task Group Hide & Seek [revisited]  (Read 624 times)

Offline CavemanJ

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Task Group Hide & Seek [revisited]
« on: April 20, 2002, 10:23:13 AM »
This morning we were once again treated to the massive dweebery of the Bishits as they kept carrier groups hidden.  One from nitwits and one from us.  Til DrDea gave the locations of both on channel 1 ( Dea).

With the 512x512 maps coming this could become a real headache.  Specially trying to find a lone task group in 262,144sq miles.

Need a way for the owners of the port to be able to locate thier missing ships.  In the course of the war the task groups can end up anywhere.  For example, TG31 shelling P63 on the ND isles map while  P32 was captured.  Then it's run around and find the boats and hope you can get to it while noone is really paying attention and sink it.

Some folks think a carrier should scuttle itself 2hours or so after the port changes hands.  That would deffinately solve the problem, but it's too extreme I think.

What about after  X hours (2 sounds good to me :D ) the fleet is visible on the map to the country that owns the port, even if another country owns the task group.  That would solve the hidden fleet problem and still make the folks who captured the port go kill the boat to get it back.  And the folks with the boat know they have 2 (or X ) hours to get the port back before the fleet location is revealed to the new owners of the port.

Anywho, just another idea from the peanut gallery

Offline Wilbus

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Task Group Hide & Seek [revisited]
« Reply #1 on: April 20, 2002, 10:28:58 AM »
Good idea, very bad and un-sportsly to hide it.
Rasmus "Wilbus" Mattsson

Liberating Livestock since 1998, recently returned from a 5 year Sheep-care training camp.

Offline Replicant

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Re: Task Group Hide & Seek [revisited]
« Reply #2 on: April 20, 2002, 05:13:25 PM »
Quote
Originally posted by CavemanJ

What about after  X hours (2 sounds good to me :D ) the fleet is visible on the map to the country that owns the port, even if another country owns the task group.  That would solve the hidden fleet problem and still make the folks who captured the port go kill the boat to get it back.  And the folks with the boat know they have 2 (or X ) hours to get the port back before the fleet location is revealed to the new owners of the port.

Anywho, just another idea from the peanut gallery


Sounds good to me.  Although I don't hide the CV or agree with it, it is a perfectly legitimate tactic considering this is supposed to be a strategic flight sim! ;)

It's never really bothered me that much in all honesty but what Caveman J has mentioned seems fair enough.  :)

Perhaps when we get the Catalina we could use it as a recon plane to locate the CV.  This could work by the map indicating several sectors where the CV is located.  The Catalina could then up for a visual search, and upon confirmed sighting a flare could be deployed which would them illuminate the CV on the map.  I did suggest this idea for hunting U-Boats.... perhaps some use for recon planes then! :)

Regards
« Last Edit: April 20, 2002, 05:18:36 PM by Replicant »
NEXX

Offline Revvin

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Task Group Hide & Seek [revisited]
« Reply #3 on: April 20, 2002, 05:58:30 PM »
I was involved in such an incident today, I broadcast the position that the Bishops were hiding a rook CV on global despite the threats from the guys hiding the CV.

Personally I think its a dweebish tactic that exploits a loophole in Aces High gameplay and is far from being a strategic tactic. If gaming the game is going to start with hiding the CV where does it stop? If you're not going to use that CV or you don't want to bother defending it then you should'nt have it, IMHO its childish to hide the CV.

Offline eskimo2

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Task Group Hide & Seek [revisited]
« Reply #4 on: April 20, 2002, 06:02:07 PM »
Good idea Cavester!

eskimo

Offline Virage

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Task Group Hide & Seek [revisited]
« Reply #5 on: April 20, 2002, 06:37:03 PM »
Sorry to take away your Insta-Vulch Ack Machine.  Not!  Protect it next time, don't park it next to the nearest base, and if you loose it get it back during the 3+ hours it takes to move it.  Don't come crying here because someone bigger, meaner & better took your toy away.  Go have fun circling, vulching a base in your fighter while another team gets the reset.
JG11

Vater

Offline Seagoon

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Task Group Hide & Seek [revisited]
« Reply #6 on: April 20, 2002, 09:26:15 PM »
Seems to me the problem is with the game setting. The port should spawn a new fleet as soon as it is 100% operational again after it changes hands *regardless* of whether the old fleet has been sunk.

BTW - can someone translate Virage's post into English for me?

- Seagoon
SEAGOON aka Pastor Andy Webb
"We have no government armed with power capable of contending with human passions unbridled by morality and religion... Our Constitution was made only for a moral and religious people. It is wholly inadequate to the government of any other." - John Adams

Offline Staga

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Task Group Hide & Seek [revisited]
« Reply #7 on: April 20, 2002, 09:37:14 PM »
well basically he said "fck u".
« Last Edit: April 20, 2002, 10:07:11 PM by Staga »

Offline Puck

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Task Group Hide & Seek [revisited]
« Reply #8 on: April 20, 2002, 11:05:26 PM »
The problem with spawning a new fleet every time the port is captured is you can end up with quite a few fleets hidden, though I DO like the idea.

What if the ports will spawn one fleet for each country; if Knights take a bish port, then it will spawn a fleet for the knights.  The Bish keep their fleet until it's sunk.  If the Bish then take the port BACK they don't get a new fleet until the old one gets killed.  

That keeps the theoretical limit to three fleets per port, with two of them living on borrowed time.

This also eliminates the advantage of hiding a fleet; you're not hurting the guys who overran your port, and a cowering fleet is the same as no fleet at all.  On the other hand, you can keep it away from shore and use it as an airfield, not entirely unlike carrier tactics in the early 1940s...pity bar dar and dot dar will give it's rough position away.

Aw, well.  Nothing's perfect  :)
//c coad  c coad run  run coad run
main (){char _[]={"S~||(iuv{nkx%K9Y$hzhhd\x0c"},__
,___=1;for(__=___>>___;__<((___<<___<<___<<___<<___
)+(___<<___<<___<<___)-___);__+=___)putchar((_[__
])+(__/((___<<___)+___))-((___&

Offline RDSaustinTX

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Task Group Hide & Seek [revisited]
« Reply #9 on: April 20, 2002, 11:17:20 PM »
"Sorry to take away your Insta-Vulch Ack Machine. Not! Protect it next time, don't park it next to the nearest base, and if you loose it get it back during the 3+ hours it takes to move it. Don't come crying here because someone bigger, meaner & better took your toy away. Go have fun circling, vulching a base in your fighter while another team gets the reset."
 
LOL. Well said.

Offline Fatty

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Task Group Hide & Seek [revisited]
« Reply #10 on: April 21, 2002, 12:07:44 AM »
I don't know, watching Cave lose it in a rant reminiscent of the old days on channel one has prompted me to change my opinion on hiding the fleets to the positive.

Offline Staga

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Task Group Hide & Seek [revisited]
« Reply #11 on: April 21, 2002, 05:50:20 AM »
Hmm earlier I demonstrated to rooks what happens if you start playing "hide'n'seek" with carriers. Guess next stop will be bishitsville :D

Offline Staga

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Task Group Hide & Seek [revisited]
« Reply #12 on: April 21, 2002, 05:53:54 AM »
btw I like Puck's idea.

Offline qts

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Task Group Hide & Seek [revisited]
« Reply #13 on: April 21, 2002, 08:12:50 AM »
Quote
What if the ports will spawn one fleet for each country; if Knights take a bish port, then it will spawn a fleet for the knights. The Bish keep their fleet until it's sunk. If the Bish then take the port BACK they don't get a new fleet until the old one gets killed.


I like this, though I think that a fleet, once it has left port, should be totally autonomous. That is, it should not matter if the port is taken.

Offline SKurj

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Task Group Hide & Seek [revisited]
« Reply #14 on: April 21, 2002, 10:30:06 AM »
How about if ya capture a knight port the fleet once also captured is ALWAYS visible to knights on the map +)
representing stowaways +)


SKurj