Aces High Bulletin Board

General Forums => Axis vs Allies => Topic started by: Slash27 on May 15, 2005, 05:42:10 PM

Title: Fighter Town
Post by: Slash27 on May 15, 2005, 05:42:10 PM
Im going to use this week as a test bed for the "Fighter Town",FOR A WEEK.


Fighter Town




Set up is now Axis vs Allies.


Early war stuff is at the following:

Allies

A-9
A-12

Axis

A-3
A-6

Mid War Rides

Allies A-14

Axis A-11

Late War Rides

Allies A-4

Axis A-1

Alt Cap 8k
Fuel Burn 1.5

More Input Welcome and changes can and will be made.


Keep the input coming guys. thank you.
Title: Fighter Town
Post by: eskimo2 on May 15, 2005, 06:03:05 PM
Sounds good, too bad there’s not a map with closer bases.

IMHO, in the early set the 109F-4 and FM-2 will own every other plane in the set; they totally outclass the others by a wide margin.  Their gun packages are lethal in snapshots and have enough ammo to regularly earn 10 kills in a single sortie.

Bump them please.

eskimo
Title: Fighter Town
Post by: Slash27 on May 15, 2005, 06:12:33 PM
oops,   I actually didnt include them there. Ill go edit the MOTD:)
Title: Fighter Town
Post by: eskimo2 on May 15, 2005, 06:32:20 PM
LOL, cool and thanks!

I’m going to post the rest of my rebuttal JUST FOR THE SAKE OF TRIVIA!  (And because I spent a few minutes gathering data, and I’ve taken a liking to the POS early birds and have been flying them in the MA.)

From MA Tour #63, the other fighters have the 7 worst K/Ds, from 22% to 54%.  The FM-2 however is 24th (worst) on the list with a K/D of  96%.  The 109F-4 is # 39 with a K/D of 130%.  

Model                 Kills / Deaths + 1   Fighter K/D Rank : Worst = #1
Spitfire Mk I   0.2164    1
Hurricane Mk I   0.2843    2
P-40B      0.2963    3
C.202      0.3374    4
Bf 109E-4   0.3713    5
A6M2      0.4539    6
Hurricane IID   0.5372   7
F4U-1D      0.7081    8
Bf 110C-4b   0.7148    9
P-38L      0.7286    10
P-51B      0.7450    11
Bf 110G-2   0.7587    12
P-40E      0.7653    13
A6M5b      0.7689    14
P-47-D30      0.7958    15
A-20G      0.8184    16
P-51D      0.8699    17
Mosquito Mk VI   0.8831    18
Yak-9T      0.8861    19
Fw 190F-8   0.8958    20
Il-2      0.9376    21
Spitfire Mk IX   0.9420    22
F6F-5      0.9583    23
FM2      0.9639    24
F4F-4      0.9745    25
Spitfire V      1.0437    26
SeaFire      1.0628    27
Yak-9U      1.1019   28
P-38G      1.1189    29
Bf 109G-6   1.1193    30
N1K2      1.1526    31
C.205      1.1866    32
Ki-61      1.1919    33
La-5FN      1.1974    34
Bf 109G-2   1.2019    35
Hurricane IIC   1.2128    36
P-47-D25      1.2375    37
La-7      1.2514    38
Bf 109F-4   1.3042    39
Fw 190A-8   1.3058    40
F4U-1      1.3411    41
Bf 109G-10   1.3858    42
Fw 190A-5   1.4087    43
Fw 190D-9   1.4339    44
P-38J      1.4487    45
Ki-84-Ia      1.4711    46
Typhoon IB   1.5345    47
P-47D-11      1.5740    48
Spitfire Mk XIV   1.7159    49
Ta 152H      2.0918    50
F4U-1C      2.3618    51
F4U-4      2.8231    52
Me 163B      4.3255    53
Tempest      5.3295    54
Me 262      5.4234    55


eskimo
Title: Fighter Town
Post by: eskimo2 on May 15, 2005, 07:31:26 PM
Slash, I really appreciate the effort here, but I don’t think this will work, because of the Uterus map.  All base distances are over 25 miles; the further players fly, the higher and safer they fly.  To get a good furball going a fight must be close to a base; ideally within sight of it.  I have no reason to expect to find a better furball here than I would in the MA.  Bases MUST be close to make this work well.  

Might I suggest the bob04 map?

It has 4 areas where bases are within 8 miles of each other, some of which are about 5 miles.  (A113 – A124 – A20, A17 – A18 – A19, A11 – A12, or A15 – A16)   Furballs this close WILL start a rumble and MAY draw from the MA.  

Seriously, furballers want fast nonstop action; the ONLY way that you can give them that is to provide close, always-enabled bases.  

At 25+ miles of flying distance, this CT regular can find better fights in the MA.

eskimo
Title: Fighter Town
Post by: jamusta on May 15, 2005, 08:29:44 PM
I like the idea. can we try something out though? how bout making it axis v allies instead of everyone flying same planes.
Title: Fighter Town
Post by: Eagler on May 15, 2005, 09:19:43 PM
Slash
thanks for putting this up, I think it is a great idea.
given, as eskimo pointed out the map is to large, something has to happen to control alt ... only thing I can think is the superhuman winds as 1st suggested by dipstick

second, the ack need to be harden, made as deadly as possible, with the farthest range and with a rebuild time as short as possible given the unlikelyhood it does get destroyed with those settings. this is needed as I have already seen vulching which skews the entire fighter town arena idea

also saw a phoon flying around in an otherwise earlier warbird setup which also skewed any fairness in a dogfight

looking forward to a fun week
Title: Fighter Town
Post by: soda72 on May 15, 2005, 10:30:59 PM
possible fighter town map

(http://www.geocities.com/s0da72/images/ftgtwn.jpg)
Title: Fighter Town
Post by: TrueKill on May 15, 2005, 10:42:21 PM
Off topic
Title: Fighter Town
Post by: eskimo2 on May 15, 2005, 10:52:51 PM
Quote
Originally posted by soda72
possible fighter town map

(http://www.geocities.com/s0da72/images/ftgtwn.jpg)


or this:

(http://www.wwiirt.com/ahsounds/furball_map.gif)

eskimo
Title: Fighter Town
Post by: TrueKill on May 15, 2005, 11:02:08 PM
Off topic
Title: Fighter Town
Post by: Slash27 on May 15, 2005, 11:20:15 PM
The reason I went with the Uterus map was to use 6 bases close together. The bases are 25 miles apart that we are using now. There is also a 127 mph down wind at 12k.

 I can use the Rangoon map for this set up if we want bases on top of each other. Its has a limited amount of bases to begin with and it has a row of bases on the east side of the map that damn near touch. Let me know what you think and we'll fine tune the thing. I most likley will make a Axis vs Allies thing too.
Title: Fighter Town
Post by: TrueKill on May 15, 2005, 11:42:43 PM
I think fighter town is stupid and has no place in the CT.
Title: Fighter Town
Post by: StarOfAfrica2 on May 16, 2005, 01:06:22 AM
And you had your chance to say so while they have been arguing about it for the last week TK.  I'm not a big fan of FT in the CT either, but I'm willing to let the majority decide, as was intended.  Everybody had a chance to chime in.  Regardless of personal feelings, I'd like to see more numbers in the CT and I'll go along with whatever most of the folks think will work.
Title: Fighter Town
Post by: TrueKill on May 16, 2005, 01:06:54 AM
Inflammatory
Title: Fighter Town
Post by: Bear76 on May 16, 2005, 03:57:49 AM
Quote
Originally posted by TrueKill
Inflammatory


I'm a little confused here. Awhile back you were quitting AH and told Skuzzy to close down the CT. As a result of that you were removed from the CM staff and you got upset. Now you care about what happens in the CT? I'm not a fan of the idea either, but several threads have favored giving it a try. It's not like it can get any worse than it is.
Title: Fighter Town
Post by: TrueKill on May 16, 2005, 05:10:21 AM
Quote
Originally posted by Bear76
I'm a little confused here. Awhile back you were quitting AH and told Skuzzy to close down the CT. As a result of that you were removed from the CM staff and you got upset. Now you care about what happens in the CT? I'm not a fan of the idea either, but several threads have favored giving it a try. It's not like it can get any worse than it is.



I got removed from the CT staff lol who told u that? I dont like how its not historical i dont care if everyplane in the inventory is enabled just make it axis vs allied and let the luft fight the brit russ and US and let the japs fight the brits and US. I dont like the idea of a FFA thats y i started flyin the CT almost 4 years ago.
Title: Fighter Town
Post by: TrueKill on May 16, 2005, 05:18:20 AM
jsut looked at the setup. u have the Chog temp spit14. can i ask y no 152s or even a jet. i can see y no rocket.
Title: tk, don't get ur panties in a bunch
Post by: Eagler on May 16, 2005, 05:22:14 AM
no one has suggested turning CT into fighter town

the only thing that has been suggested is to give fighter town a chance as a weekly scenerio

all we are doing now is trying to fine tune that idea

================

Slash
good to hear about the downwind at 12k, I say bring it down to 7k
what about the ack? can you make it more deadly and/or indestructible? vulching will ruin it
Title: Fighter Town
Post by: eskimo2 on May 16, 2005, 05:49:35 AM
Quote
Originally posted by Slash27
The reason I went with the Uterus map was to use 6 bases close together. The bases are 25 miles apart that we are using now. There is also a 127 mph down wind at 12k.

 I can use the Rangoon map for this set up if we want bases on top of each other. Its has a limited amount of bases to begin with and it has a row of bases on the east side of the map that damn near touch. Let me know what you think and we'll fine tune the thing. I most likley will make a Axis vs Allies thing too.


Seriously, I logged in last night, looked at how far I'd have to fly to find a single enemy, and then went to the MA.

eskimo
Title: Fighter Town
Post by: storch on May 16, 2005, 06:48:07 AM
I would have logged on last night as well but instead decided to watch the paint in my bathroom dry. :D  I agree that the idea could work and in fact does work.  TK may be onto something.  there are much more suitable maps available for this kind of play in the H2H rooms.  Is there a way to take those maps and use them in the Confused Theater?  before anyone flies off of the handle it won't be just like H2H because in H2H you don't have to pay to play.   the very virtue that we are paying means that it will be a different experience.  you should add all the perk planes as well and not limit the axis side....again.
Title: Fighter Town
Post by: Bear76 on May 16, 2005, 12:48:28 PM
Quote
Originally posted by TrueKill
I got removed from the CT staff lol who told u that? I dont like how its not historical i dont care if everyplane in the inventory is enabled just make it axis vs allied and let the luft fight the brit russ and US and let the japs fight the brits and US. I dont like the idea of a FFA thats y i started flyin the CT almost 4 years ago.


You did when you withdrew a setup or a mission I don't remember and replied it was because you were removed from the CT staff.
Title: Fighter Town
Post by: StarOfAfrica2 on May 16, 2005, 04:24:56 PM
I too would like to see it with a different map.  Not to criticize, but the whole concept of a fightertown would be to jump in a ride and get to furballing.  Such folks as this would draw tend to be action junkies and the shorter the distance the better.
Title: Fighter Town
Post by: Slash27 on May 16, 2005, 04:46:52 PM
Ill try another map.
Title: Fighter Town
Post by: Eagler on May 16, 2005, 06:44:48 PM
yes a smaller map with much tougher ack please
Title: Fighter Town
Post by: Slash27 on May 16, 2005, 06:48:59 PM
Damn you and your demands Eagler!!!!


















rgr     will beef up the ack:D
Title: Fighter Town
Post by: Eagler on May 17, 2005, 05:51:21 AM
I do believe it was a hit, thanks Slash
Title: Fighter Town
Post by: TrueKill on May 17, 2005, 06:28:43 AM
Quote
Originally posted by Bear76
You did when you withdrew a setup or a mission I don't remember and replied it was because you were removed from the CT staff.



where did u get that from. i quit the ct staff when i tryed to quit ah. i wasnt removed i quit.
Title: Fighter Town
Post by: Oldman731 on May 17, 2005, 06:48:50 AM
Quote
Originally posted by Eagler
I do believe it was a hit, thanks Slash

Seemed to work very well last night, Slash.  

- oldman
Title: Fighter Town
Post by: Ghosth on May 17, 2005, 07:00:10 AM
Worked very good for me last night guys.

Fields maybe are a smidge TOO close, but it was good for instant action.

Until we get better #'s we need to watch the side balance.
Title: Fighter Town
Post by: RTR on May 17, 2005, 10:52:07 AM
Flew in it a bit last night. Had fun for a while, but it was pretty short lived.

I think it is worthwhile carrying on with the concept, but not sure if an entire week is warranted. Maybe a weekend setup?

I guess for me, the criticism is that if I want to fly this type of arena, I can do it for free in H2H.

I'm not sure if airshow smoke was intentionally enabled, but think it needs to go. Just made it seem like a slightly larger H2H room.

The bases need to be a little farther apart I think and increase the alt cap to 10K.

For this to work, it really needs its own map. Any old AW's remember Fighter Town in the PAC arena? Something like that would be ideal for this type of gameplay.

My opinion isn't all negative though. I kind of like the idea, but think it needs some growing. Still think that it would be better as a limited setup reserved for weekends, or a couple of days mid week.

As far as plane sets, I think a rolling plane set would be fun. IE: 1st setup, early war, 2nd setup mid war, and 3rd set up late war.
It would help balance the planeset a bit.

All in all, its nice to see people actively trying to make the CT work on different levels.

Cheers,
RTR
Title: Fighter Town
Post by: dedalos on May 17, 2005, 11:02:26 AM
Tried it last night and it was fun.  However, I can see how it could get old eventually.  So, change it around.  A week of this, a week of the old CT, a week of something else like Spits vs 109s, Germans vs Russians, US vs Japan etc.  Keep it interesting.  

Last night was fun  
Title: Fighter Town
Post by: Furious on May 17, 2005, 11:17:21 AM
I didn't fly it, but personally I think the idea of a 120mph down draft is uber ghey.

Let folks fight however they like, as long as they are fighting.

Is dodging a bnz guy really that hard?
Title: Fighter Town
Post by: Oldman731 on May 17, 2005, 11:31:46 AM
Quote
Originally posted by Furious
I didn't fly it, but personally I think the idea of a 120mph down draft is uber ghey.

Come try it and see.

- oldman
Title: Fighter Town
Post by: jamusta on May 17, 2005, 12:45:35 PM
The setup is only for a week but a rolling planes set sounds interesting. maybe couple days early then mid then late?
Title: Fighter Town
Post by: soda72 on May 17, 2005, 12:49:04 PM
Quote
Originally posted by eskimo2
or this:

(http://www.wwiirt.com/ahsounds/furball_map.gif)

eskimo


That map i showed has 30k walls...

puffy ack can be removed as soon as they put out a new TE that will allow custom objects in the new version of AHII...
Title: Fighter Town
Post by: Bear76 on May 17, 2005, 02:13:18 PM
Quote
Originally posted by TrueKill
where did u get that from. i quit the ct staff when i tryed to quit ah. i wasnt removed i quit.


lol ok. Doesn't really matter anyway.
Title: Fighter Town
Post by: Slash27 on May 17, 2005, 05:49:02 PM
Keep in mind fellas that the CT is only being used as a test bed for the "Fighter Town" concept. There are no future plans to run this as a regular set up. Im not saying it will never run again, it most likely will if there is a dedicated map for it. But at the present its nothing more than an experiment.

 Im glad people are enjoying themselves this week and please keep the input coming. For those that are hating it, its only 3 more days.:aok