Quick turnaround (Full Version)

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slimatwar -> Quick turnaround (11/16/2021 9:50:40 PM)

I can't understand which is the drawback for using quick turnaround.If there's no drawback then why don't we use it by default? Without quick turnaround an aircraft usually needs 3hrs for being ready while with quick turnaround may usually have 2 sorties in 4 hrs with 30min turnaround and then needs 3hrs too for standdown ready time. In that case I see no reason for not using quick turnaround. Maybe for scenarios lasting for days the standdown time increases in the long term after some quick turnarounds but do such scenarios exist in the game?
Do you get my logic?
Please correct me if I'm wrong.




thewood1 -> RE: Quick turnaround (11/17/2021 12:24:41 AM)

If I remember correctly, the main disadvantage is not being able to use quick turnaround again for a relatively long period. In other words, use it and you lose it for when you might need it. I don't remember if there are others.

I know you kind of said that already. But its more about having it if you need it. There are scenarios out there where it might be prudent to save the ability. Parts of the basic Op Brass Drum can be done using that. Its a 24 hour scenario where some of the carrier AC might not be in range of enemy units so on first turn around from CAP or patrol, don't waste quick turnaround.




boogabooga -> RE: Quick turnaround (11/17/2021 4:17:34 AM)

It's not so much of a gaming thing as a realism thing. Developers have put a LOT of thought into this: https://command.matrixgames.com/?page_id=3262

TL;DR Because Quick Turn Around all of the time is basically cheating




michaelm75au -> RE: Quick turnaround (11/17/2021 6:05:55 AM)

I actually would have preferred that the 'stand down time' was longer than the standard value to indicate the more lengthy checks that would be needed after a fast deployment where some checks would have been ignored/bypassed.




slimatwar -> RE: Quick turnaround (11/17/2021 11:16:34 AM)

quote:

ORIGINAL: thewood1

If I remember correctly, the main disadvantage is not being able to use quick turnaround again for a relatively long period. In other words, use it and you lose it for when you might need it. I don't remember if there are others.



But in that case using quick turnaround once is still preferable than not using it at all.


quote:

ORIGINAL: michaelm75au

I actually would have preferred that the 'stand down time' was longer than the standard value to indicate the more lengthy checks that would be needed after a fast deployment where some checks would have been ignored/bypassed.


I agree, that makes sense.




thewood1 -> RE: Quick turnaround (11/17/2021 12:27:58 PM)

"But in that case using quick turnaround once is still preferable than not using it at all"

Its like having limited timeouts in a sporting event. You have to hold them in case you need them for something important. For example in Op Brass Drum. I have four plane CAPs and two plane SuW CAP around the Bush. I make sure they are not on quick turnaround because I know a surge of coordinated attacks might come in from Iran. I have to be able to have a couple surges later in the game to deal with the possibility. If I use quick turnaround up in the first couple cycles of CAP, I could end up short 12-16 F/A-18s when I need to cycle them through faster. Then I won't have the ability to handle multiple attack surges from Iran or strike back. I hold off on the quick turnarounds until I get a better feel for what's out there and what might be coming.

When I build missions, I always make quick turnaround a key part of the analysis if the scenario is longer than 12 hours. In shorter scenarios, not as much of an issue.




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