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=LG=Kathon

Tactical Air War

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Questions:

 

1. whats the best place to identify how long a map has left? (I"m assuming we use the timer on the website less 1.55hrs?)

2. i saw rain on the map yesterday! :) is there any option of having more weather effects? eg. low cloud, cloudy, etc? 

3. Twice now I've been randomly kicked whilst inflight. Both times I had already flown a mission and saved. This a bug? 

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Gents,

 

Could somebody please clarify how you are awarded CM points please?  I only ask as I thought it was a minimum of 15 mins per sortie without a Kill, however, reviewing the stats I can see one VVS player who has completed 4 sorties of less than 10mins each as a PE2 transport aircraft (as shown below) and has been awarded 4 CM points and been awarded extra aircraft as well?  Am I missing something or is the transport aircraft role different?

 

Not intended as a witch hunt but seeking clarification.  Thank you.

 

 Stalingrad_Center #122 LANDED 0h 8m 3s 0 0 Pe-2 ser.87 transport +1CM +MiG-3 ser.24

 Stalingrad_Center #122 LANDED 0h 7m 36s 0 0 Pe-2 ser.87 transport +1CM

 Stalingrad_Center #122 LANDED 0h 7m 46s 0 0 Pe-2 ser.87 transport +1CM

 Stalingrad_Center #122 LANDED 0h 8m 9s 0 0 Pe-2 ser.87 transport +1CM +Yak-1 ser.69

 

Regards

 

Haza

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I think you get a CM point for completing a transpo run regardless of the amount of time it took you to fly the rout. That is how I have always understood that aspect of the rules anyway.

 

While we are on the subject I have a question on CM point giving as well. I have noticed a few missions where I have been awarded 2 CM points in one flight. Typically this happens when I'm bombing things. Is that normal?

Edited by Disarray

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yep you get a CM for a transport mission (even if its 5 mins long) otherwise you get a CM for being in the air for 15 mins on a combat op (eg. say if the server changes) or just flying around. Still dangerous as enemy fighters can still shoot you down.

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While we are on the subject I have a question on CM point giving as well. I have noticed a few missions where I have been awarded 2 CM points in one flight. Typically this happens when I'm bombing things. Is that normal?
 

 

Bombing can gain up to 3 CM points at a time, it depends on sortie lenght and target destroyed I guess. IIRC 1h sortie and a few target destroyed in a bomber will award you 3 CM points.   :salute:

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For bombers I think it's first 15min=+1CM; then for every additional 20min=+1CM. So for instance if you do a 55 minutes flight you gain 3CM.

Would be nice if this feature applied to all aircraft, think of the poor escorts... :)

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If im not wrong... i think was on Il2 random expert , the server where you can ( like a fighter )  via command on chat , join like escort to some bomber. Some feature similar will be very nice for apply CM on fighters like is apply to  bombers, if fighter are working on escort.

 

i think.

 

;)

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If im not wrong... i think was on Il2 random expert , the server where you can ( like a fighter )  via command on chat , join like escort to some bomber. Some feature similar will be very nice for apply CM on fighters like is apply to  bombers, if fighter are working on escort.
 
i think.
 
;)

 

 

Yes, this was on the early Random Expert where you could create squadrons via chat, and all the pilots of that squadron gained points if the mission was successful. 

 

Giving additional CMs to escort fighter or even for the ones defending targets would be a nice improvement IMHO.

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Can I land on closed (grey) airfields with transport planes and still count as one combat sortie ?

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I may have missed a memo, but I looked on the website and couldn't find it either. What do the artillery positions do? I assumed destroying one was a good idea, but I haven't been able to find exactly what attacking one actually does.

 

I'd like to know more about arty positions too, are they a force multiplier for attacking tanks?

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Actually, another question - how does ranking and medals, etc work? I'm assuming it resets if you die?

From what I understand, if you die, are captured, or disco (esp within 5 min of being damaged - e.g. rage quit! :) ), the following happens:

 

- You lose your aircraft

- Your CM count resets to 0 (I.e. 0/3)

- You lose your medals (except your "so many hours flying" plaques, which I don't think are affected)

- Your AK/GK streaks are reset to 0

- Your rank "strength" is reduced by 200. For example, if your current rank was Jr Lieutenant on the VVS, and you were at 150/200, you would be demoted to Sargeant and have 50/100

 

There are positive and negative point factors (from Artur, in a previous post above):

 

 

Points:

 

Points "+"

AK: 60

GK: 8

Tank: 15

Landing: 15

 

-------------

 

Points "-"

Death: -200

Capture: -200

Disco: -200

Bail out: -25

Ditched: -25

 

So you can see how each sortie can positively and negatively affect your rank/strength, streaks, medals, and aircraft inventory. The most important factor here clearly is not to die/get captured or purposefully disco.

 

Hope that helps.

 

Relent

Edited by AKA_Relent

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Still enjoying TAW when I can. Thanks for hosting this. I don't know if the following has been considered or not. I did search the thread and did not come across it, so here's my thought.

 

As we know, when rolling from one map to another, a new plane set is established. In some cases, a plane type is available in both the old and the new map. More specifically, some planes start each map with 0 planes of a type. As a result for example, if I started with 0 P-40s on a map and earned 1, when the map rolls and, if P-40s are still available on the new map, the number may be reset to 0. This means I have to re-earn this plane all over again, even though I took very good care of the first one. What if, in these instances, I was able to carry forward such an earned plane to the new map and start with 1 instead of 0? I think this would apply to only those situations where a new map starts a plane level with 0. If a new map starts a plane level with 1 or higher which was available from the previous map, I cannot see having a carry over. This change would affect both sides. It could also dynamically affect the activity at the beginning of a new map.

 

I hope the stats programmer appreciates my long hours pondering thoughts on how to give him more work. As they say, a task transferred is a task accomplished. ;)

I really really really really agree with this! I put in some time grinding each map to get the CM's to fly planes I actually enjoy (p-40 or yak for instance). I can't put more than an hour or two into it on any given night, so I get really excited to go actually use one of MY planes, only to see that my team is being too dang efficient and the map will roll any minute. I'd love to keep my planes for next map! Edited by =BES=Coyote-6

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https://drive.google...ew?usp=sharing

 

Above is a link showing that my TAW account has two names. The old username I used II./JG1Karl_Schultz [unlocked] and II./JG1_Schultz [locked]. My account name for IL2BOS is squad tag: II./   Username: JG1_Schultz.... So my username in game looks like II./JG1_Schultz. As of right now I cannot access TAW unless I change my username back into the wrong uniformed one. Does TAW have an admin that can switch the locked status on the server/account.

 

Thanks in advance,

 

Schultz

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I'd like to know more about arty positions too, are they a force multiplier for attacking tanks?

From Kathon's post above describing the changes for this round:

 

New artillery objective. When enemy tank convoy, with more than 10 tanks, is near the city then artillery is placed to support tanks attack. To prevent from capturing the city destroy artillery and tanks as well.

  • Upvote 1

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server crashed or stuck maybe? i cannot connect, but i can connect to other online servers.

 

edit: works again now, i guess last mission was stuck, new mission working correct again. all ok

Edited by decipher

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ok cool thanks AKA_Relent - thats good info. 

 

I usually take great care with my vpilot but on my RTB after a successful bombing run i literally got sniped out of my JU88 (Mig 3 - must've aimed straight for the cockpit). Can't do much with that eh!

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Dear Comrade Administrator,

 

I am -=PHX=-Spartan-. I would like to delete an old account registered as -=PHX=-Spartan (all stats in 0s). Noticed that the only difference is the - at the end. I tried to do it myself, even to modify, but I couldn't.

In short, -=PHX=-Spartan- (with stats is OK) but -=PHX=-Spartan (with stats in 0s is to be deleted so I can register the good one).

 

Thanks in advanced :)

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From Kathon's post above describing the changes for this round:

 

New artillery objective. When enemy tank convoy, with more than 10 tanks, is near the city then artillery is placed to support tanks attack. To prevent from capturing the city destroy artillery and tanks as well.

Ahhhhh okay I guess I missed that, I will go back and look for it.  Thanks, Relent!

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Funny how this 'disrespectful behavior' is frowned upon and generally talked down but others, team stacking for example, which is more disrespectful I'd say, aren't. I guess when it affects the majority team it must be addressed.

 

Disarray, this should get post of the month!   I couldn't agree with you more!

 

Everyone is so afraid of getting their chute shot and losing their precious kill streak stats; however, they wouldn't think twice about jumping in on an 8 vs 1 gang bang to get their name bumped further up the scoring page.  

 

This issue truly needs more attention than it gets.   Maybe by implementing an incentive/penalty from a scoring standpoint (either via combat missions, experience awarded, etc), it could help balance those numbers and make the streaks and allegiance far more consistent.  

 

I have many ideas in this area, just not sure complex, or how long it would take the team to implement.

  • Upvote 2

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Disarray, this should get post of the month! I couldn't agree with you more!

 

Everyone is so afraid of getting their chute shot and losing their precious kill streak stats; however, they wouldn't think twice about jumping in on an 8 vs 1 gang bang to get their name bumped further up the scoring page.

 

This issue truly needs more attention than it gets. Maybe by implementing an incentive/penalty from a scoring standpoint (either via combat missions, experience awarded, etc), it could help balance those numbers and make the streaks and allegiance far more consistent.

 

I have many ideas in this area, just not sure complex, or how long it would take the team to implement.

+1

 

(I guess I'm one of these dirty team stackers this campaign, but I'm usually on the underdog side so still plus one)

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To help balance EVERYTHING--- a multiplier should be integrated into the existing scoring model.  

 

Essentially, the team with more people on their side during a mission would be given a penalty on their efforts, while the team that has less people on their side during a mission would be rewarded for their efforts.

 

Here's how it would work:

  • Periodically throughout each 1 hour and 45 minute mission, lets say every 5 minutes, the number of pilots on the German side is recorded, and the number of Russian pilots is recorded.
  • At the end of the mission, the server calculates the average of all the recorded German numbers, and the average of all the recorded Russian numbers.   
  • For this example, lets say the German average was 20 pilots, while the Russian average was 10 pilots.
  • This would make the German multiplier 0.5 (with the calculation being 10 divided by 20).
  • This would make the Russian multiplier 2.0 (with the calculation being 20 divided by 10).
  • These multipliers are then applied to the scoring calculations to appropriately reward or penalize the team based off the average number of pilots on each side during that session.

 

How this would impact your score flying German in the above case:

  • Event: You fly a single fighter sortie as German, shoot down one enemy Russian fighter aircraft, and return to base successfully.
  • In the standard model, you would be awarded 1 Combat Mission(s), 1 Air Kill(s), and 100 experience towards rank (not sure about the experience, just picking a number that's easy).
  • In the multiplier model, you would take the above and apply the German multiplier 0.5, resulting in 0.5 Combat Mission(s), 1 Air Kill(s), 0.5 AKM (Air Kill Modified), and 50 experience towards rank.  I think it's important to keep track of the total kills in your profile, but by adding this new AKM stat, we can more accurately represent the overall effectiveness via the scoring on the front page.

 

How this would impact your score flying Russian in the above case:

  • Event: You fly a single fighter sortie as Russian, shoot down one enemy German fighter aircraft, and return to base successfully.
  • In the standard model, you would be awarded 1 Combat Mission, 1 Air Kill, and 100 experience towards rank (not sure about the experience, just picking a number that's easy).
  • In the multiplier model, you would take the above and apply the Russian multiplier 2.0, resulting in 2 Combat Mission(s), 1 Air Kill(s), 2 AKM (Air Kill Modified), and 200 experience towards rank.

 

I believe, by adding the multiplier, and presenting the new AKM (Air Kill Modified) and GKM (Ground Kill Modified) statistics used for the TOP FIGHTERS/TOP BOMBERS/TOP TANK KILLERS sections would make pilots consider which side they choose to fly for and match that up to their gameplay style.

 

Some issues this might help address:

  • Is Pilot XYZ Truly the TOP FIGHTER with a Kill Streak of 47 Air Kills... or does he only fly at a time when his team has a huge numbers advantage reducing the chance considerably that he might be shot down and killed?  Applying the multiplier, maybe his AKM statistic might only be in the 20s?  Lower risk, lower reward.
  • On the contrary, someone with a Kill streak of 20 Air Kills, but is constantly up against 2:1 odds and still manages to get kills and survive, might have an AKM statistic in the 40s.  Higher risk, higher reward.
     
  • Is Pilot 123 Truly the TOP BOMBER with a Kill streak of 262 Ground kills... or does he only fly at a time when his team has a huge numbers advantage reducing the change considerably that he might be shot down and killed?  Applying the multiplier, maybe his GKM statistic might only be in the 100s?  Lower risk, lower reward.
  • On the contrary, someone with a Ground kill streak of 100 Ground Kills, but is constantly up against 2:1 odds and still manages to get kills and survive, might have an GKM statistic in the 200s.  Higher risk, higher reward.
     
  • This could help team balance by encouraging those pilots that want their name in lights, to choose the country with the least pilots, resulting in a higher risk higher risk of death, but in turn receiving a higher reward when successful.

 

I can already hear the whines from one side and the cheers from another.  At the end of the day, if we can't balance the ACTUAL team numbers, then maybe we can balance the scoring mechanism to at least encourage a more fair and cooperative play environment.  I hope this is something the TAW developers will review as a potential solution to this dilemma.  

  • Upvote 11

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To help balance EVERYTHING--- a multiplier should be integrated into the existing scoring model.  

 

[...]

So for half the number you'd get 4 times the experience? Shouldn't it be 66 - 133? :scratch_one-s_head: 

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I like that idea very much, Pand. I've been lobbying for actual balancing methods for a while to no avail, but a system like this would let teamstacking be not as painful as it is now. Very much in favour of it!

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The nice thing about doing that is that it has minimal affect in the actual game, not kicking people or restricting them from logging in if it all external. 

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A nice idea Pand...... in theory, but a different story in practice i fear, and here's why: (this isn't a whine!)

Taking your example above 20 v 10,

Of those 20 LW most will be inexperienced 'Hartmanns' from WoL flying their fighters at 500m and try to turn fight with I16's, because they think German aircraft are superior, or they just can't manage the VVS planes with prop pitch, mixture, rads etc

And if they fly bombers, the same... attacking targets in a 111 or 88 at 500m, seriously!!!!

Most are cut to pieces by flak or any VVS planes about (including Il2's) and waste their pilots lives.

From my experience and what i've witnessed the 10 VVS will generally be at a better skill level, and fly to the advantage of their aircraft.

 

The last two maps have been lost by the Axis (even though most of the time they have had the greater numbers), not because all the targets were destroyed or the Russians dominated the map, but because the LW ran out of pilots.

Having a multiplier would punish ALL of them further, for the fault of the inexperienced.

 

I would suggest making the penalty for dying greater:

CM's to zero,

Loose your experience points and rank (after all you're dead!)

Increase combat missions to four, two to get your unlocks unlocked and a further two to gain the next aircraft.

Loose all your aircraft back to a default plane, (LW fighter) E7's for the first two maps and F2's for the rest etc

 

Hopefully this may reduce the number of suicidal pilots as Riksen pointed out, and stop people from team stacking and rushing in for fear of dying.

People may even have to fly their planes as they were intended, 111 level bombing at 5k with fighter escort, Ju52's with heavy escort for resupply, Stukas attacking tanks only with local air superiority etc.... You know what i mean  ;)

And maybe they will look after their virtual pilot a bit better. 

 

As for chute killing, i don't agree with it, but it happens! Hey Ho!

Hopefully if a chute killer dies in his chute and everything is reset to zero he may have a bit more respect for his opponent.

We can only live in hope...

  • Upvote 1

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Well, my main Problem with the Aircraft System Right now is the harsh treatment of Ground Pounders. The Threats to the Ground Pounders are just far more plentiful.

We are slower, larger targets. We are easy to Kill by Flak, and spend a lot more time under Fire. We HAVE to cross the Front Line to perform our duties (while fighers can just sit back and wait for their prey to come) and that simply means that our attrition is far worse. 

 

Just think how different the threat levels are to

  • 4 Friends in Fighters patrolling over the friendly positions (a totally legitimate Mission Profile for a Fighter) waiting for some Attackers to come in and
  • 4 Friends, 2 in Attackers, 2 in Escorting Jabos crossing the Front Line to attack exactly these targets. 

Guess who is gonna get massacred despite coordinated flying, Escorts etc?

 

Right now the guys doing the offensive work are getting shafted. Not only will they loose more Aircraft, but they will be punished the same way the guys who do low Risk work defending. 

 

And adding insult to injury the Server Flak will actively Chutekill Bailed out Pilots. It will kill even landed Pilots. 

 

Because of that I will never join the Side with inferior Numbers. It's not worth the Risk at all, if I can enjoy the safety of 3:1 Balance and only have to deal with Flak mostly. 

 

 

The Fighters rarely ever have to think about Flak at all, to them it's no danger most of the time as they are fast, small and far away and above. 

And they don't have to think about enemy fighters as much as well. Fighters can pretty much always choose to disengage and run and even if they have to fight, their skill levels are ultimately decisive. 

And often enough they will find lightly protected prey to feast on, often with Escort focussed too much on keeping Visual with their Protégés  to notice you before you have secured all advantages and the Surprise on your side. 

And all of that over friendly territory. So if you bail out you are fine. 

 

In Attackers and Bombers Flak is a Major Concern. Not only is it a direct threat, as you are slow and large and normally quite low, but it also draws all the attention of enemy defenders towards you. 

Against the fighters you barely stand a 20% Chance 1v1. Your Rear Gunners are only effective in straight flight and your Dogfight attributes will normally not allow you to do more than Potshots after an Overshoot. 

And you will find yourself in Enemy Territory pretty much every single Sortie. Getting Shot down will result in capture most of the time. 

Edited by 6./ZG26_Klaus-Mann
  • Upvote 6

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So for half the number you'd get 4 times the experience? Shouldn't it be 66 - 133? :scratch_one-s_head:

 

It's pretty simple from a math standpoint.    If it's perfectly balanced, than the total value to both sides is 100% of the BASELINE.  100 experience (the baseline) is worth 100 experience.  This would apply to the  AKM/GKM and Combat Mission calculations as well.

 

Remember, the penalty or reward is relative to the BASELINE, not the other team.  The formula is always the same:  Enemy Country Pilot Average / Your Country Pilot Average = Multiplier.

  • In the 10 vs 20 example:
  • The team with HALF (10pilots gets rewarded DOUBLE the BASELINE experience. 100 * 2 = 200 experience
  • The team with DOUBLE (20the pilots get HALF the BASELINE experience.  100 * 0.5 = 50 experience

 

Also keep in mind, when the numbers are close, there is only a negligible penalty/reward, and the multiplier will vary throughout the entire campaign, and throughout each mission to help keep the numbers in check.   Hope this makes sense.

 

 

Lets say there is a single lone wolf German that is up against 10 Russians.  In most cases that single pilot wouldn't even bother taking off because the odds are stacked against him surviving an engagement; however, if he chose to take the risk and shoots down just one of his 10 enemies, should he not be rewarded above and beyond for his bravery and efforts?   It provides incentive for the pilot to play, even when he's grossly outnumbered--- which keeps the numbers in the server up, which then gets more people to log in and fly, and rinse, repeat, everyone wins.

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Well, my main Problem with the Aircraft System Right now is the harsh treatment of Ground Pounders. The Threats to the Ground Pounders are just far more plentiful.

We are slower, larger targets. We are easy to Kill by Flak, and spend a lot more time under Fire. We HAVE to cross the Front Line to perform our duties (while fighers can just sit back and wait for their prey to come) and that simply means that our attrition is far worse. 

 

Just think how different the threat levels are to

  • 4 Friends in Fighters patrolling over the friendly positions (a totally legitimate Mission Profile for a Fighter) waiting for some Attackers to come in and
  • 4 Friends, 2 in Attackers, 2 in Escorting Jabos crossing the Front Line to attack exactly these targets. 

Guess who is gonna get massacred despite coordinated flying, Escorts etc?

 

Right now the guys doing the offensive work are getting shafted. Not only will they loose more Aircraft, but they will be punished the same way the guys who do low Risk work defending. 

 

And adding insult to injury the Server Flak will actively Chutekill Bailed out Pilots. It will kill even landed Pilots. 

 

Because of that I will never join the Side with inferior Numbers. It's not worth the Risk at all, if I can enjoy the safety of 3:1 Balance and only have to deal with Flak mostly. 

 

 

The Fighters rarely ever have to think about Flak at all, to them it's no danger most of the time as they are fast, small and far away and above. 

And they don't have to think about enemy fighters as much as well. Fighters can pretty much always choose to disengage and run and even if they have to fight, their skill levels are ultimately decisive. 

And often enough they will find lightly protected prey to feast on, often with Escort focussed too much on keeping Visual with their Protégés  to notice you before you have secured all advantages and the Surprise on your side. 

And all of that over friendly territory. So if you bail out you are fine. 

 

In Attackers and Bombers Flak is a Major Concern. Not only is it a direct threat, as you are slow and large and normally quite low, but it also draws all the attention of enemy defenders towards you. 

Against the fighters you barely stand a 20% Chance 1v1. Your Rear Gunners are only effective in straight flight and your Dogfight attributes will normally not allow you to do more than Potshots after an Overshoot. 

And you will find yourself in Enemy Territory pretty much every single Sortie. Getting Shot down will result in capture most of the time. 

 

64426727.jpg

  • Upvote 3

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Good ideas there Pand,

 

The only thing that I feel, is that a successful combat mission should be just that.  A score of 1 CM.

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Well, my main Problem with the Aircraft System Right now is the harsh treatment of Ground Pounders. The Threats to the Ground Pounders are just far more plentiful.

We are slower, larger targets. We are easy to Kill by Flak, and spend a lot more time under Fire. We HAVE to cross the Front Line to perform our duties (while fighers can just sit back and wait for their prey to come) and that simply means that our attrition is far worse. 

 

Just think how different the threat levels are to

  • 4 Friends in Fighters patrolling over the friendly positions (a totally legitimate Mission Profile for a Fighter) waiting for some Attackers to come in and
  • 4 Friends, 2 in Attackers, 2 in Escorting Jabos crossing the Front Line to attack exactly these targets. 

Guess who is gonna get massacred despite coordinated flying, Escorts etc?

 

Right now the guys doing the offensive work are getting shafted. Not only will they loose more Aircraft, but they will be punished the same way the guys who do low Risk work defending. 

 

And adding insult to injury the Server Flak will actively Chutekill Bailed out Pilots. It will kill even landed Pilots. 

 

Because of that I will never join the Side with inferior Numbers. It's not worth the Risk at all, if I can enjoy the safety of 3:1 Balance and only have to deal with Flak mostly. 

 

 

The Fighters rarely ever have to think about Flak at all, to them it's no danger most of the time as they are fast, small and far away and above. 

And they don't have to think about enemy fighters as much as well. Fighters can pretty much always choose to disengage and run and even if they have to fight, their skill levels are ultimately decisive. 

And often enough they will find lightly protected prey to feast on, often with Escort focussed too much on keeping Visual with their Protégés  to notice you before you have secured all advantages and the Surprise on your side. 

And all of that over friendly territory. So if you bail out you are fine. 

 

In Attackers and Bombers Flak is a Major Concern. Not only is it a direct threat, as you are slow and large and normally quite low, but it also draws all the attention of enemy defenders towards you. 

Against the fighters you barely stand a 20% Chance 1v1. Your Rear Gunners are only effective in straight flight and your Dogfight attributes will normally not allow you to do more than Potshots after an Overshoot. 

And you will find yourself in Enemy Territory pretty much every single Sortie. Getting Shot down will result in capture most of the time. 

This, exactly. It's pretty fucked up. Fighter Pilots always sound as if they had it tough. Something has to change drastically if you want people to fly Ground Attack out of anything more than the Call of Duty.

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Sorry, Pand, I was just as little "maulfaul", as we say in germany ("to lazy to say a lot"). :biggrin:

I like your idea and I understood your calculation. I'd just prefer the one that represents the actual balance of forces and wanted to know why you prefer yours.  :) 

 

[...]
Lets say there is a single lone wolf German that is up against 10 Russians.  In most cases that single pilot wouldn't even bother taking off because the odds are stacked against him surviving an engagement; however, if he chose to take the risk and shoots down just one of his 10 enemies, should he not be rewarded above and beyond for his bravery and efforts?   It provides incentive for the pilot to play, even when he's grossly outnumbered--- which keeps the numbers in the server up, which then gets more people to log in and fly, and rinse, repeat, everyone wins.

 

 

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As a dedicated ground pounder, i echo the sentiments above re having a harder time. In theory bombers would attack a target in force and covered by fighter escorts. This doesn't happen often. Most people go over singly or in small groups and usually without escort. Comms aren't that great (although people do tend to respond on chat). Having said that, its still a challenge and worth it. The flak is deadly but its supposed to be deadly. 

 

My main issue is constantly being booted out usually whilst enroute to the target. on normal days i ping around 360 to the TAW server and I"m wondering if thats the cause, however I normally see 'Player X has a high ping' or something...but not for me. 

 

Here's an example: 

1. http://taw.stg2.de/pilot_sortie.php?id=26224&name=[ASOR]Pharoah

2. http://taw.stg2.de/pilot_sortie.php?id=24247&name=[ASOR]Pharoah

3. http://taw.stg2.de/pilot_sortie.php?id=23875&name=[ASOR]Pharoah

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Sorry, Pand, I was just as little "maulfaul", as we say in germany ("to lazy to say a lot"). :biggrin:

I like your idea and I understood your calculation. I'd just prefer the one that represents the actual balance of forces and wanted to know why you prefer yours.  :)

 

It's merely a starting point from what I can see as providing appropriate incentive to the players to keep the game balanced, while keeping the calculations easy enough to implement from a coding standpoint---- while allowing the ability to modify in a simpler way once implemented.  

 

Obviously it would be up to the TAW development team to execute if they decided to move forward with my suggestion, or if they modify the numbers in any way.  :) 

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