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 JG1 vs No.42 Sqn Tournament

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JG1_Klaiber



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri Apr 19, 2013 11:24 am

Hi Guys,

I just wanted to let you know that I've announced your victory to the RoF community:

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Congratulations again!
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NavyJake

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri Apr 19, 2013 11:38 am

Salute

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No.42_Flatspin

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri Apr 19, 2013 3:55 pm

Very cool! Salute


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No.42_Flatspin

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri Apr 19, 2013 5:15 pm

No.42 Sqn would like to present JG1 with the below campaign ribbon for participation in this tournament. The nation flags represent the players in this part of the front with the German flag central, braced by bronze laurel leaves to denote which force you flew for (No.42's will have the British Flag centered).

S! And thanks again gents!

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No.42_Space

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri Apr 19, 2013 5:19 pm

Salute


The art of war is of vital importance to the State. It is a matter of life and death, a road either to
safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected.
--Sun Tzu
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No.42_Rooster

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri Apr 19, 2013 6:44 pm

Salute


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JG1_Klaiber



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri Apr 19, 2013 7:20 pm

Thanks guys! Those ribbons look great. We will definitely wear them proudly.
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No.42_Zed

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Fri Apr 19, 2013 8:37 pm

Salute


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JG1_Butzzell



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue Apr 23, 2013 2:09 pm

S! All

A little update before our next series.

We have been gathering information to try and make some improvements and clarifications.

Scoring: There really is no scoring until the Finali. During the 4-week build up, supplies are destroyed. These supplies are removed from the forces for the final battle. The final battle is affected by air support. The outcome of the battle determines a Victor. One side should have a slight advantage in the Finali, reflecting that they did well completing more missions. I say "should" because our last little fracas ended in a tie for supplies destroyed. The Finali gives a purpose to the first 4 weeks of build up. The Finali also changes the game play somewhat. The first 4 weeks are a very traditional style of play. You have a variety of missions all over the map. The Finali is more of a concentrated effort for local domination. Gosh, much like a battle. This incorporates a different style of play to help round out the total experience and accommodate people that like that type of intensity.


Targets: The variety of missions was divided up into destructive and non destructive to keep it from becoming a bomber fest. Destructive was further divided into static and opportunity. Static targets were represented as Icons on the map. These were traditional bombing missions. Things that would be assigned by HQ to go bomb. Targets of opportunity were the trains and convoys. They were targets you would not know about but could run across. The arty spot is an indirect destruction mission. The main purpose is to keep someone over the front and try and create a combat situation. The recon was a non-destructive mission or info mission.

Some targets or missions are more difficult than others for a variety of reasons. For the most part, leaving things as one mission, one supply destroyed worked out as being reasonable. For the next series we will be introducing some target variation and some new missions. The new missions will have some modified supply value based upon difficulty and availability. These are the trench mapping mission and the saboteur mission. The target variation is in static targets. We will be replacing either a bridge for one side or the ship for the other with a group of buildings. The Germans will be bombing Entente Shops and the Entente will be bombing German Convoy supply Depots. Each target takes about 6 of the smallest bombs to kill. This gives a single pilot plenty of opportunity to miss some and still get the target.


Defending targets: The only target to defend is All targets, that means zone defense. Point defense is possible only because it is a game and some targets are designated with AA. In RL, HQ would not assign a defensive CAP to a bridge or a ship because they have so many and would not know where the enemy will strike. We designate an active site with an AA truck on a bridge. It also makes it as difficult to attack as a ship. The non-active targets are removed from the game to lessen the load on the server. In all, some 60 targets are removed at the start. The shop and depot mentioned above will have AA spawn only when being attacked. There is no way for defenders to know which one is active. The overall goal is that defenders should not know where the enemy would attack. Kinda like RL.

With regards to sitting on the ground if under attack: This is a hold over from the original rules. The more it is reviewed the more it is not understood why it was ever put in. Naturally anyone on the ground, under attack would head for cover. That little rule will be removed.

Timeout between respawns: We have a 5-minute timeout that is done on the honor system. You hit finish mission, go to the map room and wait 5 minutes before respawn. We have studied various methods of trying to make this automatic. The server files have a variety of penalties. The only one that really accomplishes this would be the respawn penalty. That is the one that counts down after you hit finish mission. That would mean that you sit on the ground for 5 minutes before going to the map room. This is not all that good a solution. See the paragraph above. We would rather trust the honor of people than have this solution.

Pilot capture: The game does not actually list this on the scoreboard as it does in the parser. Obviously if you land behind enemy lines you are captured but it is not always easy to tell if you have been captured if you land in the middle. Capture zones have been placed along nomans land and over both side's standard territory. Because these zones are circular, there are some small gaps. These gaps represent the possibility of escape. The gaps are only along the nomans land area. If a pilot lands in enemy territory and hits "Finish Mission", it will generate a capture subtitle. He will need to ask his team mates if he has been captured or can refly.

Resource management/ plane availability: The plane availability was set at x2 the number of expected players. That will be reduced to 1.5 for scouts and a minor reduction in 2 seaters. Recons down to 3, Arty down to 2, bomber down to 3, Trench map at 2 and saboteur at 1. If it becomes a problem it can be re adjusted. The goal is to value both your life and your plane.

Many of the above items will be posted in the rules and at the scoring page as updates.



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No.42_Flatspin

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue Apr 23, 2013 3:11 pm

Sounds good to me.


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No.42_Awde

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue Apr 23, 2013 7:40 pm

I hate my laptop

I almost completed a posts of questions when I hit a key that wiped my reply clean
so here is the short form of my questions

Arty spot... indirect affect..how is this done?

reccons how are they utilized,open up some more targets to bomb?

finding and recconing the HQ ,does this let us do a Billy bishop and bomb some German generals thus inadvertently sending your beer to our side? or the more boring stuff like stalling ammo/food trucks to the front or artillery not getting to the correct location because orders were missed?

can bridges be toughened up so that big bombs have to be used to destroy them? bridges got to be tough to bring down in my opinion.

what will trench mapping accomplish ?
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No.42_Space

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue Apr 23, 2013 10:47 pm

Awde, directly these missions will accomplish nothing except being accomplished and adding to that tally. The overall effect is that whichever team completes more missions (regardless of type) during the 4 week 'build-up' has that many more units in the finale.

In the Arras mini-campaign just finished both sides completed 14 missions, and so the ending guns vs tanks battle was what was deemed 'equal' (in effect; not quite equal number of guns vs tanks) and we fought it out from there.

That make sense?


The art of war is of vital importance to the State. It is a matter of life and death, a road either to
safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected.
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No.42_Awde

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Wed Apr 24, 2013 12:46 am

yes that makes sense except for one small detail ,can the missions be pro rated according to difficulty?
in other words the more dangerous or difficult the mission the greater the reward.
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No.42_Space

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Wed Apr 24, 2013 1:40 am

The only one that offers that right now is the spy mission. It will offer 2x as it takes 2 missions to complete.


The art of war is of vital importance to the State. It is a matter of life and death, a road either to
safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected.
--Sun Tzu
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JG1_Butzzell



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 02, 2013 2:02 pm

S! All


The last mini tournament went rather well. There were few to no glitches. We tweeked the rules a little bit to emphasize refly conditions and restrictions. We have added two new missions, trench maping and Sabateur. The recon target was made larger for easier identification. We have two new static bomber targets, the Shop and Supply convoy Depot. A capture subtitle was added to help delineate conditions along the front. This goes along with the refly restrictions. We found people were landing in enemy territory along the front and inadvertantly flying after they had been captured.

The map has been enlarged to accomodate the new missions and additional players. We hope to have 20 players per side. It is with great pleasure that I am able to announce that The Black Haze squadrons and Wing Walkers will join in this event.

We are still in the final preparatory phase. Black haze and Wing Walkers will need some orientation flight to the missions style and mechanics. Once that procces is complete, hostilities will begin. The event will still be on Wednesday nights at 9:00pm eastern time, played as a two hour session.


At this time JG1 is proud to present Flanders in Flames XVI
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NavyJake

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Thu May 02, 2013 2:32 pm

Going to be FUN!!!

S!
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No.42_Flatspin

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue May 14, 2013 5:04 am

Can we get one more practice week, then start the tournament the following Wednesday?


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JG1_Klaiber



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue May 14, 2013 9:53 am

No.42_Flatspin wrote:
Can we get one more practice week, then start the tournament the following Wednesday?

I think that's the current plan. A full test this Wednesday, perhaps Dead is Dead to make sure the capture system works, and to allow everyone the chance to get used to the rules. And then possibly live next week, provided there are no snags.

Butzzell should be posting about it soon.
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No.42_Flatspin

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue May 14, 2013 9:55 am

Excellent. Thanks.


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No.42_Duff4r
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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue May 14, 2013 3:21 pm

I like that too!


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JG1_Butzzell



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Tue May 14, 2013 9:32 pm

Hi,

I would like to do a dry run Wen night. This is the same program we used before but on a larger map and with 2 new missions added. Famous last words- It should be fine. I have not found any vehicles or targets in the wrong place.

I aded a link to a download page on the FiF page. I used a workshop Icon to go to the download page. The download page starts with tomorrows test mission. The downlod unzips as a folder. Just open the folder and drag and drop into the multiplayer Dogfight folder and good to go. I already took out the . Mission file so it is server ready.

I will put up the next week mission each Sun night befor the due date.


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NavyJake

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Wed May 15, 2013 11:39 am

All,

Copied this mission up to our server and it is ready to go it needed for this evening.

S!
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No.42_Space

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Wed May 15, 2013 11:48 am

Does that have other than one of our standard passwords?


The art of war is of vital importance to the State. It is a matter of life and death, a road either to
safety or to ruin. Hence it is a subject of inquiry which can on no account be neglected.
--Sun Tzu
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NavyJake

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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Wed May 15, 2013 11:51 am

Space,

Copied up, but not running at this time.

We will need to change our password as it seems to be in the "wild" as we had various individuals connecting on Monday.

Map currently up is the standard training map for FiF with the normal password.
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WWblindfaith



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PostSubject: Re: JG1 vs No.42 Sqn Tournament   Wed May 15, 2013 5:48 pm

Salute as the internet here is D- and am having problems get on and staying on TS and all servers,I must request a transfer to the pup list,dont want to but dont want to lose a plane or points.

hopefully this ship will rite it'self soon(gotta think positive)be well bf! Sad ps. but will still try
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