Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: PanTau on March 20, 2000, 03:46:00 AM
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ok,
so all ppl who playes in the "off hours"
(would be the night hours in America)
knows this problem. 10 Bishops, 2 Rook, 1 Knight.
Everybody would be ready to switch coutries
to even out the numbers, but this 12h rule
bla bla bla.....
so please please please...find a solution for this.
my suggestion: during those "problem" hours,
disable that rule, so ppl can switch countries....or something.
thx,
-Peter
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-Peter, Leader of "United Newbies"
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Quit your job
Sleep during the day
Play during the night...
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Saw/Saintaw
Don't shoot ! I am only an observer......
(http://saintaw.tripod.com/dorasaw.gif)
JG2 "Richthofen" (http://www.busprod.com/weazel2/)
"Firepower Mate, that is what separates the men from the boys..."
[This message has been edited by Saintaw (edited 03-20-2000).]
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hehe i tried that but found hit hard to keep up with the pricing rule of Pay 30$ to play during the night (http://bbs.hitechcreations.com/smf/Smileys/default/biggrin.gif)
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At 9:20 GMT,
10 - Bishops
2 - Knights
6 - Rooks
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18 players
It's better to play EAW or SDOE off line at this time than AH... We need a solution for this 12h-rule, please.
Elp ( Knight )
[This message has been edited by Elp (edited 03-21-2000).]
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...this is one of my other gripes. So many times I change sides to balance play and can't change back when it all goes lopsided again...I end up logging off instead (http://bbs.hitechcreations.com/smf/Smileys/default/frown.gif).
Hmm..not really a whine surely <sigh>...
Ex.
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LOL... maybe three guys would switch to the 'undermanned' side. maybe.
For the most part; guys would (and did) just log over to the side with the most numbers and enjoy the advantages this entails. And do it multiple times in one session. I knew of at least 10 pilots that just followed the vulches.. whichever field was gettin vuched; they would log over and take advantage.
Country potatos.. Vulch potatos.. Score potatos.. crude descriptions; I know; and I apologise... but it happened with disgusting regularity. Then there were circumstances that involved operational compromises. On more that a few occasions someone would announce that he's taking a C47 to capture a field; and then get snagged by some guy that was a 'teammate' moments before.. who switched to the field being attacked just to snag that big juicy unarmed; undefended and unsuspecting C47 driver. Dirty Pool. Variations on the 'compromised operation' scenario abounded.
The 12 hour limit switched that crap right off. And yes; I can see that on occasion it would be nice to be able to swap for 'legit' reasons. In this circumstance the discomfiture the 12 hour limit costs us during limited attendance hours is minor compared to the ongoing situation the 12 hour limit corrected.
Leave the 12 hour limit as it is.. small price to pay for quality play.
Hang
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How about a simple balancing idea in the Main Arena - free switching of sides but add an ammo lethality modifier reflecting the number of players ratio.
If the ratio is 1:5 then the stronger side's ammo is, say 2.5 times weaker. I am not talking about changing ballistics, just penetration properties of AP and explosive properties of HE. The bullets are still the same weight/shape/speed but they get "softer".
Then there will be a good insentive to aviod the side which is overwhelmingly strong.
miko--
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I agree with hangtime. Changing the 12hour switch limit will just bring back the potatos, all of them, and the cheaters. Off hours unbalance is a small price to pay for that.
Leave the 12hour switch limitIN!!!!!!!
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One downfall of the 12 hour rule that alot did not foresee is: you could possibly have a spy for 12 friggin' hours! I have an example (minus the name) if you'd like to hear it, email me.
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Ripsnort(-rip1-)
++JG2++ ~Richthofen~ XO
Aces High Training Corps
JG2 "Richthofen" (http://www.busprod.com/weazel2/)
(http://Ripsnort60.tripod.com/ripsnort.jpg)
"Some people are only alive because it is illegal to shoot them."
[This message has been edited by Ripsnort (edited 03-21-2000).]
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Why not have the server assign incoming or respawning players to the undermanned sides automatically?
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Tac, sounds too socialistic to me (http://bbs.hitechcreations.com/smf/Smileys/default/wink.gif), how would that work if all my squaddies come on to meet to do some Squad ops? There's 32 of us and we'd like to all fly for the same country.
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Ripsnort(-rip1-)
++JG2++ ~Richthofen~ XO
Aces High Training Corps
JG2 "Richthofen" (http://www.busprod.com/weazel2/)
(http://Ripsnort60.tripod.com/ripsnort.jpg)
"Some people are only alive because it is illegal to shoot them."
[This message has been edited by Ripsnort (edited 03-21-2000).]
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Makes you a better pilot. (http://members.home.net/torqss/f4usm.jpg)
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I'm sure those that decided on the twelve hour rule thought it a good idea at the time and it seems to still work during peak hours, but the small price alluded to earlier in this threat is to often all but ruin the sim if you happen to be awake and off work while most of North America sleeps.
I don't see any serious technical or game play problem with having a variable delay based on either time of day or numbers on line: Keep the high delay that apparently works well during peak flying time but reduce it to a more pragmatic figure as the numbers decline to a dozen or so.
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Well, I don't mind a delay, but 12 hours is IMNSHO a bit excessive. I think that many people have an afinity for a particular country, and will generally log in with that country as a habit. I used to switch sides to the underdog sometimes, but never do it now. If the limit were just an hour, or maybe two, I would think that would be plenty to prevent the deleterious effects of too-frequent side-switchers, while still allowing people to balance sides (without being stuck for the rest of the day in a "foreign" country).
We (the Buccaneers) have occasionally had problems with the 12-hour rule when we'd fly organized missions in the main. How about a compromise here?
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Sabre, a.k.a. Rojo
(S-2, The Buccaneers)
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It's my guess that if they remove the 12 hour limit in slack times then you'll see the same crap happening as did during peak times, just on a smaller scale.
Look at it this way. You log in. Theres 12 guys; 8 bish and 2 ea rook and knight. Log on as a rook or knight, if your avowed purpose is to 'help balance the sides'. All of you can. The next day when you log on; you can look at the lineup and decide again which side to fly for.
Frankly; there's no problem if what you want to do is 'log on to the side that has the least players'. And there never was.
As for squad ops; well now; I've seen an entire squad swap sides for a night.. they seemed to have no difficulty. None of em flew for more than 12 hours.. so when they came back the next night they were free to go back where they came from... and they did.
Again.. no problem.
Say again what the motive for swaping sides every hour is????
(http://members.home.net/torqss/Kitty4.jpg)
[This message has been edited by Hangtime (edited 03-21-2000).]
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Hangtime...
unfortunately the side balance goes up and down every 20 minutes or so. That is, the numbers may be {Bish 10, Knit 1, Rook 2} and then be {Bish 5, Knit 2, Rook 11} some 20 minutes later. So if you switch sides to Rook initially, 20 minutes later you could be sight seeing for another 20-30 minutes.
Of course I'm being very generous about the numbers...usually it's more like {Bish 5, Knit 0, Rook 2}.
Ex.
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I came form a sim where you could flip sides like underwear. Since strategy wasn't it's forte spies wheren't much of a problem and you could switch at will to balance or whatever. In AH however, I agree with the 12 hour rule but as somebody said maybe some compromise could be worked out by HT for those customers residing in time zones that don't have as many players. Those in those zones could also agree on open chanel to fly closer to the center. Remember, it only takes two to tangle.
Beeg