Aces High Bulletin Board

General Forums => Axis vs Allies => Topic started by: Oldman731 on February 03, 2009, 06:43:35 PM

Title: Fudgums' proposal
Post by: Oldman731 on February 03, 2009, 06:43:35 PM
Fudgums has thoughtfully submitted the following suggestion for public discussion.  It has received favorable comment in the AvA Development Group.  We post it here so that others can comment, and so that it can be tweaked before we try it.

Saturday nights often could be a problem for the staff.  Are there alternate nights when people would be able to participate?

- oldman


THE PROPOSAL:

Well I had an idea go through my head for a couple of weeks now and I finally decided to write it up. It isn't completely finished but this is what I have.

What is AvA Battle Night?

AvA mission night starts at 8pm Eastern and ends at 12Pm Eastern on Saturday nights. It is ment for players to get a historical feel of what the original pilots went through. AvA mission night has a base of objectives. Both sides get 4 frames to get these objectives completed and determine how the battle was won. AvA mission night isn't a special event. It doesn't have strict rules or any way to play. In the battle you will get many ways to feel the war. In the air, on the water, or on the ground. There is some basic rules and regulations on how to play.

1. Each player gets 3 lives for the night.( A life does not count if your a gunner or observer. If you land succesfully you don't loose your life) So it is very well advise you roll with a group and not lone wolf.

2. No bomber formations

3. You may only switch countries once per 2 hours.

4. Try to keep the numbers equal

5. Respect your Commander in Charge

6. Once ships are sunk, they are done for all 4 frames

7. Have fun

This is the first engagement I came up with.


AVA: Solomons 42-43

After the Battles of the Coral Sea and Santa Cruz. The American fleet continued its Island Hopping campaign. All of this will boil into one of the greatest air battles in history. The US Navy only has the Enterprise to fight the Japaneese. The Americans have captured Henderson Field on the Island of Guadelcanel. With Japeneese troops breathing down the throats of the Marines necks. The planes from the Enterprise are their last hopes. Guadelcanel holds and the US navy continues to hop the islands in the Solomons. With new planes, the F4U corsair and the P38, start to make an impact in the war in the Pacific.

The point of the this battle, is Can the Japeneese change the way the war went and take guadelcanel and sink the grey ghost. Or will the Allies run right over the japeneese and take the islands quickly.



Allies Objectives:
Take Guadelcanel, Santa Isabell, New Georgia Islands, Choisuel, and Bougainville.
Do not loose the Enterprise.
Find all Japeneese ships and sink them all
Do not loose Guadelcanel
Control "The Slot"

Plane set:
Frame 1: F4Fs, SBDs, TBMs, P-400s(P39D), LVTs, the M's
Frame 2: Same as Frame 1
Frame 3: F4F, F4U1, 1A, P38G, SBDs, TBMs,B25s,B24s,P39D,P-40E, LVT;s, the M's
Frame 4: Same as Frame 3

Axis Objectives:
Defend your land, Do not loose any islands
Find and sink all Allies ships
Take back Guadelcanel
Control "The Slot"

Plane Set:
Frame 1: A6M2s, D3As, B5n's, LVTs, the M's,
Frame 2: Same
Frame 3: A6M2, A6M5, Ki61s, D3A, B5Ns, Ki67s, Lvts, The M's
Frame 4: same as frame 3


Notes:
Allies, should only have 1 Carier(enterprise)
Allies, should have 1 TG, that is transports(only 1 ship has guns)
Axis, should have 3 Carriers
Axis should have 2 TG's that are transports
Axis Should have more ships than Allies
Once a ship is sunk, it is done for all frames


Arena Settings
- Slot2 terrain
- Fuel 1.50
- Icons short
- .25 Ack
- Fighter and Bomber warning range 70,000
- Tower range set to 70,000
- Clouds / visibility, will be defined per frame (expect one frame of storms)
- Radar off
- Friendly collisions off
- Enemy collisions on
- Kill shooter off
- Wind conditions Vary per frame
- Time: Start at 12:00PM, Night occurs every 30 minutes of frame
- Bomber Formations Disabled
- MA bombing mode
- Ship and object hardness, MA

** Still need to do a little more research

I have a map ready. I havn't gotten around to uploading it.

tell me what ya think
Title: Re: Fudgums' proposal
Post by: fudgums on February 03, 2009, 06:44:41 PM
 :D made me blush
Title: Re: Fudgums' proposal
Post by: fudgums on February 03, 2009, 06:52:12 PM
some tweaks I thought of,

1. Every 45 Minutes, there is night

2. Only 1 chance to switch countries during the frame (half way mark)

3. .5 ack

4.A possible use of side forums

5. Frame CO change each week

6. Only the transports will be able to troops(except the M3s and jeeps)

7. Transports may be re built at half way mark.
Title: Re: Fudgums' proposal
Post by: fudgums on February 03, 2009, 06:53:50 PM
I picked saturday night because it will allow many people on the east coast to play all night. Tuesdays wont be good because vox and other problems. Fridays is ke put because of FSO. Just what I think...lets see what the everyone else says :salute
Title: Re: Fudgums' proposal
Post by: Shane on February 03, 2009, 07:46:22 PM
meh...  make it a more euro-weenie friendly day and hour.  Like Wed @ 10am cst.

 :noid

Title: Re: Fudgums' proposal
Post by: fudgums on February 03, 2009, 07:51:35 PM
meh...  make it a more euro-weenie friendly day and hour.  Like Wed @ 10am cst.

 :noid



Only around 90 people in the MA's at that time. and nobody in the AvA
Title: Re: Fudgums' proposal
Post by: Ponyace on February 03, 2009, 07:52:11 PM
Looks like a mini-Scenario of sorts.
Be glad to help out anyway I can (Dibs on a P-39) :aok
Title: Re: Fudgums' proposal
Post by: Odee on February 03, 2009, 11:20:56 PM
 :aok

Hell yeah it does! 

Great write up there Fuddy.  Hope they go for it, because I'd surely be there on a Saturday night... Maybe even a Saturday afternoon.
 :aok :salute
Title: Re: Fudgums' proposal
Post by: texastc316 on February 04, 2009, 05:17:28 PM
in. saturday nights perfect
Title: Re: Fudgums' proposal
Post by: stodd on February 04, 2009, 08:05:20 PM
While I like the idea the "limited lives" thing might encourage timidness. 2 hour country change limit?!?! :uhoh

If it brings more people to the AVA though. :aok
Title: Re: Fudgums' proposal
Post by: fudgums on February 04, 2009, 08:22:43 PM
While I like the idea the "limited lives" thing might encourage timidness. 2 hour country change limit?!?! :uhoh

If it brings more people to the AVA though. :aok

I said the 2 hour country change because this wont be like FSO, where the CV will be in a area. you will not know where the cv is. It is used to keep spying to a minimum. 
Title: Re: Fudgums' proposal
Post by: Plawranc on February 05, 2009, 12:21:22 AM
For Once im on your side LOL

fudgums proposal is excellent Saturday nights is good for me Imm in Australia so
im in
Title: Re: Fudgums' proposal
Post by: captain1ma on February 05, 2009, 08:04:19 AM
im in! i think its a great idea. limited lives and change times are conditions of the setup, not problems as far as i can see. just my opinion. id really like to see this one play out.
Title: Re: Fudgums' proposal
Post by: bongaroo on February 05, 2009, 02:57:18 PM
No thanks.  Just limit base capture and keep the bases close to each other.  That would make me come to the AvA more.
Title: Re: Fudgums' proposal
Post by: Ponyace on February 07, 2009, 07:37:15 AM
Is this going on tonight? If so, when?
Title: Re: Fudgums' proposal
Post by: B4Buster on February 07, 2009, 10:32:27 AM
Is this going on tonight? If so, when?

No not tonight
Title: Re: Fudgums' proposal
Post by: Chilli on February 16, 2009, 03:42:36 AM
 :aok  :rock :salute
Title: Re: Fudgums' proposal
Post by: Airborne on February 16, 2009, 03:47:12 AM
sounds kool- but on the lives thing--- does a successful bailout (near a friendly field, per se) count against your lives?
Title: Re: Fudgums' proposal
Post by: fudgums on February 16, 2009, 07:25:33 AM
sounds kool- but on the lives thing--- does a successful bailout (near a friendly field, per se) count against your lives?

Yes
Title: Re: Fudgums' proposal
Post by: fudgums on February 16, 2009, 08:32:31 PM
Bump
Title: Re: Fudgums' proposal
Post by: captain1ma on February 18, 2009, 09:30:05 AM
maybe i can get the boys from JG54 to participate. maybe........
Title: Re: Fudgums' proposal
Post by: Shifty on February 18, 2009, 11:27:33 AM
Larry, Jager just called you a boy.  :lol
Title: Re: Fudgums' proposal
Post by: VonMessa on February 18, 2009, 11:31:51 AM
Larry, Jager just called you a boy.  :lol


 :noid
Title: Re: Fudgums' proposal
Post by: captain1ma on February 18, 2009, 12:31:45 PM
maybe i can get the boys from JG54 to participate. maybe........

rephrase--maybe i can get the MEN from JG54 to participate. maybe........

nice job shifty, Now he'll probably frag me in then FSO frame!!  :furious
Title: Re: Fudgums' proposal
Post by: Shifty on February 18, 2009, 12:46:33 PM
rephrase--maybe i can get the MEN from JG54 to participate. maybe........

nice job shifty, Now he'll probably frag me in then FSO frame!!  :furious

I've found that it's safer to fly in the back of the pack during an FSO.
Especially with my personality.
Title: Re: Fudgums' proposal
Post by: Chilli on February 21, 2009, 06:26:10 PM
Alternative thought for limiting lives in order to promote teamwork.

I was discussing this in another thread, but it actually has to do with an Axis Versus Allies type of Arena.

Blkmgc, I like the idea, minus the life limit. :aok  I do think there are a number of other ways to achieve a less Kamikaze mindset.  I believe the idea put out for the (scrapped) Combat Tour would be a huge draw, to have a "career" that gives promotions for successful sorties landed .

I am trying to think of a way of doing so, with what we have now.  Let's start with perk points.  Perk everything exponentially except for a few planes that would have been the staple of that period.  Adjust perk points so that the loss of two or more planes (effectively ''cartoon life" equivalents) will effectively be a demotion in pilot status, ie. not enough perks to fly the same level of ride as in previous mission.

Something like this:
  • Pacific Theater - F4F Wildcat, A6m2 Zero, Spitfire I, TBM Avenger, D3A1 = 0 perk points
  • Pacific Theater - FM2, Hurricane I, SBD, A6m5b, B5N = 30 perk points
  • Pacific Theater - F6F Hellcat, Ki61, Seafire, F4U-1, Ki67, B25 = 60 perk points
  • Pacific Theater - F4U-1D, Ki84, Hurricane IIC, Ju88 (substitution), Boston, = 90 perk points
  • Pacific Theater - F4U-1C, P38G, Bf110C (substitution) = 120 perk points
  • Loosing a perked ride would effectively loose 15 perks per loss of plane, 10 per ditch.  The amount of perks earned from downing a single aircraft may need some adjustment.  I propose that perks be a little easier to attain at the onset.  Keeping and accumulating them however should be designed with a noticeable impact on the pilot's "career"  for any result other than a successful landing.


So, after 2 or so botched missions you are back to flying what the Senior Pilots have left you.  Perk points will start at zero beginning every map reset, or frame.
Title: Re: Fudgums' proposal
Post by: B4Buster on February 22, 2009, 09:15:56 AM
I like that idea Chilli