Hey, it was late when I posted that, and I had just returned from the heat of 10:1's for hours at a time (not to mention Creamo's B.S.). Relax.
What I meant was:
The capture system has me confused. There seems to be an imbalance in game play with regards to captures. Once the ack is down it is nearly impossible to DEFEND the field, because once the field is capped you can't launch without geting vulched and GV's can't make it to the town in time.
Mindanao seems like a very weird place to have roads, towns, cities, railroads and more depots then you can count. It's not WWII anymore for crying out load! The WWII aspect of this game is gone, except for the presence of period aircraft and vehicles.
The instant rebuild of the ack used to be nice, upon accomplishing a capture. What I don't like now is how you can launch and then die instantly upon a successful capture by the opposition. Why defend? You can't make it to the town and if ack pops up you die.
So, the only recourse is to hunt. I can handle that, but the entire reward system of this game implies team cooperation. You will only get that when you have superior numbers.
I am more then willing to wait for HTC to get things adjusted. What I am saying is that the current system does not seem to be optimum, somehow.
AND the suicidal dweebs on the fleet issue need to be considered. I thought it might be wise to allow the fleet controller to prohibit early launches, thus preventing any premature attackers from giving the fleet's presence away. Then, I remembered (was reminded) how Booky likes to CHEAT and come over to reclaim the Rook fleet by radioing its position. Perhaps, there is a solution to that as well. I don't know. I know THAT upsets me too.
I have come to use the fleets a lot myself. Recently, I have taken the fleets over many times to prevent dweebs from driving them willy-nilly about the map on useless missions. As of 1.08 I can no longer use more then a single fleet at a time. However, I look on the ship control menu and there's the same guy controlling two fleets simultaneously. Is this a bug? Then, tonight, whilst attempting to defend one fleet, I find the rear gunner position occupied when I need it the most. It's not firing. I turn the fleet, so as to make use of the front AAA. The attacker not only does not release his eggs (sees me turning I suppose), but leaves the sector entirely. I leave too. When I see he returns, I go back to the fleet. All AAA positions are occupied. No one is firing. I turn the ship. The attacker leaves the sector. This time I stay. The attacker returns, guns never fire, I turn the ship, and it sinks anyway. New tactic? I don't know...
I have enjoyed the new aircraft. The Hurricane seems to be a great addition. I love seeing those Mossie's beatin' it down low! But, something has taken the fun away. It's a challenge, it's great fun at times... I just don't know, yet, what to suggest...
I disagree with TAC though, I think the power of the ack is better. Preventing those resupplies is an issue to deal with. I just wish defending had an up side (some potential to defending anyway).
Finally,
Great release HTC! Man what a job! (applause) 
[ 10-07-2001: Message edited by: Voss ]