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Post by Ketara on Jan 2, 2010 3:02:51 GMT -5
That's what MS teams are for, Andrew.
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Post by on Jan 2, 2010 3:13:30 GMT -5
Email regulations should be let up.
(serious quote for the fact 4 have failed, 2 of them had issues.)
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Post by deadguydrew on Jan 2, 2010 3:15:30 GMT -5
So several PCs could band together to create a Midnight Fenriresque super group, and travel together without being in a fleet.
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Gray
EFF Officer 
Colonel
I admit; I'm impressed
Posts: 1,005
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Post by Gray on Jan 2, 2010 3:15:46 GMT -5
@ MS Teams
There's two different things being proposed here. Players with pure aircraft/tank builds being able to field additional aircraft, and fitting more than one aircraft/tank in a MS team's slot. I'm against both.
The three slots system is based on what was observed in the 08th MS Team series. It's a pretty simple set up that reflects the fact that each player is just a small mass of cogs in a massive war. Each team was comprised of three mobile suits and a detector vehicle. Said team did patrols, fought mobile suits, attacked bases head on, and a number of other things.
When a PC choses to deviate from this setup, they cannot be expected to fulfill the same roles. A mobile suit PC with three aircraft has to use different tactics than a mobile suit PC with three mobile suits. It follows that an aircraft PC with three aircraft will need to use different tactics than an aircraft PC with three tanks.
It doesn't seem fair that an aircraft PC with three aircraft will probably lose against a mobile suit PC with three mobile suits but that's expected. They could have spent roughly four times the RP and bought themselves three mobile suits to be comparable but they chose not to. They chose to use three cheap units in their team instead of more expensive ones.
Three slots makes everything fair. Every player can field four units. If they choose to purchase cheap units then that extra RP they save goes towards a cheap vessel so they can field even more cheap units. If they choose to purchase expensive units then they can put up a better fight. It's a simple game mechanic that doesn't need to be changed.
@ SAF Officer Unit
Nothing needs to be changed. The war is currently focused on the ground hence why the SAF doesn't get an exclusive unit for this shop change. When the war shifts, and the shops go to their next iteration, they get an exclusive Gelgoog Commander to balance things out.
Sounds fair to me.
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sasorizero
New Member
Corporal
Aim for the Top!
Posts: 68
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Post by sasorizero on Jan 2, 2010 3:25:37 GMT -5
@andrew
Players could simply do that by RPing together
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Post by deadguydrew on Jan 2, 2010 3:25:49 GMT -5
Also I like the idea of allow tank, and airplane groups to field more units. Not that my opinion matters for much. Even in the OYW, pilots did not go in smaller groups, but larger. Like in the second episode of Igloo 2 with the Type 61s, etc.
Edit: As the rules stand now (as I read them), a bunch of PCs grouping together, without a ship, would would not be "grouped" in the event one of them were ambushed, as they are not considered a single unit.
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Post by on Jan 2, 2010 3:31:04 GMT -5
Ok, now this is between Me, Des, and that other Marine on the EF if he still plays. There is no way to field a proper infantry. Trucks can't hold enough, I just don't see myself being able to field a large task force to take on the 15x Marines there larger bases have. Ships tend to die with the enemy killing them and while the EF has an infantry Mecca (See Himalaya loaded with Marines in the aircraft slots) I can't see myself managing something so insane.
The 4x Marines and 4x Weasels or whatever support is nice I must admit, I like the idea of that many hands to assist but officers never think of the men on the ground needing support =P
You did add a specialization which helps with that problem, but those are always hit and miss and do not have clear requirements like Achievements in 360 games. (Lead at least 50 troops into battle 3 times to unlock) I assume Des would be against having a infantry minded ship aimed to solving the problem since he would not be able to hide, but I don't know the best way to fix the situation honestly.
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tylatz
EFF
Sergeant
Posts: 261
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Post by tylatz on Jan 2, 2010 4:07:18 GMT -5
@ MS Teams There's two different things being proposed here. Players with pure aircraft/tank builds being able to field additional aircraft, and fitting more than one aircraft/tank in a MS team's slot. I'm against both. The three slots system is based on what was observed in the 08th MS Team series. It's a pretty simple set up that reflects the fact that each player is just a small mass of cogs in a massive war. Each team was comprised of three mobile suits and a detector vehicle. Said team did patrols, fought mobile suits, attacked bases head on, and a number of other things. 08th MS Team never showed anything besides mobile suit formations which has already been covered and pretty much accepted. It's also repeated in MS Igloo 2 by the Zeeks. The vehicle is given and removed based on the value of a detection unit in the terrain. When a PC choses to deviate from this setup, they cannot be expected to fulfill the same roles. A mobile suit PC with three aircraft has to use different tactics than a mobile suit PC with three mobile suits. It follows that an aircraft PC with three aircraft will need to use different tactics than an aircraft PC with three tanks. It doesn't seem fair that an aircraft PC with three aircraft will probably lose against a mobile suit PC with three mobile suits but that's expected. They could have spent roughly four times the RP and bought themselves three mobile suits to be comparable but they chose not to. They chose to use three cheap units in their team instead of more expensive ones. Three slots makes everything fair. Every player can field four units. If they choose to purchase cheap units then that extra RP they save goes towards a cheap vessel so they can field even more cheap units. If they choose to purchase expensive units then they can put up a better fight. It's a simple game mechanic that doesn't need to be changed. By sourcing MS Igloo 2 episode 2 you will see that the Feddies fielded 8 Type 61s against 4 Zakus. They know they can't win in an even fight without using MS against MS so they outnumber their enemy instead. It's a pretty common tactic if you have the resources to do it. I'm not really sure what we could source for the aircraft so I'll just point out that the Blue Angels fly with 6 planes in the air. Which if you doubled the three MS team slots would match well as it would give a Tin Cod pilot five more Tin Cods to form their flight and one additional slot for a Dish for recon purposes. Also the patrols do break the MS team limit on aircraft so to say it's imba or unfair to others is saying that those patrols need to be adjusted which would make them kind of pointless as they aren't nearly that big of a problem for MS teams after the first part of the game. Even with additional numbers these MS Teams aren't going to become over powering based on a RP scale. The only ones with really cheap and somewhat decent vehicles are the Earth Federation and those are hold overs. They should have a shit ton of those and be willing to throw them at the Zeeks. It makes sense. On the Zeon side of things two Magellas aren't that much cheaper than a Zaku II J and let's be honest, the Zaku is a lot better. For infantry, well, at the end of the day you're still shooting at a giant metal man with 7.62 mm and some sort of AT weapon. A giant metal man with anti-personnel systems. I can point you to a battle where 50 people were killed by two Zakus and a couple AAs. Two of those killed were in Dracken Es. So yeah, it's not going to be broken there at all.
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Post by Cid on Jan 2, 2010 4:10:09 GMT -5
Beside all this silly rubbish, I simply wish to have more active players on my team. This is all my own fault, really.
really
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Post by Ketara on Jan 2, 2010 4:45:01 GMT -5
This is my thought process on the MS team issue.
First off, MS team sizes have nothing to do with the series.
It's true that in OYW2 when I set up MS teams, I made them 4 units because that's what they are in 08th. However, the reason why I've kept it at 4 is because that is a reasonable number that works.
When I think about increasing it and try to decide if that's realistic, I think of it more from a logistical standpoint than anything else. An MS team shouldn't have more things in it than a small strike team would be able to legitimately maintain inside of enemy territory. MS team sizes can't increase or decrease based on the location the character is in, because that would be overcomplicated, so we have to use enemy territory as a guideline. It seems to me that a single team maintaining a dozen planes or tanks or whatever inside of enemy territory, especially without being immediately found and routed by patrols, is unrealistic. It may also be unrealistic for only four mobile suits to be wandering around inside friendly territory, but 1/2 price services vs. 0 services is supposed to alleviate that.
Further, from a logistical and a maintenance standpoint, it seems to me that tanks, aircraft, and infantry would ALL be harder to maintain than mobile suits. Mobile suits have nuclear reactors which, as far as we know, are self sustaining. We know there's a helium 3 trade, but there's no indication that a mobile suits reactor has to be regularly recharged or someshit. On the flipside, a tank has a gas or a diesel engine, and MORE crew than a mobile suit does. Most aircraft require airfields to land and maintain, and can't stay in the air for long periods of time, although I've gathered that Gundam aircraft have magical capabilities of all being VTOL and being able to stay airborne for entire days at a time. I mean, in order for a plane to take off of a Big Tray or a Dobday it'd more or less have to be VTOL capable. But planes also have gas engines that require regular refueling and maintenance. As for marines, I'm going to guess that getting food for 120 marines in a universe such as 0079 Gundam where there are huge abandoned cities everywhere is more difficult than finding spare parts for mobile suit maintenance and food for four guys.
So that's where I'm coming from when I think about how realistic the sizes are. However, honestly, realism has nothing to do with the number. It's waaaaay more about gameplay concerns to me.
For gameplay, I'm first off concerned that MS teams higher than 4 would be higher than the carrying capacity of some ships. The Medea only holds 4 things, the Jukon only holds 3 and one has to be infantry, the Jukon II holds 6, one has to be infantry and one has to be aircraft, and the Gallop only holds 5 and one has to be infantry. Medeas are super useful because they're cheap and allow paradrop actions, but people don't purchase Gallops or Jukons very often. In fact, we've had posts in the Zeon forums this run arguing that Jukons are useless. I don't think they're useless by any stretch, but making MS teams larger would push them farther in that direction.
A strike team only consisting of fighter aircraft being able to support more aircraft than a single Medea acting as a tanker for fighter aircraft seems silly as hell to me. By the same token, a strike team consisting only of tanks being able to support more tanks than a Gallop that is only carrying tanks seems silly as hell.
Patrol sizes being larger than MS team sizes is sort of a moot point because they're operating in friendly territory and probably SHOULD be bigger than MS teams.
My third point is that I don't think you guys see the advantages of making tactical decisions with your MS teams sometimes. Gray is right, there's no reason why a person playing a Tin Cod can't have an MS team of 3 GMPGTs, so it's not like you can't get brute force if you're going for brute force. However, the Tin Cod player also has the option of having a 4 aircraft team. This gives him two seperate bonuses to evading Patrols (-1 to the roll and naval patrols being unable to roll for them), bonuses when Scouting, and allows them to avoid the "planes can't beat mobile suits" argument by simply gaining altitude if ambushed and not fighting them. Infantry get more scouting bonuses than anybody else, and an infantry player has gigantic advantages when attempting to capture things, since it's highly likely he won't be fighting enemy PCs.
A mobile suit player can't get any of that. Those are all blatant advantages that, if used intelligently, seem to counteract the disadvantage of playing a plane or infantry over something with bigger guns.
I agree that this argument doesn't really apply to tanks though. Tanks kind of suck.
Finally, as for Dans argument about bases having too many infantry, I'm not sure whether or not he's whining about not being able to field enough infantry, or if he's whining about some Dan-notion that Columbus and Himalaya class ships are overpowered. Neither of them have hardly any guns, so I don't see the point. Zeon not having a ship that can carry a zillion aircraft is just a disadvantage of playing Zeon, like how EF don't have a space detector unit. The shops aren't supposed to be perfectly equal.
Anyway, that's what I think.
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Draco
Rogue
Anaheim Electronics Employee
Anaheim Hitman
Posts: 1,240
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Post by Draco on Jan 2, 2010 5:15:51 GMT -5
I think the size of MS teams is fine, personally. In fact, we've had posts in the Zeon forums this run arguing that Jukons are useless. It didn't help their rep when the first two we had sank after one or two missions of serious combat and one couldn't sneak past patrols.
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kuriboh
ZMF
Registered Newtype
Is Miang. Maybe.
Posts: 1,738
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Post by kuriboh on Jan 2, 2010 8:36:38 GMT -5
I would like it if there were a way that newbs (like me) have a chance to catch up with peoples in vp. No clue on how to do this fairly though. People who have killed people, taken bases, etc deserve their experience. The only idea I have is to increase the range of vp one can potentially acquire. So for example if a newb lucky shot kills Amuro Rei they get increased experience for the event or something. Or if a newb defeats a much more experienced enemy in combat. Normally the maximum someone gets from the event is X. But a newb's maximum could be 2X or X+5 or something. This bonus would only be obtainable by doing something suitably awesome. I would like if MS team slots could equip 2 vehicles/infantry as well. It seems a waste to put an aircraft in the slot when you could get an MS in there. Having 2 aircraft would at least make for an interesting decision between that and a Zaku. IIRC, the higher one's VP, the less VP one gains per encounter, so there's already a countermeasure of sorts in place for this kind of thing. It's subtle, but it's worked well so far.
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Post by goufcustom on Jan 2, 2010 10:03:50 GMT -5
If people are complaining that Jukons are useless, they need to look at Jim in OYW 4.
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Post by Ketara on Jan 2, 2010 11:44:18 GMT -5
Can we stay on topic, jerkfaces.
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Frenzy
ZMF Officer 
Commander
Could be Ramsus.
Posts: 2,152
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Post by Frenzy on Jan 2, 2010 11:54:09 GMT -5
They've always had Don Escargots. But Aleksei does have a point in that this is the first run where the EFF has had an actual navy - last run the oceans weren't their own separate locations.
And @ Gray: I'm aware of that - but all at the same time, every other division in-game, even the EFSF, which is more or less in the same boat as the SAF has an exclusive unit. An even simpler solution to what I mentioned would be to kick the R2 HMT to the Officer's Korps and bring back the R1 or R1A (I'm not sure which the enlisted got) as the unit for the non-officers. But one could just ultimately say I'm just bothered by the lack of attention the SAF seems to have gotten when compared to the MAF and EFSF when it comes to space-able divisions. I consider myself lucky to have two active players.
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