Aces High Bulletin Board

Special Events Forums => Friday Squad Operations => Topic started by: Nefarious on April 06, 2010, 11:23:56 AM

Title: Concerns about the number of Active Fields
Post by: Nefarious on April 06, 2010, 11:23:56 AM
I am concerned about the number of fields to lift from.

The orders list only 4 active fields for each side. Using the MIN numbers that's 50 pilots at each field and at MAX 70 pilots and that's only if the CIC decides to evenly split the fields between all the participants. It's going to pretty painful for people with older systems. Years ago, we used to have a rule and I'm not quite sure if it was a Written Rule, or a Rule included with CM Objectives, but it limited a certain number of squads to one base. This was for no other purpose than to cut back on lag and bad frame rates.

Perhaps a few more fields should be added, maybe two per side?
Title: Re: Concerns about the number of Active Fields
Post by: VonMessa on April 06, 2010, 11:43:00 AM
What about staggered departures?
Title: Re: Concerns about the number of Active Fields
Post by: gyrene81 on April 06, 2010, 11:47:57 AM
My squad just waits in tower until the other squads are done taking off.
Title: Re: Concerns about the number of Active Fields
Post by: Nefarious on April 06, 2010, 12:28:41 PM
The 412th usually sets a mission for a few minutes after roll to avoid mixing takeoffs as well.

Having this many squads at one base is something that doesn't happen often.

Just my concerns,  :salute
Title: Re: Concerns about the number of Active Fields
Post by: Kermit de frog on April 06, 2010, 12:52:42 PM
If my squad is tasked with Defense, we always wait for others to take off first, such as those who are on the attack that must fly many more sectors than we defenders will.
Title: Re: Concerns about the number of Active Fields
Post by: Chapel on April 06, 2010, 02:19:03 PM
I actually mentioned this rule a while back....as a holdover from another system.
A particular field can only handle and service so many aircraft.

A small field could handle so many, a medium field this many, and a large field, this many.
That would provide a solution to this problem. However, it could provide issues depending on how you station your pilots, and with fuel being an issue in many FSO setups, it could get really ugly, really quick.
Title: Re: Concerns about the number of Active Fields
Post by: AKKuya on April 06, 2010, 05:20:35 PM
How about an airstart for a solution?
Title: Re: Concerns about the number of Active Fields
Post by: Nefarious on April 06, 2010, 05:27:25 PM
How about an airstart for a solution?

That would require the map to be edited.

I'm probably just worried about nothing. But with the way SEAI have been acting lately...  :uhoh
Title: Re: Concerns about the number of Active Fields
Post by: Gaidin on April 06, 2010, 05:45:09 PM
I see the concern Nef, thanks for bringing it up.  I don't want to make any changes for Frame 1, but will definitely keep and eye out for problems and make any adjustments needed for frame 2. 

I hope we have none.  Please if you see something that concerns you in my designs let me know.  This is my first admin for FSO any and all suggestions are welcomed, but at this juncture I won't be making any changes to the design for frame 1.  Will definitely adjust as needed for frame 2.
Title: Re: Concerns about the number of Active Fields
Post by: Nefarious on April 06, 2010, 06:10:10 PM
cc, looking forward to a great Friday Night  :salute
Title: Re: Concerns about the number of Active Fields
Post by: Spikes on April 06, 2010, 06:29:29 PM
I will try to be there, mainly for the Vilkas thing going on!
Title: Re: Concerns about the number of Active Fields
Post by: daddog on April 06, 2010, 06:56:00 PM
Just so you know air starts are not an option at any field we choose. Air starts come with the terrain. The terrain team puts in air starts when they build the terrain and only at certain fields. Once it is completed only those fields will have air starts.
Title: Re: Concerns about the number of Active Fields
Post by: AKKuya on April 06, 2010, 07:38:30 PM
Just so you know air starts are not an option at any field we choose. Air starts come with the terrain. The terrain team puts in air starts when they build the terrain and only at certain fields. Once it is completed only those fields will have air starts.

Thanks for the info.  I was under the impression that air starts was a CM tool when needed.  We'll know now that the enemy won't be able to spawn in the air behind our bases now. :devil