Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: PLEASE FIX AIR COMBAT!

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: PLEASE FIX AIR COMBAT! Page: <<   < prev  5 6 [7] 8 9   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 1:01:50 AM   
Oleg Mastruko


Posts: 4921
Joined: 10/21/2000
Status: offline
quote:

ORIGINAL: treespider

quote:


Erik said:
With that said, I've said before that we don't plan to let this game fade into oblivion. Perhaps, a bit of patience and trust in us may be rewarded in the future.


Hmm...cryptic statement....a portent of possible changes...the world wonders


Naah, screw The Changes.... WITP 2! WITP 2!!

3D! Better interface! Flashy colors! Harrison Ford as Bill Halsey! Will Smith as Simon Bolivar Buckner! Hale Berry as Nurse! Lucy Liu as Yamamoto!




_____________________________


(in reply to treespider)
Post #: 181
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 1:03:45 AM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline

quote:

ORIGINAL: Oleg Mastruko

quote:

ORIGINAL: treespider

quote:


Erik said:
With that said, I've said before that we don't plan to let this game fade into oblivion. Perhaps, a bit of patience and trust in us may be rewarded in the future.


Hmm...cryptic statement....a portent of possible changes...the world wonders


Naah, screw The Changes.... WITP 2! WITP 2!!

3D! Better interface! Flashy colors! Harrison Ford as Bill Halsey! Will Smith as Simon Bolivar Buckner! Hale Berry as Nurse! Lucy Liu as Yamamoto!





Now were talking! They could even throw in the Nimitz option.


_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to Oleg Mastruko)
Post #: 182
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 1:29:57 AM   
Bombur

 

Posts: 3642
Joined: 7/2/2004
Status: offline

quote:


With that said, I've said before that we don't plan to let this game fade into oblivion. Perhaps, a bit of patience and trust in us may be rewarded in the future.

Regards,

- Erik


-These are good news. I think the game is excellent but there is a lot of room for improvement. I suggest by the 201th time to improve the editor and make editable many hardcoded features. A more friendly way to incorporate multiple graphic mods would be a great idea too. This game is flexible wnough to allow lots of what is if mods, but the big trouble is that every significant change would actually need a new install.

(in reply to Erik Rutins)
Post #: 183
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 3:54:30 AM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline
*watches two bags of marshmellows get vaporized* Okay, past time to leave this one alone.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to Bombur)
Post #: 184
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 4:41:18 AM   
Tristanjohn


Posts: 3027
Joined: 5/1/2002
From: Daly City CA USA
Status: offline

quote:

ORIGINAL: Erik Rutins

Tristanjohn,

quote:

ORIGINAL: Tristanjohn
I couldn't care less about VPs. I only care about game play itself. If gamers are so lame as to require VPs then they're beyond hope here. Maybe they could petition Matrix to somehow address the altered VP issue at the same time, though again, that sounds like an utter waste of development resource to me.


Unfortunately, when you are in charge of actually developing a wargame, you can't discard issues that affect entire systems and game balance so easily. Solutions need to take all cascading effects into account or your players will roast you alive.

quote:

It's been awhile since I said this, so let's review:
    There is almost no aspect of this game system that came out of the box correct, or even close to correct.
Now we can all chew on that for awhile. An unpopular statement, no doubt, but God's bare truth nevertheless.


I have no interest in hearing you repeat that viewpoint again, or in spending time I don't have to waste disagreeing with you. We read these forums and consider all suggestions - yours included. If you want to insist that you haven't been heard, that we lack will or have a bad attitude, perhaps some who haven't been here for months to read our many replies and see our many efforts will believe you. In the past, we implemented a number of constructive design suggestions, none of which turned out to be easy or trivial to get into the game and working. We are now focusing on the few remaining stubborn bugs, as this game was released in July of 2004 and it is now January of 2006.

As for all the constructive suggestions in this list from other posters, I'm hopeful that we'll be able to spend some time on other points in the future, but right now it's just bugs, not redesigning any portion of the game. I have nothing against discussions that may lead to a consensus on one model or another, but the negative commentary you are well known for no longer has a place here. Either be constructive, or leave.


I always endeavor to make my contributions constructive, Erik. I don't have too many personal bones to pick. There just isn't enough time for that for me. But if I may say so, Ray's comment a few posts above about one-line replies, with the overt threat to ban me like the bad proverbial apple for having made one, struck me as one of those personal-type bones.

Now I'm sorry if criticism rankles the compay so dearly. Please try to be less defensive in your outlook, try to look at this from the point of view of people who want to enjoy this game, and are willing to invest their money and time to do so. If you look around with an honest eye you'd see I am not the only owner of this game who holds the views I express, and shooting one of the messengers isn't about to change that. Indeed, there are calls for serious changes to the system all over the board by all sorts of different people. If that's not to be, then I guess I'll learn to live with that, and hope for the best from mod efforts such as CHS and the work that Sid is presently at with regard to the OOB and the logistics issues. No one ever said life was perfect, but some players wish their game fare to be as close to that as possible. I'm one of those players.

Take care.


_____________________________

Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant

(in reply to Erik Rutins)
Post #: 185
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 4:45:28 AM   
Oleg Mastruko


Posts: 4921
Joined: 10/21/2000
Status: offline
quote:

ORIGINAL: Tristanjohn

Now I'm sorry if criticism rankles the compay so dearly.



Pffffttt... now you really think you're *that* important do you?

O.

_____________________________


(in reply to Tristanjohn)
Post #: 186
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:01:35 AM   
Tristanjohn


Posts: 3027
Joined: 5/1/2002
From: Daly City CA USA
Status: offline

quote:

ORIGINAL: Erik Rutins

With that said, I've said before that we don't plan to let this game fade into oblivion. Perhaps, a bit of patience and trust in us may be rewarded in the future.


That's an encouraging statement! I was under the impression that further major changes to the code were not to be expected. I think the entire board has been under that general impression. Of course I've been gone for six months, so it could well be you posted this thought of yours then. But again, when I came back the word still was that more major changes were not likely, so it seems clear I'm not the only one who missed that.

As for agreeing to disagree, I'm always prepared to accept that deal when nothing better's up. I choose to more or less live by that creed. It's wise. Again, I'm just sorry the company takes everything by way of criticism so close to heart.


_____________________________

Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant

(in reply to Erik Rutins)
Post #: 187
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:16:17 AM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline

quote:

ORIGINAL: Oleg Mastruko

quote:

ORIGINAL: Tristanjohn

Now I'm sorry if criticism rankles the compay so dearly.



Pffffttt... now you really think you're *that* important do you?

O.


That's part of the problem Oleg. As a paying customer for WITP, his opinion should be important. Especially one who takes the time and effort to express his thoughts at length. The game WAS released with a LOT of flaws and outright fallacies. Some efforts were made to correct them, but a number still remain. And the complaints and requests for either continued effort on 2by3's part, or the release of the code to someone who WILL continue the effort, are legitimate and should be important. I don't always agree with John or Cid or you or a lot of others who continue to voice requests for repair of problems, but I certainly agree with their right to express their opinions. And more often than not, I do agree with John.


(in reply to Oleg Mastruko)
Post #: 188
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:16:45 AM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline
I think the guys will make modifications after some more time has passed, issues become more obvious and solutions have been given enough thought and consideration.

_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Tristanjohn)
Post #: 189
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:19:50 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
quote:

quote:

ORIGINAL: Erik Rutins

With that said, I've said before that we don't plan to let this game fade into oblivion. Perhaps, a bit of patience and trust in us may be rewarded in the future.

That's an encouraging statement! I was under the impression that further major changes to the code were not to be expected. I think the entire board has been under that general impression. Of course I've been gone for six months, so it could well be you posted this thought of yours then. But again, when I came back the word still was that more major changes were not likely, so it seems clear I'm not the only one who missed that.

As for agreeing to disagree, I'm always prepared to accept that deal when nothing better's up. I choose to more or less live by that creed. It's wise. Again, I'm just sorry the company takes everything by way of criticism so close to heart.


Given the manner that the various 1.7X beta's unfolded (each with very good intentions and hard work from probably just a few individuals) I'm betting that Matrix will never admit to actively pursuing design changes at all even if they are currently under test. The community was kinda hard on them for the v1.7X beta problems.

(in reply to Tristanjohn)
Post #: 190
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:26:23 AM   
Tristanjohn


Posts: 3027
Joined: 5/1/2002
From: Daly City CA USA
Status: offline

quote:

ORIGINAL: scout1

quote:

quote:

ORIGINAL: Erik Rutins

With that said, I've said before that we don't plan to let this game fade into oblivion. Perhaps, a bit of patience and trust in us may be rewarded in the future.

That's an encouraging statement! I was under the impression that further major changes to the code were not to be expected. I think the entire board has been under that general impression. Of course I've been gone for six months, so it could well be you posted this thought of yours then. But again, when I came back the word still was that more major changes were not likely, so it seems clear I'm not the only one who missed that.

As for agreeing to disagree, I'm always prepared to accept that deal when nothing better's up. I choose to more or less live by that creed. It's wise. Again, I'm just sorry the company takes everything by way of criticism so close to heart.


Given the manner that the various 1.7X beta's unfolded (each with very good intentions and hard work from probably just a few individuals) I'm betting that Matrix will never admit to actively pursuing design changes at all even if they are currently under test. The community was kinda hard on them for the v1.7X beta problems.


I gather that all was not well with that series of releases. Again, I was gone during that period and missed the details. But even so, if Matrix does indeed plan to support this game with code changes as opposed to bug hunts, then I'd think it would be to their advantage to let this be known widely. No?



_____________________________

Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant

(in reply to scout1)
Post #: 191
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:26:40 AM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline

quote:

ORIGINAL: scout1

quote:

quote:

ORIGINAL: Erik Rutins

With that said, I've said before that we don't plan to let this game fade into oblivion. Perhaps, a bit of patience and trust in us may be rewarded in the future.

That's an encouraging statement! I was under the impression that further major changes to the code were not to be expected. I think the entire board has been under that general impression. Of course I've been gone for six months, so it could well be you posted this thought of yours then. But again, when I came back the word still was that more major changes were not likely, so it seems clear I'm not the only one who missed that.

As for agreeing to disagree, I'm always prepared to accept that deal when nothing better's up. I choose to more or less live by that creed. It's wise. Again, I'm just sorry the company takes everything by way of criticism so close to heart.


Given the manner that the various 1.7X beta's unfolded (each with very good intentions and hard work from probably just a few individuals) I'm betting that Matrix will never admit to actively pursuing design changes at all even if they are currently under test. The community was kinda hard on them for the v1.7X beta problems.



Well, I just sent a couple saves to michaelm regarding the disappearing unit problem that might be of some value. Be nice to nail one of these friggin bugs.


_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to scout1)
Post #: 192
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:35:12 AM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
As much as I would like to see some major design changes, just fixing the bugs would at least let us play the game with a lot less pain and frustration. Nothing like finding your USN CV TF commanded by Lt Oi as it sails into battle with KB. Of course having a Staff Officer( with 0, 0 stats ) is even worse. I will side with Matrix Games and 2x3, getting the bugs ironed out is the first priority since it seems that often new bugs appear with changes in functionality.

_____________________________


(in reply to Ron Saueracker)
Post #: 193
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:44:16 AM   
Ideologue

 

Posts: 47
Joined: 12/14/2004
Status: offline
quote:

ORIGINAL: Tristanjohn

Who's running this phantom account?



I am.

(in reply to Tristanjohn)
Post #: 194
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:45:16 AM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline

quote:

ORIGINAL: Ideologue

quote:

ORIGINAL: Tristanjohn

Who's running this phantom account?



I am.


Are you sure?

_____________________________


(in reply to Ideologue)
Post #: 195
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 5:48:00 AM   
Ideologue

 

Posts: 47
Joined: 12/14/2004
Status: offline
Not always.

(in reply to Nomad)
Post #: 196
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 6:27:41 AM   
Ron Saueracker


Posts: 12121
Joined: 1/28/2002
From: Ottawa, Canada OR Zakynthos Island, Greece
Status: offline

quote:

ORIGINAL: Nomad

As much as I would like to see some major design changes, just fixing the bugs would at least let us play the game with a lot less pain and frustration. Nothing like finding your USN CV TF commanded by Lt Oi as it sails into battle with KB. Of course having a Staff Officer( with 0, 0 stats ) is even worse. I will side with Matrix Games and 2x3, getting the bugs ironed out is the first priority since it seems that often new bugs appear with changes in functionality.


Why the staff officer has 0/0 stats is beyond me. Why not 40/40 or somesuch?


_____________________________





Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan

(in reply to Nomad)
Post #: 197
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 6:39:05 AM   
scout1


Posts: 2899
Joined: 8/24/2004
From: South Bend, In
Status: offline
quote:

Why the staff officer has 0/0 stats is beyond me. Why not 40/40 or somesuch?


Actually Ron, this is an example of them not being proactive in the short term. Either it is a database thing, which we can address, or a game engine produced thing, which they could release a beta with the hardcodde producing ALL game generated leaders with fixed values. At least until they wrap their arms around the various problems.

(in reply to Ron Saueracker)
Post #: 198
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 6:45:22 AM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline

quote:

ORIGINAL: Ron Saueracker


quote:

ORIGINAL: Nomad

As much as I would like to see some major design changes, just fixing the bugs would at least let us play the game with a lot less pain and frustration. Nothing like finding your USN CV TF commanded by Lt Oi as it sails into battle with KB. Of course having a Staff Officer( with 0, 0 stats ) is even worse. I will side with Matrix Games and 2x3, getting the bugs ironed out is the first priority since it seems that often new bugs appear with changes in functionality.


Why the staff officer has 0/0 stats is beyond me. Why not 40/40 or somesuch?



I think that Staff Officer really means nobody

_____________________________


(in reply to Ron Saueracker)
Post #: 199
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 7:26:40 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: ADavidB


I must be the only regular Allied player and occasional Japanese player who likes PDU. I use it happily to balance out my forces, give myself sufficient replacements, and move obsolete planes to backwater units. I'd like more flexibility with PDU. For example, those Dutch units that we all save from the DEI should be allowed to be given "excess" planes such as P-39s. That's the sort of thing that all "refugee" air units did during the War.

Cheers -

Dave Baranyi


I agree completely, so there's at least two of us...

(in reply to ADavidB)
Post #: 200
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 7:31:49 AM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline

quote:

ORIGINAL: Ron Saueracker


quote:

ORIGINAL: Nomad

As much as I would like to see some major design changes, just fixing the bugs would at least let us play the game with a lot less pain and frustration. Nothing like finding your USN CV TF commanded by Lt Oi as it sails into battle with KB. Of course having a Staff Officer( with 0, 0 stats ) is even worse. I will side with Matrix Games and 2x3, getting the bugs ironed out is the first priority since it seems that often new bugs appear with changes in functionality.


Why the staff officer has 0/0 stats is beyond me. Why not 40/40 or somesuch?




12/08/2004 v1.40

New Player Requested Features:

14) Some ground units, ships or task forces had a leader displayed with a rank of warrant Officer “WO”. Except for very small Japanese units, such as a barge, this indicated no leader was present. Tried to bullet proof this, as much as possible, from the saves received. Should this occur again, the leadership abilities of the theater command will be used, with a penalty applied and “Staff Officer” should be indicated as the leader.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to Ron Saueracker)
Post #: 201
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 7:35:17 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: Jim D Burns

The only major combat ships I’ve lost are 3 BB’s, 1 CL and 7 DD’s. The rest are AK’s, AP’s and MSW’s along with about 30-40 PT boats and 18 Subs. Most of the subs were lost to KB’s uber ASW aircraft sweep north of Darwin within one week. We have since implemented a house rule limiting how many planes in a group may be set to ASW and no search aircraft of any kind may be set lower than 6000 feet. This change has made a huge difference in sub survivability.


Jim



Jim,

Two things. First, what version are you running? The air ASW scenario you describe is vastly better in 1.795 Beta. I know you might want to stay away from a Beta, this is just FYI.

Second thing. The Mohawk is not nearly equal to the Tony ("Yes the Tony’s are better aircraft but not by much" - wrong IMO). Your a/c was distinctly outclassed, you were at long odds, and your pilots' experience was (reportedly) much lower than their opponents'. In this particular case, I would say the only problem is what Tom Hunter pointed out. Maybe a few Mohawks should have survived by not even getting into the fight (being out of position or whatever). In the engagement the way you describe it, I would expect 90-95% losses of the Mohawks in return for 0 or at most a couple of kills.

Sorry to hear your guys got hit by a train...

(in reply to Jim D Burns)
Post #: 202
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 8:04:37 AM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline

quote:

ORIGINAL: dtravel


quote:

ORIGINAL: Ron Saueracker


quote:

ORIGINAL: Nomad

As much as I would like to see some major design changes, just fixing the bugs would at least let us play the game with a lot less pain and frustration. Nothing like finding your USN CV TF commanded by Lt Oi as it sails into battle with KB. Of course having a Staff Officer( with 0, 0 stats ) is even worse. I will side with Matrix Games and 2x3, getting the bugs ironed out is the first priority since it seems that often new bugs appear with changes in functionality.


Why the staff officer has 0/0 stats is beyond me. Why not 40/40 or somesuch?




12/08/2004 v1.40

New Player Requested Features:

14) Some ground units, ships or task forces had a leader displayed with a rank of warrant Officer “WO”. Except for very small Japanese units, such as a barge, this indicated no leader was present. Tried to bullet proof this, as much as possible, from the saves received. Should this occur again, the leadership abilities of the theater command will be used, with a penalty applied and “Staff Officer” should be indicated as the leader.


So, when all your leaders go AWOL, you get penalized?

_____________________________


(in reply to dtravel)
Post #: 203
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 9:08:30 AM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
Should this occur again, the leadership abilities of the theater command will be used, with a penalty applied and “Staff Officer” should be indicated as the leader.


I think that the penalty is being applied merely to bring your theatre commander's ratings back down to approximate those of a line officer... I had never noticed that line in the update (silly me), this is actually very good news.

_____________________________

fair winds,
Brad

(in reply to Nomad)
Post #: 204
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 10:44:57 AM   
Jim D Burns


Posts: 4013
Joined: 2/25/2002
From: Salida, CA.
Status: offline

quote:

ORIGINAL: witpqs
Jim,

Two things. First, what version are you running? The air ASW scenario you describe is vastly better in 1.795 Beta. I know you might want to stay away from a Beta, this is just FYI.

Second thing. The Mohawk is not nearly equal to the Tony ("Yes the Tony’s are better aircraft but not by much" - wrong IMO). Your a/c was distinctly outclassed, you were at long odds, and your pilots' experience was (reportedly) much lower than their opponents'. In this particular case, I would say the only problem is what Tom Hunter pointed out. Maybe a few Mohawks should have survived by not even getting into the fight (being out of position or whatever). In the engagement the way you describe it, I would expect 90-95% losses of the Mohawks in return for 0 or at most a couple of kills.

Sorry to hear your guys got hit by a train...


We’ve patched up to the beta’s, but I have no idea if his KB sweep occurred before or after the beta patches. Air search is still too effective in my book but the recent reduction in depth charge lethality is a good change I think. The sad thing was I had set up a very large 3-4 hex deep net of subs to try and intercept a possible invasion at Darwin. KB swept through and detected and attacked every single sub destroying or damaging all of them in deep ocean hexes. I actually plotted my subs to flee from the task force. Needless to say we started discussing house rules immediately.

The Tony is only a 32 in maneuver rating, so it’s not that much better than the Mohawks 30. As the zero bonus applies to its maneuver rating, I assumed this was one of the more important stats when determining an air unit’s effectiveness in actually getting into position to take a shot at their opponents. Obviously I was wrong.

I never argued that I should have even been remotely close to having a chance at winning this combat. But I never should have been completely destroyed in A2A combat and some of my better 70+ pilots should have racked up a few kills. My entire post was initiated from the frustration of severely one sided engagements, not some rant about Mohawks needing to be an effective air frame or anything. Heck I’ll be just as frustrated when my Corsairs start to get these kinds of results against him later on, air combat was attritional in nature and far far less bloody overall.

The blacksheep squadron spent about 12 weeks in theatre with Corsairs and scored about 126 kills. That’s 10.5 kills a week or about 1.5 a day and they are considered to be one of the more successful air squadrons. In WitP they’ll score 10-20 kills a day easily. The model needs severe tweaking.

Jim


_____________________________


(in reply to witpqs)
Post #: 205
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 3:29:41 PM   
Tristanjohn


Posts: 3027
Joined: 5/1/2002
From: Daly City CA USA
Status: offline

quote:

ORIGINAL: Ideologue

quote:

ORIGINAL: Tristanjohn

Who's running this phantom account?



I am.


Another one of these ubiquitous "good" two-word people. No doubt no one will bother to ban you.



_____________________________

Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant

(in reply to Ideologue)
Post #: 206
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 6:26:47 PM   
Tom Hunter


Posts: 2194
Joined: 12/14/2004
Status: offline
bradfordkay, I set the fighters on sweep because fighter on sweep score more kills.

fighter on escort fly 2-4000 feet above the bombers, fighter on sweep fly at the altitude you set them at. US fighters score more kills when bouncing the Japanese too, so it is important that some start above the Japs. Mine were at a bunch of altitudes.

In my experience escorts take about double the losses that CAP and Sweep formations do. I cannot explain why, but I am not going to fly escort unless I must.

Sneer my apologies, I was actually replying to String but got confused.

Personally I just want my leaders to stop dissapearing. I can work with the design flaws in the game but the leader bug is gradually lobotomizing my combat forces.

< Message edited by Tom Hunter -- 1/25/2006 6:38:50 PM >

(in reply to bradfordkay)
Post #: 207
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 7:51:05 PM   
SurrenderMonkey

 

Posts: 124
Joined: 10/5/2005
Status: offline

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: ADavidB


I must be the only regular Allied player and occasional Japanese player who likes PDU. I use it happily to balance out my forces, give myself sufficient replacements, and move obsolete planes to backwater units. I'd like more flexibility with PDU. For example, those Dutch units that we all save from the DEI should be allowed to be given "excess" planes such as P-39s. That's the sort of thing that all "refugee" air units did during the War.

Cheers -

Dave Baranyi


I agree completely, so there's at least two of us...


Make that three.


_____________________________

Wise Men Still Seek Him

(in reply to witpqs)
Post #: 208
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 7:56:13 PM   
SurrenderMonkey

 

Posts: 124
Joined: 10/5/2005
Status: offline

quote:

ORIGINAL: Jim D Burns

The blacksheep squadron spent about 12 weeks in theatre with Corsairs and scored about 126 kills. That’s 10.5 kills a week or about 1.5 a day and they are considered to be one of the more successful air squadrons. In WitP they’ll score 10-20 kills a day easily. The model needs severe tweaking.

Jim


Well, yes .. BUT: WitP players are insanely aggressive with things like CAP and Sweep. How many times do you think the Black Sheep Squadron, for example, flew 100% CAP for days on end? Yet players do it all the time because our soldiers are silicon and no one gives the SLIGHTEST thought to saving human lives. It's just the nature of the beast. What's more, we don't really care (not like they did) about losing. Hey, if we lose 20,000 troops in a bungled amphibious invasion it;s no big deal ... just start over - or, at worst, lose VP's in a GAME.

Wargames will always allow us to be incredibly aggressive vis-a-vis our historical counterparts.


_____________________________

Wise Men Still Seek Him

(in reply to Jim D Burns)
Post #: 209
RE: PLEASE FIX AIR COMBAT! - 1/25/2006 8:32:56 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline
quote:

Well, yes .. BUT: WitP players are insanely aggressive with things like CAP and Sweep. How many times do you think the Black Sheep Squadron, for example, flew 100% CAP for days on end? Yet players do it all the time because our soldiers are silicon and no one gives the SLIGHTEST thought to saving human lives. It's just the nature of the beast. What's more, we don't really care (not like they did) about losing. Hey, if we lose 20,000 troops in a bungled amphibious invasion it;s no big deal ... just start over - or, at worst, lose VP's in a GAME.

Wargames will always allow us to be incredibly aggressive vis-a-vis our historical counterparts.


So build elements into the code (as has been done, but probably not to the extent it should have) to introduce fatigue and morale for those silicon pilots and soldiers. Make fatigue a greater factor by increasing the fatigue rate so those silicon pilots and soldiers become in effective unless they are rested and fed. So players would be foolish to abuse them so...

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to SurrenderMonkey)
Post #: 210
Page:   <<   < prev  5 6 [7] 8 9   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> RE: PLEASE FIX AIR COMBAT! Page: <<   < prev  5 6 [7] 8 9   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

4.172