Author Topic: War Win requirments  (Read 1039 times)

Offline The Fugitive

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Re: War Win requirments
« Reply #30 on: August 03, 2013, 11:37:48 AM »







Hordes = more targets, which in my opinion alot of people who play this want to shoot "red guys", so it should be win/win for them

Personally, I don't want more "targets" I want more fights!

<snip>
This is a great game and I love playing it.  Patience is the key.  An exciting engagement is the reward.  If you think about it, if all we ever had was a perfect environment for your type of gameplay, the anticipation of, and the excitement of these engagements would be diminished.  As an example, during a high altitude, defensive buff hunt, the investment of time and patience intensifies the reward when you find yourself at the right alt, at the right place, at the right time, in the right plane, with the right skills, as you intercept the buff group before they drop.

...and this happens 1-10 times? I just don't have that kind of patience. I get just as big a thrill intercepting a mission, or protecting one and can do that far more often than your example.

I post missions, but only about 7 guys. And I quit when it gets to large to manage (ie turns into a horde).

Aside from that, our current strain of viru....  Horders.... are too boring.


The thing about an objective system is that it would kind make the smash and grab hordes irrelevant. If we do like I suggested and make one super object to destroy for capture, they simply cease to work.

Granted it is replaced by the big horde vs horde furball, that's only at the later stages of the map. Realistically, they will have to fight their way perhaps upto 5 sectors in on large maps before taking an objective.

The benefits are that there are that taking bases all along the front becomes impractical, thus any hording away from the objectives doesn't matter a nickels worth. And you can much more easily pork Ord near the objectives, limiting a hordes capabilities.

More bombers will be used, hording is less effective, and there is actually something for the base takers to do that is beneficial for the furballers.

Why give up your missions when they get big? Spread the attack out! You have people WILLING to run in your missions give them something to do. Attack two bases at the same time. Assign the lead of the second group to someone who you think can handle it and go for two!

Another think I thought might work. Perked missions. HTC loads a number of missions locking the plane types and numbers, ord load outs maybe even fuel, but leave open start stop times, launch bases and so on. You select a mission and get the number of players required pick launch times and bases and select an objective from a number of choices.... capture, pork, so on. Then if you complete the objective you get X amount of perks, if you also RTB a certain percentage of players in the mission everyone gets X amount of perks added on top.  Points could be substituted, or "achievements" awarded. Again, another way to make "hordes" less desirable with out taking away the ability to horde if you want.

Offline Tank-Ace

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Re: War Win requirments
« Reply #31 on: August 03, 2013, 11:54:31 AM »
Fug, we were running 3 missions simultaneously by the end of things!

What I'm talking about is when you get guys that go "hey, Jager, I just hit the VH for you. Oh, and I already hit some of town at what I presume is your next target!".

I'm just sitting there on the runway in my 110, thinking "f**k, we're going to have to go in without alt to get there on time!"

That's when I stop rolling missions;when there are too many people working on their own" with us "for me to keep track of, and they start doing their own thing.
You started this thread and it was obviously about your want and desire in spite of your use of 'we' and Google.

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Offline shotgunneeley

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Re: War Win requirments
« Reply #32 on: August 04, 2013, 02:31:46 PM »
Slight hijack, but I figured I'd just post it here since it is a "win the war" wish:

Currently, active players are the only ones who receive perk points if their country wins. There are a whole bunch of other people that may fight for a particular country but receive nothing for their country's win if they are not logged on. I ask that when a player logs on for the first time for a new map, the player could select the country he/she would like to fly for that duration. If this selected country wins the map while the player is not logged on, he/she will still be granted the awarded perk points. Now, there are a bunch of players who choose to change countries. If they are logged in for a winning country other than the one they chose at the beginning of the map, they still receive the full perk point award just like we have now. If their selected country wins the map while they are logged into a different country, they will receive half the perk points (a generous award for at one time fighting for the winning country). You have to log on during a map rotation at least once to select your country otherwise you will not be credited with any perk awards. The system will not roll over your selected country loyalty automatically at the beginning of each map. The player will be penalized if he/she is logged off and served for a country other than the selected one during the last time logged in. This will prevent abuse by people who log off from a non-selected country at the last second prior to their selected country winning the map to get the full perk point award. Again, selecting a country will in no way prevent players from changing country loyalty as they choose.  As a loyal member of the Bishops, I like the idea of getting some credit (doesn't have to be full credit) for my country winning the map if I at least one time contributed to the win.

Example (1) - I select Bishops as my starting country. Bishops win while I'm either actively fighting for them or logged off the game completely = full perk point award.
Example (2) - I select Rooks as my starting country. I decide to change countries over to the Knights during the map. While actively logged in as a Knight, the Knights win = full perk point award.
Example (3) - I select Knights as my starting country. I decide to change countries over the Bishops during the map. While actively logged in as a Bishop, the Knights win = half perk point award.
Example (4) - I select Bishops as my starting country. Rooks win while I'm actively fighting for the Bishops, Knights or logged off the game completely = no perk point award.
Example (5) - I select Rooks as my starting country. I decide to change countries over to the Bishops at one point in time, but successfully return to the Rooks prior to them winning the map = full perk point award.
Example (6) - I select Knights as my starting country. I decide to change countries over to the Rooks and log off prior to the Knights winning the map = half perk point award.
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