Aces High Bulletin Board
Special Events Forums => Friday Squad Operations => Topic started by: RufusLeaking on January 25, 2020, 04:25:51 PM
-
It's great.
It works well keeping people in the scenario with historical plane plane sets.
I mentioned it to AKMarine in a pm that the bases need to be closer to the action. A second strike is limited to one round trip.
Vulching at T+60? To have knowledge of where a large group will be on the runway to the exact minute... it is overpowered. Not upping from a flashing base is an obvious countermeasure. Too many vulch kills skews the score.
In Frame 3, I vulched uppers at the target field. I rationalize that this is legitimate as I was shooting up the field as part of the objectives.
To reiterate, T+60 launches are great. :aok
-
I like it but, the fields were too far apart. I was at 1 hour 40 mark on my second sortie over enemy target after re-arm. Little or no time to get back into it unless the fight is right in front of you. Having 3 fields to lift from is smart so they cannot all be capped at T+60, actually 4 including carrier.
-
The CM's are looking at different options as no plane set will have the same issues.
Some people want quick Combat Challenge Action, others want it to be limited to time or number of sorties to preserve the 1 life original intent of FSO.
We'll definitely revisit it, but it may not be suitable for all setups in FSO.
Please give us more input.
-
:aok Had a ball..
Thanks for giving it a try Nef. While SEC CM for Dhyran and 68Raptor about 10 years ago I experimented with different fields and different times/plane sets. This was an equalizer for limited player numbers and event timing for a more Euro based event and time frame.. The effect was similar as here in FSO. Depends on the player base and preferences/flexibility. Distance, like the B29 frames when the hardware first emerged...but Wow 55 minutes to get to land after that air launch. I think back on FSO evolution as an event and the heart of principle has been one life. At least this adaptation has helped extend the event and kept us players in the arena. Keep it up!!! One other bitcoin to ponder again is GV involvement and a 2nd hour surface engagement with the Solomon's Map.. Given that map may not be useable of late. Kudos to Terrain Team!! <S> :joystick:
-
Please only do this a few times a year. The fundamentals of the event will collapse otherwise.
Do not make a "re-up" base the same as a target base or even within a sector of any target.
People who preserve their ride in the first hour do not deserve to be overwhelmed with endless spawning at their prescribed target.
Keeping the re-up fields close enough to the front line to allow interaction is good. Placing them directly opposite each other a sector apart will definitely get old quick. Again, that is a threat to the fundamentals of FSO. Combat Challenge is its own event.
2nd rides should always be significantly lower in performance than first rides but still basically capable of completing the tasking. Once you remove side tasking from the equation you have removed the purpose of Squad Operations. You have simply constructed a FFA arena.
Finding the right balance will be quite the task.
Just for info:
We have had second rides before in FSO. Significantly inferior rides (Ju-87, Kate Il2) facing late war fighters were given an option to re-up in a fighter after death. Worked OK for a bit but eventually transformed into a "fly it into a tree and get a real plane" mentality.
"No matter how noble the intent of the designers, somebody somehow, will find a way to pervert it" Dantoo's Law.
-
I prefer the one life option. Just a more intense experience. The 2nd ride changes the way people fly and approach to FSO. :cheers:
-
I also prefer the one life option.
The 2nd life + flying was not in the spirit of the FSO in my opinion and more resembled "Kamikaze" or "Sonderkommando", especially if the 2nd life flyers encountered a first life aircraft.
All in all, i enjoyed the January set up and plane set/balance. The second life thing is a choice that i will not partake in, in the future.
-
I like the it mainly because it keeps the community engaged for a longer period of time. However, in frame 2 we were the victims of some naughty vulchers, and in return I was feeling a bit naughty knowing the axis were going to be taking off from the CV. Perhaps in some scenarios we should have a secondary set of objectives. An organized attack on a different field/strat. Something specific like destroying ord, fuel, and barracks? I do think we need to move away from setting up and waiting for the other team to re-up from a field and taking them out on the runway.
-
If you are going to do the 2nd life thing, it should be just that. A second life IE 1 re-up. Not unlimited upping.
As mentioned above, it changes the way someone flies if they know they can just take off again.
I see the merit in the idea. The attack group get wiped out 30 minutes in. POOF they are done for the night. This way they get to continue to fight for the night, or morning, depending on what side of the planet you live on :D Yes that was for you Dantoo
But limit it to a second life, not a third , fourth and fifth.
Just my thoughts
-
I think the idea of keeping players engaged in the event for the full two hours is a good one. Myself, I enjoyed it. A few thoughts about the second hour in future FSO's:
A separate set of objectives, smaller in scope and less complex that can be fully executed in less than an hour.
One additional life instead of multiple lives.
Keep lower tier aircraft for the re-uppers (survivors from the first hour can still keep their original rides or tower out and select second tier ones).
Score it at say, two-thirds of the first hour.
--edited in-- May not be suitable for every frame in every FSO
-
My intent was have the fields far enough apart to prevent 2-3-4 lives being used in quick succession. This did seem to keep the number of lives down, however it brought suggestions to move the fields closer who want that CC type of action.
We also have the ability to limit lives with the DeathMaxCount and Scoring, however it has had issues in past testing and we're not sure if it works the way we want it too.
-
My questions to the FSO community for feedback on the 2nd Life Aircraft, do you want to just dogfight with 2 different choices of lesser fighter aircraft that becomes players flying around in hopes to find a close enemy fighter or have a lesser fighter and lesser bomber and carry out the FSO Objectives in pushing the fight back to the original targets?
-
Definitely the second Kuya. If you do anything else it becomes another event.
-
:aok
Some designs work better or "FIT" better one way than others. Doing both may over complicate things.
Not all will prefer one way all the time, I should think. You all are "Allowed To Try" as far as answering you question goes..
I would suggest that trial and review is fair game.. Thanks for the flexibility..
:salute
-
Please keep discussing here. We are listening to what everyone has to say. The CM team is discussing this in great detail.
Thanks again for participating here and online.
Those of you that PMd me your opinions during the 3 frames in January, that information is also being discussed. I want you to know we are paying attention.
:cheers:
-
My questions to the FSO community for feedback on the 2nd Life Aircraft, do you want to just dogfight with 2 different choices of lesser fighter aircraft that becomes players flying around in hopes to find a close enemy fighter or have a lesser fighter and lesser bomber and carry out the FSO Objectives in pushing the fight back to the original targets?
I like the second option also, as well as (in my opinion) just the one secondary ride, I can envision a scenario where the friendlies have cleared out all enemies in the area, are low on fuel and ammo and have to get home, but behind them spawn infinite red guys with fresh aircraft and the red mist in their eyes!
-
I completely understand the want and need to keep the sanctity of the one life event. However, FSO is bleeding out. Heck the Pigs are bleeding out too. Other squadrons feel it as well I am sure. New stuff needs to be thrown out there to bring in folks from the melee arena, even if it means ruffling the feathers of us seasoned fellas. What occurs typically right now for the Pigs is that right after the big clash around T+ 60 everyone lands and they are done for the night. A couple of us off to the now emptier melee arena and most off to other games entirely. There must be a payoff in action for the time invested. I do not think it is too horrible of a demand. However it rolls, the Pigs will be there until FSO is no more.
OINK
-
My questions to the FSO community for feedback on the 2nd Life Aircraft, do you want to just dogfight with 2 different choices of lesser fighter aircraft that becomes players flying around in hopes to find a close enemy fighter or have a lesser fighter and lesser bomber and carry out the FSO Objectives in pushing the fight back to the original targets?
Second option is preferable. Objectives still matter. Dogfights are going to happen, regardless.
T+60 aircraft are still scenario based. It is the mix of planes that makes or breaks the experience. Who ups a Stuka or a Yak 7 in the MA anymore.
Keep up the good work. :salute
-
From what I've heard from several other players is that they wanted to be able to have the option to either up the 2ndplane t hour 2 or up their 1st plane set. I personally would like that option also. That option might also keep players playing till the end :cheers: :salute
-
I like having the option of trying to finish an uncompleted objective. Yeah, I was one of the few that were dumb enough to try and take Stukas to the target town last frame and had a blast doing it :x
I also enjoy the upfront bases for the potential of T+60 furballing if that’s my hearts desire for the evening. As long as one of the bases cannot be capped as easily to allow for safe launches.
-
As long as one of the bases cannot be capped as easily to allow for safe launches.
That really can't be guaranteed, especially if the bases are closer.
-
Perhaps de-acking of bases should be a no no, either that or ack effectiveness turn up at +1 hour.
-
... either that or ack effectiveness turn up at +1 hour.
Unfortunately, that might mess with second strikes at the target base/town, as I don't believe it can be done at the base level. However, if some anti-aircraft GVs could be allowed at the specific T+60 bases... ;)
-
That really can't be guaranteed, especially if the bases are closer.
Don't disclose what bases will be open to other country and don't make 1 of the bases that was a target for the enemy a base to be used for 2nd lives.
-
Don't disclose what bases will be open to other country and don't make 1 of the bases that was a target for the enemy a base to be used for 2nd lives.
This Hour 2 part has been very experimental with both good and bad results. The bad has been a 2nd hour airfield as a target. That can be remedied going forward.
The good part is both sides knowing where the 2nd hour bases are to quicken the continued pace of combat. If the 2nd hour bases were kept hidden from the other side, then the players would have to spend time searching for red planes. The window for the 2nd hour is 30 minutes for Fields Open. Logistically, the rank and file players (50+) would have to rely on the their squad leadership and CIC to know where the 2nd hour bases are located. This would slow down the 2nd hour planes being put back in the air with constant text bombardment of this issue.