Aces High Bulletin Board

General Forums => Wishlist => Topic started by: earl1937 on May 13, 2012, 07:46:30 AM

Title: Carrier Mission Launche's
Post by: earl1937 on May 13, 2012, 07:46:30 AM
 :old:I would like to see Aces High do something about the mission launches off of carriers! Last night in a squad mission, we had 24 aircraft in the mission and talk about chaos on the deck!!! Maybe AH could modify the mission editor to be able to specify which A/C launches first, second and so forth, when posting the mission. Maybe a 20 to 30 second delay in the different model aircraft to be launched. What do you think? Maybe restrict take offs to AUTO only might be the answer, then it wouldn't matter if you were inside the fuseledge of another aircraft or not. Another point about launches from carriers: Just as we were launching, someone, not in the squad or in the mission, decided to take control and turn the CV! We lost 4 of 8 TBM's due to someones prank!! Maybe in the mission editor, it could specify that a mission was posted and no one else but the person who posted the mission could take control of the CV until after the mission launched!
Just the rant of an old, but experenced person who would like to see some improvements in a already great, great game!
Title: Re: Carrier Mission Launche's
Post by: Devonai on May 13, 2012, 08:28:39 AM
I wanted to be part of that mission, as it is rare to get a squadron of TBMs, but I was doing a B-29 sortie at the time.

Anyway, your idea is good.  As for the carrier turning, I think the best you can do is have the highest ranking member of the mission take control of the carrier and hope nobody usurps him.
Title: Re: Carrier Mission Launche's
Post by: Arlo on May 13, 2012, 08:57:54 AM
:old:I would like to see Aces High do something about the mission launches off of carriers! Last night in a squad mission, we had 24 aircraft in the mission and talk about chaos on the deck!!! Maybe AH could modify the mission editor to be able to specify which A/C launches first, second and so forth ....

Maybe the players could do the same without needing the editor. As far as locking the CV on course is concerned, here's hoping a lanc doesn't pass over as the deck fills with planes launching.
Title: Re: Carrier Mission Launche's
Post by: matt on May 13, 2012, 09:55:24 AM
Maybe the players could do the same without needing the editor. As far as locking the CV on course is concerned, here's hoping a lanc doesn't pass over as the deck fills with planes launching.
is 24 players a hord or mission ?
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 13, 2012, 10:02:34 AM
In a scenario I was in once the flight commander assigned everyone a number. When it was time to launch he would call a number, wait 5 seconds and call the next and so on. A 20 plane group would launch in a bit over a minute and a half circle the CV once to form up and start grabbing out on our vector. It was easy, looked great, and was some what realistic.

But again, it requires someone taking charge and COMMANDING the mission. Some thing that is a bit of a rarity in the arenas these days.
Title: Re: Carrier Mission Launche's
Post by: Hap on May 13, 2012, 10:37:26 AM
In a scenario I was in once the flight commander assigned everyone a number. When it was time to launch he would call a number, wait 5 seconds and call the next and so on. A 20 plane group would launch in a bit over a minute and a half circle the CV once to form up and start grabbing out on our vector. It was easy, looked great, and was some what realistic.

But again, it requires someone taking charge and COMMANDING the mission. Some thing that is a bit of a rarity in the arenas these days.
:aok :aok
Title: Re: Carrier Mission Launche's
Post by: AKP on May 13, 2012, 12:48:22 PM
We see large launches from carriers in FSO from time to time.   Our squad is divided up into flights... each with a flight leader for the mission.  Able flight launches first.  As able is launching, baker spins up... checks in, then launches.  So on and so forth.  I just takes practice. 

As for keeping the CV steady...

As for the carrier turning, I think the best you can do is have the highest ranking member of the mission take control of the carrier and hope nobody usurps him.

... this is the best advice anyone can give.  And make sure there isnt a programmed turn for the CV coming up when you are ready to launch.
Title: Re: Carrier Mission Launche's
Post by: Arlo on May 13, 2012, 01:33:25 PM
is 24 players a hoard or mission ?

Could be a target rich inviroment for a Lanc flying over.  ;)
Title: Re: Carrier Mission Launche's
Post by: earl1937 on May 13, 2012, 01:36:31 PM
In a scenario I was in once the flight commander assigned everyone a number. When it was time to launch he would call a number, wait 5 seconds and call the next and so on. A 20 plane group would launch in a bit over a minute and a half circle the CV once to form up and start grabbing out on our vector. It was easy, looked great, and was some what realistic.

But again, it requires someone taking charge and COMMANDING the mission. Some thing that is a bit of a rarity in the arenas these days.
Good suggestion! As far as taking command and commanding, You are welcome to join VOX 171 anytime during the evening hours! I think you would change your mind, as I run missions every night and all are welcome to join. Sometimes we have as high as, 1 night, 54 B-25C's, and 16 escorting fighters. Kinda like herding cats sometimes, but everyone enjoys the mission and that's what its all about!
Title: Re: Carrier Mission Launche's
Post by: earl1937 on May 13, 2012, 01:39:48 PM
Maybe the players could do the same without needing the editor. As far as locking the CV on course is concerned, here's hoping a Lance doesn't pass over as the deck fills with planes launching.
Thought about that and had a 3 aircraft CAP over the carrier, 10 minutes prior to launch. I would just think that as a matter of courtesy, someone would PM the task force commander and ask if they had something going on that involved the CV.
Title: Re: Carrier Mission Launche's
Post by: Arlo on May 13, 2012, 04:15:22 PM
MA chaos really needs to be taken into consideration. All of us are paying players (except those doing the free 2 week thing) and only those willing to follow orders generally will (ptp). I've seen everything from players telling everyone on their side what to do and how to do it (in a not so inspiring way) and getting mostly disregard or jokes at their expense in turn for their trouble .... to organized hoards who pm/call/text each in order to pull off standardized tactics and strategies (much of it gamey) that'll roll across and reset a map in short order (with a certain percentage of such chest-thumping before during and/or after).

But when it comes to coding the game to make the latter easier for those that usually experience the former .... eh .... haven't seen Dale sympathize to date.

No offense. Just sayin'.
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 13, 2012, 07:00:12 PM
Good suggestion! As far as taking command and commanding, You are welcome to join VOX 171 anytime during the evening hours! I think you would change your mind, as I run missions every night and all are welcome to join. Sometimes we have as high as, 1 night, 54 B-25C's, and 16 escorting fighters. Kinda like herding cats sometimes, but everyone enjoys the mission and that's what its all about!

I'm guessing that you mean 14 players with formations of B25's.

On top of that there should NEVER be an instance where you have 30 people taking off at once for a mission. That isn't a mission, it's a horde.

Same number of people for a mission.....
 
2 fighter pairs up from 2 different bases. They act as scouts and decoys. One pair from a base say west of the target base, the second from a base to the south of the same target base. What happens is they are spotted and checked out and thought to be "porkers" and can even play the roll by dropping radar and ord at the target base.

5 minutes before the scouts arrive at the target base you launch 7 buffs with 6 escorts from the two bases the scouts launched from.

Once the scouts have done their job have them move on toward the most likely rear base the defenders will come from. Again they seem as porkers, but this time they be come delayers for the defenders they may try to up and help out.

While the scouts are out front causing problem for the defenders your buffs with there escorts come in to the target base at reasonable alt, from two directions with a good escort force.

Missions don't have to be handled like a horde. It makes it more fun and challenging to do it this way, so the capture/win is that much more satisfying. I was the leader of the 444th Air Mafia and squad night was an easy 20 people attending. Add to that those that liked to follow along because we got things done and there was ALWAYS a good fight around, so leading 30 people was the norm. We could have just rolled base after base like the hordes do now, but all of us were of the same mind"Where's the fun in that?". So instead we split the groups into small bunches. Heck we had one group with 4 guts that did nothing but fly out ahead and deack fields and drop radar for the main groups. Taking 2 bases at the same time was a huge challenge and fun to do. Todays smash and grab is too easy, and boring. Not enough people can put together elaborate plans any more, and there are even less players that can pull them off.
Title: Re: Carrier Mission Launche's
Post by: Shuffler on May 14, 2012, 04:06:14 PM
Thought about that and had a 3 aircraft CAP over the carrier, 10 minutes prior to launch. I would just think that as a matter of courtesy, someone would PM the task force commander and ask if they had something going on that involved the CV.

Make multiple missions with different groups of planes staggered for takeoff times.
Title: Re: Carrier Mission Launche's
Post by: Hap on May 14, 2012, 04:22:18 PM
I was the leader of the 444th Air Mafia

Never knew that.  I was a member sometime in the 2002+ or so.  Or even ++.  Can't recall too long ago.
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 14, 2012, 05:14:53 PM
Never knew that.  I was a member sometime in the 2002+ or so.  Or even ++.  Can't recall too long ago.

I remember, you went by Hap1 and the last roster info I have is from 2005. Your not on the 2003 list. I save everything! Still have the complete website on disk  :D
Title: Re: Carrier Mission Launche's
Post by: Rob52240 on May 23, 2012, 02:03:11 PM
Ok Fugi

So 20 planes under your command is a mission but any instance of 30 planes together is a horde?

Someday I'll make sense of the logic, or lack thereof.
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 23, 2012, 04:20:02 PM
Ok Fugi

So 20 planes under your command is a mission but any instance of 30 planes together is a horde?

Someday I'll make sense of the logic, or lack thereof.

OK, I'll type slow......

We didn't send ALL 20+ to a single base. The force was split into a number of elements creating several places for fights, NOT one big horde.

If I send 4 guys to go deack a field, have 2 fighter wings going to a different field for a capture mission first in to drag defense down, second to cover buffs, a buff flight to level the town that took over from a deeper base for alt and so is in the air longer and susceptible to attack from different areas, as well as maybe another group hitting a base the defenders might use to resupply/ or defend from. Yes I have 20-30 people all trying to work together, but at 3 different bases, coming from 2 different directions.

That's the difference between a "horde" and a coordinated attack. Should I draw you a picture to help you see the difference?

Title: Re: Carrier Mission Launche's
Post by: mthrockmor on May 23, 2012, 04:25:11 PM
What if....

When you create a mission and it launches from a CV the player who created the mission commands the CV until the last bird is either dead or landed? This way you get the launch and the whole task force. No higher ranking person can take command

Something like this would help solve one issue you ran into. I think it would also create an environment where more players would act in as a whole. Just a thought but I think a good one!

Boo
Title: Re: Carrier Mission Launche's
Post by: 007Rusty on May 23, 2012, 09:56:20 PM
The 444TH Air Mafia Missions (sigh),,,,,,,, I miss the old days  :salute    Me and Sik1 still fly under the 444TH Flag cant let a great old sqd like the 444TH fade away  :rock   :cheers:
Title: Re: Carrier Mission Launche's
Post by: Hap on May 24, 2012, 08:11:38 AM
Today's smash and grab is too easy, and boring. Not enough people can put together elaborate plans any more, and there are even less players that can pull them off.

There's another matter too.  The guys never learn the old way of doing things.  They miss out on a load of fun, and too many never get a chance to hone dive-bombing skills.  And I was awful until guys taught me, and something clicked.  From time to time, I'll invite any new guys on a sortie and try to get them ship-shape dive-bombing.

I'm not a smash and grab guy.  Consequently, trying something unusual pops up from time to time.  Here's an example: I was looking at the 100 lb bombs in the hangar.  I know they will put down ack.  So, I load up a Pony with 6 rockets, 100 lber's, 50% gas, and the 6 gun package.  I found an ex-squaddie to fly along to a small airfield.  Climb out was a breeze.  We arrived at alt, and in 2 passes each had all the ack on a small airfield destroyed.  Two enemies upped and were under 5K when we made our dives from 12 to 15K, can't recollect which.  We ignored the two uppers.  Got the job done.  Climbed back up.  And life was good.  And it was like, Geeze, 2 passes.  That was easy.  Why don't we do more of that? 

And looking at a portion of a map as a strategic whole, if one has 20 guys, well, then it really gets fun as Fugitive explained.

Barring radiator hits, and oil hits, the 100 lbs + 6 rox = 10 ack each.  The challenge for me with that sort of op is to line up the hard ack 1st.  Aging eyes, even using zoom, make it rougher that it should be.  As is finding the off the base proper when it's not firing.  I've not kept up on that tactic.  Maybe I ought to log on and give it a whirl!
Title: Re: Carrier Mission Launche's
Post by: icepac on May 24, 2012, 09:20:40 AM
Spawn your plane, wait for your mission buddies to launch, and then take off.

I used to wait a full minute when doing the ferrets challenge races and always made up the time by playing it tight.
Title: Re: Carrier Mission Launche's
Post by: Rob52240 on May 25, 2012, 03:58:31 PM
OK, I'll type slow......

We didn't send ALL 20+ to a single base. The force was split into a number of elements creating several places for fights, NOT one big horde.

If I send 4 guys to go deack a field, have 2 fighter wings going to a different field for a capture mission first in to drag defense down, second to cover buffs, a buff flight to level the town that took over from a deeper base for alt and so is in the air longer and susceptible to attack from different areas, as well as maybe another group hitting a base the defenders might use to resupply/ or defend from. Yes I have 20-30 people all trying to work together, but at 3 different bases, coming from 2 different directions.

That's the difference between a "horde" and a coordinated attack. Should I draw you a picture to help you see the difference?



I expect a picture would be as subjective as the explanation. 
Title: Re: Carrier Mission Launche's
Post by: Pand on May 25, 2012, 05:49:27 PM
 :lol
Title: Re: Carrier Mission Launche's
Post by: guncrasher on May 25, 2012, 10:13:07 PM
:old:I would like to see Aces High do something about the mission launches off of carriers! Last night in a squad mission, we had 24 aircraft in the mission and talk about chaos on the deck!!! Maybe AH could modify the mission editor to be able to specify which A/C launches first, second and so forth, when posting the mission. Maybe a 20 to 30 second delay in the different model aircraft to be launched. What do you think? Maybe restrict take offs to AUTO only might be the answer, then it wouldn't matter if you were inside the fuseledge of another aircraft or not. Another point about launches from carriers: Just as we were launching, someone, not in the squad or in the mission, decided to take control and turn the CV! We lost 4 of 8 TBM's due to someones prank!! Maybe in the mission editor, it could specify that a mission was posted and no one else but the person who posted the mission could take control of the CV until after the mission launched!
Just the rant of an old, but experenced person who would like to see some improvements in a already great, great game!

why not just do what I do.  when i spawn have the throttle down to zero, when the deck clears or you can see then apply power.   I do the same thing for missions on the runway.


semp
Title: Re: Carrier Mission Launche's
Post by: Rino on May 25, 2012, 10:23:32 PM
What if....

When you create a mission and it launches from a CV the player who created the mission commands the CV until the last bird is either dead or landed? This way you get the launch and the whole task force. No higher ranking person can take command

Something like this would help solve one issue you ran into. I think it would also create an environment where more players would act in as a whole. Just a thought but I think a good one!

Boo

     Why would mizzunz guys get to dictate CV usage to non mizzunz guys?  If that CV is closest to a fight, I for one will not be too pleased
by being locked out by some pocket fuhrer.
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 27, 2012, 02:49:53 PM
I expect a picture would be as subjective as the explanation. 

OK, here are two pictures of missions ( I wish we could do this in a ready room in the game and launch mission from there  :pray ). Both are to the same base for a capture mission. Both have the same number of people. The first is a typical NOE horde mission. Very little warning, very little chance of being detected until it's too late, very little chase of combat.

(http://i266.photobucket.com/albums/ii253/maddogjoe_photos/mission2.jpg)

The second is a multi wing mission with many chances of being spotted, covering a much wider area, purposely flashing bases and taking out radar at all of them. ALL players are important to the mission and have a task and so feel more "part" of the mission. The mission while it's main purpose is to take the base it also provides many chances of combat over 10 different sectors. It also provides a challenge to pull it off, where to "NOE horde" mission is pretty much a gimmie.

(http://i266.photobucket.com/albums/ii253/maddogjoe_photos/mission1.jpg)

Sure the horde mission is easy (too easy) and it is more than likely a capture. On the other hand the second mission is challenging and NOT a given. It counts on ALL the players "playing". With the opportunity of combat being possible over so wide a front it creates more fun for more people to have to "fight it out" but still have a good opportunity to capture the base. And when you do capture the base, you've earn something. With the NOE horde mission you do the same thing over and over grabbing base after base. Might as well just set it up that one team a day automatically wins a base from the other teams every 15-20 minutes until the war is won. It's like playing a board game by yourself, whats the point?

Do you want to play the game, or just grab bases? 
Title: Re: Carrier Mission Launche's
Post by: Pand on May 27, 2012, 03:55:52 PM
Don't forget about two key ares that will foil both plans:

1.  The single or pair of La7's that will arrive as your goons show up and will happily sacrifice themselves for the stop cap.
2.  The team of guys waiting for you to show up beause the enemy has two accounts and knew you were coming as soon as you posted the mission.

We're getting better at stopping #1, but #2 is just a fun part of the game!
Title: Re: Carrier Mission Launche's
Post by: BERN1 on May 27, 2012, 04:29:52 PM
#2 is the funpart??? seriously? :bhead
Title: Re: Carrier Mission Launche's
Post by: Pand on May 27, 2012, 04:46:21 PM
#2 is the funpart??? seriously? :bhead
I need to work on displaying my facetiousness in text... no it's ridiculous!    :joystick:
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 27, 2012, 05:02:19 PM
#2 is the funpart??? seriously? :bhead

depends on whether your talking about Pand #2, of the picture #2

Don't forget about two key ares that will foil both plans:

1.  The single or pair of La7's that will arrive as your goons show up and will happily sacrifice themselves for the stop cap.
2.  The team of guys waiting for you to show up beause the enemy has two accounts and knew you were coming as soon as you posted the mission.

We're getting better at stopping #1, but #2 is just a fun part of the game!

That is part of the game that is lost. Guess what, an LA can catch an LA  :devil Plan ahead, keep an LA at 3k over the fight and dive in on them BEFORE they get your goon. TEACH goon drivers to fly something other than a strait line. I love flying a goon and see how many passes I force the attacker to take to get me, the same with an M3. As for the "spiez" I don't know how much of an issue this really is. I know we have a LOT of paranoid folk out there that think this is more rampant than spawn camping but I don't. Run real missions. If you see people making bee-lines to your goons, REPORT IT. If giving away the location of hidden CVs so they can be sunk and brought back into the game is considered a "no-no" I would think giving away the locations of goons should be too.

That's another thing I liked about the private ready rooms in AW. Once the mission commander made a room you had to request permission to come in. Squadmates would vouch for other players that the commander didn't know. Some my think doing it like this cuts people out of the missions, out of a part of the game, or removing a chance for new/unknown players to join in. I look at it as a way to force players to join people, make friends, earn that trust with comradary. It did help keep the missions secret, and gave you a chance to string way-point for different wings so even those in the mission didn't know what some of the mission involved.

 
Title: Re: Carrier Mission Launche's
Post by: bustr on May 27, 2012, 05:50:20 PM
Real AH mission:

One master tactician slaves over a hot mission plan with multipel objectiives and sub mission groups of 30 invited players. Everyone receives their marching orders and coordiantes with the master tactician in an orderly and proper fashion. All sub groups launch at predetermined times and sub mission leaders keep in personal off mission channel contact with the master tactician. The primary objective is captured after all primary objective elements carry out their assignments in a timely manner. 2 hours later the secondairy and tertiary targets are captured or in the process there of from regrouped, restaged, and preplaned in an orderly and timely manner.

Phony Hoard Mission:

One person puts up a mission requesting 30 players. Mission lauches NOE and they flatten the target ASAP. Over the next 2 hours they flatten 5 more feilds.

Pandora's Mission:

Pandora asks politely the CO of 3 squads she knows to tag along with her and please take 6 bases she wants. NO use of the mission planner. Pandora just points to the feild she wants and it's taken. All base attacks flown at 12k using bombers and fighters and GV where possible.  At each target Pandora politely reminds everyone that gentelmen you know what to do here lets take down that base and capture it. Always a minimum of 3 volintairy C47 in tow with at least 2 players offering to up additional if needed. 2 hours, 40 like minded players and 6 bases captured, Pandaora politly thanks everyone and logs off. Pandora lives in England and our game prime time is at odds with her sleep cycle.

POTW Mission:

Waystin points at a field and say he wants it. Pigs flatten it and move on to the next one. Green guys eventualy start following us to get in on the action. Pigs pick a fight on the other side of the map to get away from the green guys swelling our numbers. Sometimes the green guys catch on and show up again swelling our numbers.
Title: Re: Carrier Mission Launche's
Post by: guncrasher on May 27, 2012, 07:32:23 PM
fugitive we have had many times a single fighter take out the goons as they came out of nowhere.  lots of members in the mission do not guarantee success just like a few members with a complex mission dont guarantee one either.

the bishops had a highly complex mission yesterday on one of our northwest bases.  the high high alt bombers with low bombers and fighters to cap.  plus a couple of other bombers flashing and hiting nearby bases.  it was very similar to the mission you described and guess what they didnt take the base even with gv's following up on the ground and 2 cv's nearby as back up.  did they fail at their mission?  I dont think so, i think they did pretty good, but we just happen to do a little better at defending.

highly complex missions like the one you describe have a tendency to fail, not because the people who are in it arent good at playing, but because it attracts lots of defenders.  actually the only time they win is when few people bother to up so it's not really any different than just bringing a horde to the base and most likely they wont be a fight anyway.

there's really no right or wrong way to play the game.  I am beginning to think that some people are right, it's who has the most fun that wins that night.

semp
Title: Re: Carrier Mission Launche's
Post by: Pand on May 27, 2012, 08:44:49 PM
If you see people making bee-lines to your goons, REPORT IT. If giving away the location of hidden CVs so they can be sunk and brought back into the game is considered a "no-no" I would think giving away the locations of goons should be too.
You would be surprised how often this happens.  By not putting roadblocks in place to prevent this, HTC is basically encouraging it---especially since it's an extra $15 a month in their pocket.

It makes me throw up in my mouth a little bit that players, young and old, have to actually cheat others out of their efforts to make themselves feel better.   :eek:

I've actually been considering going back to flying Fighter Sweeps only instead of Base Capture missions.  :O

 :salute all that deserve it!
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 27, 2012, 10:17:53 PM
fugitive we have had many times a single fighter take out the goons as they came out of nowhere.  lots of members in the mission do not guarantee success just like a few members with a complex mission dont guarantee one either.

the bishops had a highly complex mission yesterday on one of our northwest bases.  the high high alt bombers with low bombers and fighters to cap.  plus a couple of other bombers flashing and hiting nearby bases.  it was very similar to the mission you described and guess what they didnt take the base even with gv's following up on the ground and 2 cv's nearby as back up.  did they fail at their mission?  I dont think so, i think they did pretty good, but we just happen to do a little better at defending.

highly complex missions like the one you describe have a tendency to fail, not because the people who are in it arent good at playing, but because it attracts lots of defenders.  actually the only time they win is when few people bother to up so it's not really any different than just bringing a horde to the base and most likely they wont be a fight anyway.

there's really no right or wrong way to play the game.  I am beginning to think that some people are right, it's who has the most fun that wins that night.

semp

They fail due to lack of skill, not because your defense is good. They had a mission and their skill wasn't up to the challenge of executing it. When goon drivers fly a strait path from one base to the other never turning even when attacked it is due to lack of skill, NOT your great aim at shooting it down. Dive bombers that either hit only half the time, or lawn dart even if they DO hit is lack of skill, not your defense. When a mission stutters due to a problem skilled players can react and pick up the slack and know what to do with out long explanations.

Todays players don't bother to learn the HOWS of the game. All they know or are taught is "Take lots of people with lots of bombs, sneak in and flatten everything. If the goon dies we re up on the other side of the map and try again". When was the last time you saw a squad spend a couple hours in the TA practicing dive bombing with 38s from 15k until everyone could do it with better than a 50% hit rate, and those same people practice on there own until they could do better than 75%? With 10 people that is like 24,000 lbs of explosive ON TARGET, with all 10 guys still alive and ready to fight. I haven't seen a squad in a long time that come any where near that kind of attack, why? because it is so much quicker and easier to lawndart a bunch of dweebs to do the heavy work. No fight, no skill, but they got another base!

I know I sound "bitter" and you might think I think the game sucks, but that is far from the truth. I flew for 6-8 hours yesterday and tho I did spend most of it chasing NOEs around I did get into some great fights. RAUH, Flyover, and Boxman in his 110 were some fun fights I had here and there. What I'm trying to do is let people know that there is so much more to this game that they are missing out on, or just blowing through.
Title: Re: Carrier Mission Launche's
Post by: guncrasher on May 27, 2012, 10:53:59 PM
They fail due to lack of skill, not because your defense is good. They had a mission and their skill wasn't up to the challenge of executing it. When goon drivers fly a strait path from one base to the other never turning even when attacked it is due to lack of skill, NOT your great aim at shooting it down. Dive bombers that either hit only half the time, or lawn dart even if they DO hit is lack of skill, not your defense. When a mission stutters due to a problem skilled players can react and pick up the slack and know what to do with out long explanations.

Todays players don't bother to learn the HOWS of the game. All they know or are taught is "Take lots of people with lots of bombs, sneak in and flatten everything. If the goon dies we re up on the other side of the map and try again". When was the last time you saw a squad spend a couple hours in the TA practicing dive bombing with 38s from 15k until everyone could do it with better than a 50% hit rate, and those same people practice on there own until they could do better than 75%? With 10 people that is like 24,000 lbs of explosive ON TARGET, with all 10 guys still alive and ready to fight. I haven't seen a squad in a long time that come any where near that kind of attack, why? because it is so much quicker and easier to lawndart a bunch of dweebs to do the heavy work. No fight, no skill, but they got another base!

I know I sound "bitter" and you might think I think the game sucks, but that is far from the truth. I flew for 6-8 hours yesterday and tho I did spend most of it chasing NOEs around I did get into some great fights. RAUH, Flyover, and Boxman in his 110 were some fun fights I had here and there. What I'm trying to do is let people know that there is so much more to this game that they are missing out on, or just blowing through.

what about your squad?  why dont we see them performing these missions?  actually why arent you organizing these missions?

and actually I dont think the game sucks, see I dont really care if I get a kill or we take a base.  I just come here to talk to some cool friends and shoot the breeze, the rest is secondary.



semp

Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 28, 2012, 09:20:15 AM
what about your squad?  why dont we see them performing these missions?  actually why arent you organizing these missions?

and actually I dont think the game sucks, see I dont really care if I get a kill or we take a base.  I just come here to talk to some cool friends and shoot the breeze, the rest is secondary.



semp



Because time moves on. The 444th Air Mafia is still in the game because a player carries the name in memory of the squad. There are only 2 active players in the squad and they have flown a TOTAL of 4 hours this month. Many may remember "Mugz". He was CO of the Mafia for awhile and was also one of those players that logged on and the whole country started yelling for missions. So it was done.

I'm not saying that my squad was better.... even tho it really was  :neener: ... The point is that the skill level has gone down. I know the trainers are kept busy, but if people really wanted to learn this game well enough to play it really well, they wouldn't have time to rest they would be so overwhelmed with people looking to be trained. Now it's more important roll over a base, or HO/gang the cons than it is to learn how to do some of those crazy maneuvers like a hi-yo. I'd bet 50% players would think a "cuban 8" would be the 8 guys who made a crossing to Florida from Cuba in a home made boat in 1963.  :rolleyes:
Title: Re: Carrier Mission Launche's
Post by: Hap on May 28, 2012, 10:09:27 AM
They fail due to lack of skill, not because your defense is good. They had a mission and their skill wasn't up to the challenge of executing it. When goon drivers fly a strait path from one base to the other never turning even when attacked it is due to lack of skill, NOT your great aim at shooting it down. Dive bombers that either hit only half the time, or lawn dart even if they DO hit is lack of skill, not your defense. When a mission stutters due to a problem skilled players can react and pick up the slack and know what to do with out long explanations.

Today's players don't bother to learn the HOWS of the game. All they know or are taught is "Take lots of people with lots of bombs, sneak in and flatten everything. If the goon dies we re up on the other side of the map and try again". When was the last time you saw a squad spend a couple hours in the TA practicing dive bombing with 38s from 15k until everyone could do it with better than a 50% hit rate, and those same people practice on there own until they could do better than 75%? With 10 people that is like 24,000 lbs of explosive ON TARGET, with all 10 guys still alive and ready to fight. I haven't seen a squad in a long time that come any where near that kind of attack.  Why?  Because it is so much quicker and easier to lawndart a bunch of dweebs to do the heavy work. No fight, no skill, but they got another base!

Precisely so.

I do not usually fly with the flatten everything missions.  But when I see them posted, I may up and rally with them to see how things shake out.  I cannot number the times I've seen jabos dive in on hangars, and get two out of 4, or 3 out of 4 and then comes the call to strafe down the last one.  That being said, with the right guys, it's one pass and it's all done.  So there are guys out there, and more than few, who pull it off.

At least once a week, I'll shout out on country "who's sick of missing with their bombs?"  Usually, one or two will take me up on the offer to learn how to do it and rtb safely.  Sometimes more though will tag along.  I do the same with bomber missions.  Teach 'em how to do it right, and land successfully.

Now that's just the execution of a very simple act in Aces High: dive-bombing or level bombing accurately.  Not to mention the right vector in so nailing 4 ammo bunkers is made easy in 2 passes with a Pony for instance on a medium airfield.  Or the right vector when level bombing.

The other matter, and I'm with Fugitive entirely here is one of tactics and planning.  And part of that is the condition of the map and country status in real time.  If conditions make a certain type of assault highly improbable, then scrap the idea until numbers favor such a move.

Last night is a case in point.  Bish up north, when I logged in, were 90 mins from being rolled like carpet.  We were down 40 on in-flight numbers.  By the time, I had logged off, about 2 hrs later, all that I had seen would happen did.  Now.  That doesn't make me smart at all.  It's just what the map and country status dictates will happen until folks get sleepy and log for the night.  So then, what to do?  Hobbled by inaccurate dive-bombing as a player base, base porking becomes so very iffy unless it's a small airfield.  Even then, those 2 ords and 5 barracks can be slippery unless the pilots have got themselves into a position that interception while inbound becomes unlikely, and there's enough guys and 1 pass nails it all.  Which, happily did happen on a run I posted a few days ago against the Nits when they had huge numbers.  Wow.  It was like the old days.  Had 5 or 6 guys.  1 pass and all the ord and all 5 barracks were down.  Almost forgot what that was like.

So, if porking fields becomes a no-go against huge numbers, then fiter's nailing buffs and fat jabos becomes the next move.  But at a 40+ disadvantage, at that point, the battle is lost.  Had fun though even so.  Got a few kills.  Landed successfully.

Lastly, with the reduction of field elements down time to 45 mins from 2 hours (without manual resupply), I don't know that porking would have bought the Bish enough time.  But when the sun has set, that's what a country is vying for.  If we could have deprived the Rooks of their barracks and bombs for 2 hrs, the whole thing would have bogged down, on the Rook side, to a point and shoot free for all.  But that did not happen.  I was quite pleased by the Rooks play, for the map showed a good 2 pronged assault on two different northern tactical bases.  And as their numbers grew, a 3rd assault target looked like it was fixin' to take place.  They used their numerical advantage wisely rather than bringing 50 guys to one base.  So good for them.

What astonishes me is both "how it came to pass" and "what" the common mentality seems to be these days.  So inside of 40 mins, field A is going to get rolled, and not only field A but several more along that front for example.  So the hue and cry arises, "Save field A!"  And green planes go aloft.  What I don't see on country channel is a competing cry with sufficient numbers who urge the destruction of those field elements on enemy fields X & Y from which the peril of an entire front collapsing originates.

And that might be due entirely to the point Fugitive is making.  It takes a tad of planning.  More than a bit of patience to be high enough and fast enough to make being bounced on the way in semi-unlikely, and once there to be able to deliver the goods in a single pass.
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 28, 2012, 10:55:27 AM
And they say small squad don't stand a chance, so they MUST join the horde to be effective. Nope, 6 guys can cripple <---- yes I said cripple an attack by sending 2 guys to 3 bases to pork  troops and ammo. Like HAP said it slows the attack. A small squad can do just that and give their country time to get their feet back under them. Of course that should signal the other team to start rolling supplies to get their offensive back on. Look at all the opportunities for combat that creates!  :x
Title: Re: Carrier Mission Launche's
Post by: guncrasher on May 28, 2012, 11:07:04 AM
Because time moves on. The 444th Air Mafia is still in the game because a player carries the name in memory of the squad. There are only 2 active players in the squad and they have flown a TOTAL of 4 hours this month. Many may remember "Mugz". He was CO of the Mafia for awhile and was also one of those players that logged on and the whole country started yelling for missions. So it was done.

I'm not saying that my squad was better.... even tho it really was  :neener: ... The point is that the skill level has gone down. I know the trainers are kept busy, but if people really wanted to learn this game well enough to play it really well, they wouldn't have time to rest they would be so overwhelmed with people looking to be trained. Now it's more important roll over a base, or HO/gang the cons than it is to learn how to do some of those crazy maneuvers like a hi-yo. I'd bet 50% players would think a "cuban 8" would be the 8 guys who made a crossing to Florida from Cuba in a home made boat in 1963.  :rolleyes:

what about you personally, why dont you organize these missions?  why dont you start a training program to up our skill level instead of just complaining about how good it was in the old days.  I have been here for 6 or 7 years and I keep hearing about how the skill level has gone down, if this was true nobody would even know how to start the engine on take off and that is on auto.  hordes have been around since i joined and will be around after I leave the game, just like people complaining about how the game should be played were around before I joined and will be around after I leave.

and I dont really care to know what a cuban 8 is as I dont smoke.  all I care about is last night we started a furball that lasted for several hours and was lots of fun.  some really good players on both sides around.  kindda like those good batles you are always talking about that never happen.  and the same thing happened the night before come to think of it.

dont just sit around wishing and whining do something about it  :salute.


semp
Title: Re: Carrier Mission Launche's
Post by: bustr on May 28, 2012, 01:52:56 PM
Semp,

Guess you were there for JSO in AH1 300+ players from a single side swamping the map. Very well organised efforts but, that got us ENY. Then the era of organised NOE missions by everyone on all 3 sides. That got us really mindless hoards and a change in towns and how a map was won. Then the muppets valient attempt for a few years to force the general MA players into less lame ACM play by beating the snot out of them all over the map and trying to shame them in every manner possible from ch200 into this forum. And the ultimate evolutionary answer to the muppets, dogfight's prodengy the vTards and where we are now.

All of these mini era's in the game produced their own good times and detractors. The detractions were always harkening back to some golden age of the game where fights were more noble and missions were run by strategic geniuses followed by an airforce of veterens who could read the mission leader's mind while carrying out their assignments in clockwork heroic fashion. Or something was fundimentaly wrong with the game and it should be changed to anything but what it currently was.

When you finaly got to the heart of the detractors storys they pretty much were of two kinds. The game had changed. Their old time friends remembered as titans of the arenas are gone, and they are alone. Now they want to change the game back to what they remembered when titans flew in the arenas. Or, the game some how does not fit the new player in the first few years who reacts by wanting HTC to scrap the current offering in favor of any other style of offering while poorly communicating their disconnect.

And then there are the rest of us who make lemonaid with HTC's lemons and bootleg our own vodka into the mix and have fun. Everyone knows how to play this game just fine for themselves without other's play standards imposed on them in an attempt to fit their own needs. This isn't smokeing needing Prohibitionism imposing regulations to save everyone from themselves. The game ain't broken. Time has just moved along again. Experiment with a new lemonaid recipe and some of those high end flavored vodkas. This is akin to mixing up your bedroom olympics to put some spice back your marraige.
Title: Re: Carrier Mission Launche's
Post by: guncrasher on May 28, 2012, 03:13:10 PM
I am actually putting out a challenge to fugitive.  he has a lot of followers and friends, if the way the game is played is not really to his liking or perhaps he could improve on it then act on it.  I am all for a change to the game.  I have been listening to him for a couple of years and yet I have not seen a mission he posts according to his standards.  not trying to insult him but more to encourage him to act upon his ideas.

there's nothing to stop anybody from getting some friends who have friends who have friends and make some good missions.  however sitting back and writing about how it should be done but doing nothing about it, well it aint so cool.




semp
Title: Re: Carrier Mission Launche's
Post by: bustr on May 28, 2012, 05:02:22 PM
Semp,

Some want Hitech to make changes to reignite their love affair with this game like they fondly remember it. Or, the rest are too busy in the arenas playing the game to know about these conversations in this forum while busily driving the game over the cliff.

You will have more luck challenging Waystin to pick the biggest fight he can anywhere in the arenas and lead us into the middel of it to make lemonaid while we pour vodka on it. I suspect Fugi and those who agree with him want Hitech to realise the wisdom of their observations. Then change the game to impose an enlightened mode of game play on everyone for the common good of the ideal called Aces High. Too much freedom is not good for those with too little self discipline while lacking the benifit of a larger grander picture of the ideal all could benifit from if followed.

We clueless masses are ruining the game being allowed to play however we choose in any manner we feel achives our short term selfish goals.

Almost sounds like someone running for president or interviewing for Chanclor of Amherst......
Title: Re: Carrier Mission Launche's
Post by: The Fugitive on May 28, 2012, 07:26:28 PM
I am actually putting out a challenge to fugitive.  he has a lot of followers and friends, if the way the game is played is not really to his liking or perhaps he could improve on it then act on it.  I am all for a change to the game.  I have been listening to him for a couple of years and yet I have not seen a mission he posts according to his standards.  not trying to insult him but more to encourage him to act upon his ideas.

there's nothing to stop anybody from getting some friends who have friends who have friends and make some good missions.  however sitting back and writing about how it should be done but doing nothing about it, well it aint so cool.




semp

Id love to, but where are all of these "friends and followers"? At most I'm "that cartoon guy", or "that old guy stuck in the past". I ran missions and a squad for over 3 years. I stepped down because I wanted to take a brake and let others lead. I find it fun "following" some one else mission. See how they plan it out, run it, adapt to changes. I don't have the time I use to put into the game, nor am I a recognized leader in the game. Like I said, at most they may know me as the cartoon guy. Now, if Way logs on a calls out a mission I'm willing to bet he gets more takers than just pigs. Now what he does with those resources I don't know. Does he load up a plan and assign targets, or does him.... as someone posted recently... say "I want that base!" and ya'll just go out a get it?

Semp,

Some want Hitech to make changes to reignite their love affair with this game like they fondly remember it. Or, the rest are too busy in the arenas playing the game to know about these conversations in this forum while busily driving the game over the cliff.

You will have more luck challenging Waystin to pick the biggest fight he can anywhere in the arenas and lead us into the middel of it to make lemonaid while we pour vodka on it. I suspect Fugi and those who agree with him want Hitech to realise the wisdom of their observations. Then change the game to impose an enlightened mode of game play on everyone for the common good of the ideal called Aces High. Too much freedom is not good for those with too little self discipline while lacking the benifit of a larger grander picture of the ideal all could benifit from if followed.

We clueless masses are ruining the game being allowed to play however we choose in any manner we feel achives our short term selfish goals.

Almost sounds like someone running for president or interviewing for Chanclor of Amherst......

Buster you sound like your someone who is happy to be stuck with the "status quo", does change bother you? I see a very watered down version of the game being played and just hope to to point out options that many either don't know about, or understand how to use them. Your telling me your content hitting bases that have no resistance and so are capture in the first pass. Your content defending against the horde by picking off lemmin after lemmin in a line that have no clue how to maneuver, let alone fight back? Your content to see the spawn camp at V135 as the only place anyone uses tanks on that map?

Not me, I'm am not content because I know there is so much more. I am happy with the game, I enjoy it very much and continue to add my small subscription fees to HTC coffers because you just can't find this kind of fun for that kind of money, but content, I don't think so. Many are not content with the plane selection, see all the plane requests in the wish list forum. The same goes for maps, weather, and many other things. I'm just like everyone else, I just want all the game has to offer to be used as it was designed to be used.
Title: Re: Carrier Mission Launche's
Post by: guncrasher on May 28, 2012, 08:55:30 PM
fugitive take advantage of being the cartoon guy.  I bet lots of guys would follow you if you started creating missions.  you arent as popular as me, last time I made a mission i brought field supplies to the base.  they still make me cry when they bring it up.  that and the time i brought troops to resupply hq.

point is doing is better than just sitting back and talking.


semp