Author Topic: Why Scaled Down Maps?  (Read 808 times)

Offline Sundog

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Why Scaled Down Maps?
« Reply #15 on: May 17, 2002, 04:11:52 PM »
Just a question/statement sort of type thing: Haven't we avoided trying to have too many planes in close proximity due to the 32 plane visual limit within AH? I know in some of the scenario's, aircraft I was chasing or who were chasing me became invisible. Has the visual limit been increased?

Offline Esme

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« Reply #16 on: May 19, 2002, 06:40:17 AM »
Funkedup - that is one of the better ways of dealing with the problems I've seen suggested (you'd need some edge fields at low level, for low-level raiders), but does err towards looking at things from a fighter pilots point of view.

From a bomber pilots point of view, enemy fighters are a bloody nuisance one wants to try to avoid, for preference.  Yes, it gets exciting when an attack by fighters comes in, but it's also exciting working out how best to minimise risk from defences, looking out for enemy fighters and hoping to hell you don't see any, checking your position to ensure you havent drifted off course, (and working out what to do if you have).  Just surviving flak over target and en-route can be pretty tense...

I'm sure you realise this, Funkedup, but so's we're all on the same page, as it were..... chop things down in size TOO much, and half the skill and fun for bomber pilots is lost, and we will inevitably meet enemy fighters.  Fun for the fighters, not so much fun for the bombers. If we go that way, we'll need to find a happy medium which allows the buffs a chance to outwit the defenders, but doesnt make it a nearly impossible task for the defenders to intercept the bombers.  Given the visibility range in AH, that shouldnt be too hard, if fighters fly patrols and are directed by radar ops from the ground (we need to do away with clipboard radar whilst flying altogether, IMO)

As for increasing the escort until the buffs can survive - NO! AH and other such sims already suffer from way too many fighter pilots, because bomber flying is either fundamentally not interesting enough or not rewarding enough (or both) in them, due, IMO, to a decided lack of imagination (and quite possibly a lack of understanding of WW2 aerial warfare)  amongst some game developers, and an over-concentration on the "glamourous" fighters.  Bombers CAN be made interesting and rewarding to fly - heck, the very reason I fly AH now is because AH has the fundamentals, from a bomber pilots point of view, to be much more satisfying to fly than any other smilar game I've seen.  And what's more, HTC seems intent on adding even more stuff to make buffing more interesting. Frankly, the price difference didnt matter a damn to me, it's just icing on the cake.

I have NO interest in being one of a handful of buffs amid a swarm of 2-3 squadrons of fighters trying to fend off another 2-3 squadrons from shooting me down. If I am in an escorted buffs situation, I want to be amongst  several squadrons of buffs escorted by a couple of squadrons of fighters trying to fend off one or two squadrons of fighters, generally.   That's far more realistic, generally (yes, I do know about the raids the RAF did over the channel with a handful of buffs with lots of fighters...)

And I want decently dark night, nights when the moon ISN'T up, and occasionally some really foul (very cloudy) weather, both by day and night, so that sometimes just finding the target is difficult. And I want there to be suitably equipped nightfighters prowling around trying to outwit me and stop me when I fly by night, too.

The essence of serious bomber flying is devoting time and developing skills to outwit the enemy; to try to avoid the defences, and to try to make ones own defensive effort as good as possible under the circumstances, when one encounters opposition.  I HOPE that my esteemed fighter colleagues would also like to dispay their skills in flying effective patrols, guided by a good ground organisation.  Simply setting it up so that the bombers are practically flung into the laps of the opposing fighters doesn't cut it.

And yes, I know one has to cater to the community one has, in general; but it'd be nice if an effort was made to ween a few more off of the EXPECTATION that every time they takeoff in a fighter that they will see one or more enemy aircraft and get one or more kills.  Having flown both bombers and fighters in S3 games in WBs, it was my experience that the few times when one didn't make contact with the enemy made the excitement of the times when one DID all the better. Chiaroscuro - light and shade, a varied diet, not just continual gorging on furballing and buff-bashing. In the long run, it's SO much more fun!

With regard to how people fly in-game; in the S3 games, orders are issued to units by their sides CO, and it is up to each unit CO how they implement them (usually).  So KG2 based at Derna gets ordered (a few days before the game) to attack Tobruk along with an Italian bomber  Gruppo, with JG26 and an Italian fighter Gruppo for escort. Me and the Italian bomber CO liaise on our plan, sort out the loadouts, route and timings, rendevous point (if we are not flying from the same base), and then start talking to our escorts.  

They work out where they will rendevous with us, and make suggestions/objections, and so we end up with an agreed plan for the raid which we communicate to our side CO. Thats the way we did it in the S3's, and it worked well.  Or USAF colleagues did the same, and trust me, the better ones were quite capable of flying tight formations of B17s and B24s, and generally did, only the less serious units flew like a rabble. (KG2 often flew very loose, but then, we fly Ju88s, manouverability rather than firepower is our best defence).

It might take time to get enough people to see the advantages of form-flying in buffs and then practice it enough to do it well, but it'll come. Especially if flying buffs becomes more interesting and thus more attractive to more people. :-)

Esme

Offline funkedup

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« Reply #17 on: May 21, 2002, 01:44:56 PM »
Sundog you are right about the 32 plane stuff.  I think some of the things I propose would run into problems there.

Esme I understand what you are saying I think.

I guess I just want to simulate those bomber missions where the bombers did meet fighters, instead of simulating a typical bomber mission where you may or may not be engaged heavily.  The days that the interceptors did find the fighters, those are the famous days that people write books about.

So in the 8th AF vs. Jagdwaffe context, I would make it so the interceptors are almost certain to find the bombers.  What decides the scenario would then be how well the interceptor Gruppe leaders and GCI are able to coordinate their assets to hit the bombers, how well the escort Group leaders are able to position and coordinate their squadrons to break up attacks, and how well the bombers are able to use formations and gunnery skills to lessen the effectiveness of those interceptors who break through, and finally how well the lead bombardiers are able to put tonnage on target.

Those are the types of skills I would like to see a focus on in scenarios.  Because they are the skills which decided the great air battles of WW2.  It's not just furballing and buff-bashing, not if people take the time to learn the subtleties of tactical flying used by Groups and Gruppen and Wings and Jagdgeschwadern.  I don't know if it's technically feasible (due 32-plane limit and other things that a non-CM doesn't know about), and I don't know if everybody else would find it fun, but it's my $2.00E-02.  :)

Offline funkedup

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« Reply #18 on: May 21, 2002, 01:51:42 PM »
PS I think you might see what I mean when you get more AH scenarios under your belt.  In Big Week or Sicily or most TODs we generally have ended up with units broken up to hit scattered targets all over the map.  Group/Gruppe tactics are almost never used because there are so many targets to hit and defend.  Success boils down to whose bombers are the sneakiest and most scattered, and whose fighters are the best at searching a wide area to find bombers.  I'm sure those skills were important in some theaters, but in the ETO there was plenty of radar coverage and it was more a question of how well you could attack the bombers once you found them, rather than how good/lucky you were at finding the bombers.

I'm sure the 32 plane limit has a lot to do with this.  Designers are forced to scatter units in order to stay under the limit.  I guess my desires are clashing with reality here.  So maybe look at all my statements as what we should do in an ideal situation vs. what we can actually do given existing tools.
« Last Edit: May 21, 2002, 08:20:04 PM by funkedup »

Offline skernsk

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« Reply #19 on: May 21, 2002, 11:44:38 PM »
Hey Funked I am working on the next TOD at the moment and it is called The Mighty Eighth.  I would like to simulate the situation you are describing.

I am worried about the 32 plane limit because I have 150 pilots total and cannot group them all up.  What we normally do is create 3 different objectives that allow us to spread the action out.

In this situation I have groups of bombers, the escort and of course the LW.  I need to find a way to create what you are asking for and not get too many pilots in the same area.  Wish me luck :)


And always remember.  As a CM we give you the planes and the sandbox to play in, the squad CO's do all planning and decide how the Frame is flown.

Offline Wotan

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« Reply #20 on: May 22, 2002, 12:35:37 AM »
Most of the snapshots and in Big week where there were escorts and bombers rarely did I ever see where the bombers flew in a tight enough formation that allowed the escorts to affectively do there job.



Even in rl the allies, once they had the planes, sent out fighters to break up the lw gefechtsverband's before they made contact with the bombers. The bombers, even when escorted, were always vulnerable to attack. The lw would attack sections of the bomber groups where the escort was thin.  This got harder and harder. But there are plenty of occassions late in the war where the lw had success against buffs. On lots of occassions the little friends (escorts) got to the lw after the had made there 1st pass.

Buffs fly groups of 16

arranged so







We all know theres no way to enforce a "formation rule". But in scenarios and tods you could set flights to be lrad by a flight leader.

For instance in the upcoming tod you described.

I would reduce the number of buffs per flight to 12 (in tod when dont really have enough folks for 3 flights of 16). I would have 3 flights of buffs.

I would divide the rest up into close escort  and fighter sweep sections. I would place the escorts under the command of the buff flight leaders. I would use the same type of targeting system you use now (primary, secondary, alternate)

If you wanted the 3 buff flights to represent 1 large formation or raid you could have them still grouped in 12s  but space the flights out where the close escorts could still cover them all. In ah its a 64 plane afaik and by spacing the 3 flights out this would reduce that problem atleast for tod. This would be more true to "real life"  where the escorts actually patrolled around the formations.
« Last Edit: May 22, 2002, 01:04:10 AM by Wotan »

Offline Wotan

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« Reply #21 on: May 22, 2002, 01:01:36 AM »
part 2

the lw I would split into 3  gefechtsverband's and 1 flight of free roaming 109s.

The free roaming 109s would be recon or tasked with intercepting the allied forward fighter sweep while the 3 gefechtsverband's form up.



The gefechtsverband's were made up with a mix of aircraft. Basically top cover, close escort and sturmbocks.

I am not sure of the year in which your 8th airforce tod is to take place. What i would do is delay the gefechtsverband's from upping until xx time. I would allow the free roaming 109s up at roll. The gefechtsverband's would form up at a given point and attack.

In Big Week the first 2 frames from my perspective were really just a spread out gaggle of individual b17s that really had no chance of being protected by the escorts. The axis co basically sent all the lw squads out as independent units and we attacked piece meal.

In the last 2 frames the allies got together. Their formations were realitively solid. On the lw side we still acted as indepedent squads. So in my a8 squadron i split us into 2 seperate 4 man units. We couldnt rely on 109s covering us. So i broke us up which proved effective. In the last frames one of my 4 man units were able to tie up (with the help of others) some of the escorts while the other 4 man unit headed right into the buffs.

I have been thinking recently about midnights post on the tod forum wher he suggested that squads be given a choice of which plane type they wanna fly. I was against it. But I had thought that it might actually be good for tod if we  think about allowing squads not only to chose their plane type but actually allowing squads to choose their side. This will build a greater level of competion. However in would change the flavor of tods. I dont know how that would go over.

The way i had it figured was you have a list of registred axis squads and then  sub-categories for axis fighter and bombers. The same for the allies.  But we all know there isn't that many dedicted axis squads out there.  But out of this a "structure" would develope  where pride and the healthy competion will lead to better tactics, formations.

just mho sorry for the rambling :)
« Last Edit: May 22, 2002, 01:08:08 AM by Wotan »

Offline skernsk

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« Reply #22 on: May 22, 2002, 06:15:37 AM »
Thanks for the input Wotan.  It might be a good idea to set up flights, but once again that is more up to the CO than me.  I have a few ideas that might work.

As for squads picking their rides, that would be okay some of the time, but it would be impossible to please everybody ALL the time doing that.  We built into the TOD and as CM's we know that if a P51 is mentioned Midnight's guys are ALLIED, if a P47 is around Ammo's guys get ALLIED.  But, we don't hogtie the CO's too much and if they need the squad to fly a Buff rather than a P51 we are not going to get into it.

Offline funkedup

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« Reply #23 on: May 30, 2002, 03:18:31 PM »
I think the 32 plane limit is the big problem.  I was watching some Big Week films and the system was overloaded.  Due to the limit and the "3k warp" the interceptors were sometimes visible only as dots until they were in firing range.  And I'm sure the same happened with escorts bouncing interceptors who were in the bomber stream.

So I guess this whole thread is me asking for something that's not technically possible.  What else is new.  :)

all

Offline Sancho

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« Reply #24 on: May 31, 2002, 02:02:24 AM »
how will 1.10 affect the 32 plane limit?  Will 18 B-17s in a box count as 18 planes, or 6?  If the latter, you can space out buff boxes a few miles apart.  In the vicinity of each box, that would leave 26 planes that could be drawn on your FE.  Enough for a full allied fighter squadron and a staffel of LW interceptors.  There's still going to be instances where more than one squadron from each side finds its way in to the same area and numbers will push well above 32, but 1.10 has the potential to make large scale engagements a little more doable.

Offline funkedup

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« Reply #25 on: June 03, 2002, 02:59:25 PM »
Sancho good point.  I'm pretty sure the 32-plane limit represents a bandwidth constraint.  It's really a limit on how many planes get high frequency updates on position, attitude, damage state, weapons state, etc.

If the position/attitude data for the AI bombers can be derived from the information for the human lead bomber, then I think your prediction will come true.  But if the host has to send individual updates for each AI bomber in addition to the lead bomber, then the current constraints will still apply.

Offline Wanker

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« Reply #26 on: June 20, 2002, 09:03:59 AM »
Sancho, a little bird told us that a buff driver controlling a formation of three buffs will count as "1", not "3" in regard to the 32 plane limit.

Offline Seeker

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« Reply #27 on: June 20, 2002, 09:14:53 AM »
"Scenarios are meant to be a chance to defy history, change the order of battle. If Rommel sent these 100 Stukas in first and got massacred, why do I want to do the same? I'm going to rewrite his plan, and WIN! "

This, I guarentee, will haunt you, Aub :)

Nice post, Wotan.

Offline Gremlin

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« Reply #28 on: June 23, 2002, 08:28:42 AM »
Quote
Originally posted by banana
Sancho, a little bird told us that a buff driver controlling a formation of three buffs will count as "1", not "3" in regard to the 32 plane limit.


WTG guys on a great thread.

banana, in pyro's post on the new bomber system I took it that it is possible to separate individual buffs from the group if the AI bombers couldn't keep in formation with the lead, e.g. the lead makes hard frequent turns.  If this is so, it would require either a separate positional update for each of the three buffs or at least some kind of positional offset.  This might be a problem.  I'm sure HTC has this one covered. AT least I hope so.



Gremlin.

Offline Wanker

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« Reply #29 on: June 24, 2002, 08:58:04 AM »
Quote
banana, in pyro's post on the new bomber system I took it that it is possible to separate individual buffs from the group if the AI bombers couldn't keep in formation with the lead, e.g. the lead makes hard frequent turns. If this is so, it would require either a separate positional update for each of the three buffs or at least some kind of positional offset. This might be a problem. I'm sure HTC has this one covered. AT least I hope so.


Beats me, Gremlin. My little birdie didn't tell me everything. ;)