View Full Version : Pbem Turn Rates and other things.
Double Deuce
30 Jan 07, 10:05
Just an FYI.
Starting with OP Turn 2 players will need to have at least 2-3 turns per week turn around time to be involved in the battles. We can't afford to have 6-12 month OP turns. It's seriously killing this campaign and pushing me toward abandoning this player vs player type of format for any future campaigns. It also makes it hard for me to keep the storyline up to date for posting info to the lurkers/masses out there.
Any comments, questions or suggestions are appreciated.
Please feel free to speak your minds on this especially those of you who are on assigned teams, have secure area access yet have been forced to sit and watch for the last year. :paperbag:
Double Deuce
30 Jan 07, 10:23
If you are this list and still around please speak up!
These are the base teams for now.
NOTE: Bolded names now have "Secure Area" access.
NATO
Shortreengage - United States *
Waape - United States
Pergite - West German
Walther - West German
bison24 - West German
Vas FURY - West German
dita - Canadian
Pepper - Canadian
John Osborne- NATO
Fokkov - NATO
Warsaw Pact
Cameronius - Warsaw Pact *
Vesku - Soviet (BMP Rgt)
jadpanther -Soviet (BTR Rgt)
desh44 - Soviet
czerpak- East German
Pannonicus - Hungarian
azog_ - Hungarian
Tanker - Warsaw Pact
Rompa - Warsaw Pact
wulfir - Warsaw Pact
Artur - Warsaw Pact
Vikhr- Warsaw Pact
Stonefire - Warsaw Pact
mr_clark - Warsaw Pact
STANDBY
tinjaw - Reserve
John(txic) - Reserve
Shadowcouger - NATO Reserve
aef027 - NATO Reserve
Lupo - Warsaw Pact Reserve
itimofey[SPR] - Warsaw Pact Reserve
Gun_go_Boom - Warsaw Pact Reserve
jadpanther
30 Jan 07, 10:56
I'm still Here. I would like to see things move along at a much faster pace. If your willing to commit to the campaign you should at least find the time so you don't hold everyone up.
Jad
Still here. And agreed, 10 weeks is enough for a 24 turn battle. If you can't do that many, our commanders will just have to find someone who can.
Still here, and yes I agree too that quicker turn around times must be achieved (although I am the one probably most responcible for the delays!) I will try to fix-up, and should I fail, then my CO can remove me from command if he is unhappy with my performance.
Skirmisher
30 Jan 07, 14:05
Was wondering when time would become an issue here.
Maybe you guys need 2 new comanders ,as the current ones seem unable to command...
I personally had a blast commanding the trial ICW campaign,I was expecting this one to move along much faster.
Maybe theres to many people on the roster? Surely some have left out of boredom.
Double Deuce- Don't abandon the idea,just install new rules "if people cant keep up,leave them behind."
still waiting to get a change, i am a bit surprised that it seems to take forever to get some battles finished. i.m not acusing any one but it looked like a promising concept with players really committed to this campaign, so can't understand the slow pace.
Double Deuce
30 Jan 07, 18:35
still waiting to get a change, i am a bit surprised that it seems to take forever to get some battles finished. i.m not acusing any one but it looked like a promising concept with players really committed to this campaign, so can't understand the slow pace.Actually, its the players in YOUR position that this thread is aimed at. You guys sitting on the sidelienes are the one who suffer the most and I need to find a way to involve you as much as possible.
Even Red Snow, which took what, 3 years, didn't move at this slow of a pace. Unfortunately assigning units directly to players can result in them sitting out most of it not the entire time.
Double Deuce
30 Jan 07, 18:43
Double Deuce- Don't abandon the idea,just install new rules "if people cant keep up,leave them behind."I have no plans to abandon the campaigns, just this format.
One good thing about the Island Civil War format was that no one had specific commands assigned so I could rotate players into the battles to keep everyone involved.
That is partly why I am working with the Team vs AI concept. I can let the "players" team command dedicated units and then maybe at some point use a pool of OPFOR guys to play the enemy forces. Then the next campaign, the OPFOR guys could be the "players" and the players rotate to the OPFOR pool.
The "Players" get assigned units, the OPFOR guys play what I generate for them from the charts and tables I am using.
In truth, "reading" the COCAT files and trying include the correct troops according to everyone opinion is the hard part. Using hexes definitely eliminates that issue.
Skirmisher
30 Jan 07, 19:06
I have no plans to abandon the campaigns, just this format.
Thats Good News!
One good thing about the Island Civil War format was that no one had specific commands assigned so I could rotate players into the battles to keep everyone involved.
Yes having it flow freely kept it moving along.When people became lost like the problem your having here now,somebody who wasn't lost just picked it up and ran with it.
In truth, "reading" the COCAT files and trying include the correct troops according to everyone opinion is the hard part. Using hexes definitely eliminates that issue.
Cocat is a very good tool,but I think unless everybody is allready familiar with it,it will make the campaign cumbersome. I apoligize for not helping you on this one,but I was expecting a hex based campaign. I've been patiently waiting for this thing to move along,so as to get in on the next one. So we all know,who on earth is responsible for taking one PBEM turn a month here? lol:clown:
Double Deuce
30 Jan 07, 19:22
Cocat is a very good tool,but I think unless everybody is allready familiar with it,it will make the campaign cumbersome. I apoligize for not helping you on this one,but I was expecting a hex based campaign. If you get time please review the Human vs AI campaign stuff, especially Operation Compass (and this goes for any of the newer members here too).
I think this format is a good way to speed things up AND keep many people involved. It is also a hex based movement system. Converting it to Team vs Team format IMHO would not take much change to the ruleset AND would address the Player vs Player fun part that many of those here enjoy. As long as at least one side would enejoy taking the role as the enemy and not have a problem with being assigned a "wide" array of forces without any personal input it would work very well.
As soon as Round 1 is done for Operation Compass I will take one of the scenarios and explain how it was designed step, by step so that the enemy team will understand how their forces are generated.
Maybe you guys need 2 new comanders ,as the current ones seem unable to command...."
Nothing wrong with our commander, Warsav has been able to keep up a good pace, it's NATO that need to take this seriously.
Lol, NATO is taking this seriously, as your troops from the Aspertham battle will tell you... :laugh:
Results are secondary to the entertainment of the masses. And you can ask your fellow commanders how they feel about the results of the OP1, Paul deserves a tip of the hat for fighting it to the end.
Yep, paul did great, and we will continue to whip your commie asses over and over again (and it dont matter if it takes us 10 years to do it in!) Lol, im messing (shoud be more like 5 years only) :halo:
Hmm right where would you Yankee doodles land your troops when we control continental Europe? :P
We shall defend our Nato allies, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender.
Dead men can't surrender anyways. :P
Cameronius
01 Feb 07, 19:39
I'm still here too. Just waiting to start the next Operational move.
I take a peak once in a while..., if my comrades in the Pact ever need a replacement commander I'm ready to step up.
And DD, I would be ready to sign up for the *Enemy Commander Pool' if you decied to go down that road.
:cool:
I am out for next phase, it is not really my cup of tea (although I did not delay turns ;) ).
cheers
czerpak
Well, the good news is that the battle is almost over, i just gotta take the final turn and the files will be in Deuces mailbox by Monday. I promise! So the campaign can get on.
Hi all,
Still here and ready to go. After a bit of a hiccup at the tail end of last year I should be able to commit to the turn turnaround.
On another issue, I do think the COCAT can be troublesome. Great little program and I was most impressed when I first looked at it (never came across it before) but, as already mentioned, the hex based movement does seem to be simplier and allows perhaps allows other people to "jump in" on the overall command without having to learn a program.
I really do enjoy these campaign games, the civil war camapaign was most enjoyable and I can`t imagine the amount of work required to organise such a thing!!
Double Deuce
04 Feb 07, 10:46
On another issue, I do think the COCAT can be troublesome. Great little program and I was most impressed when I first looked at it (never came across it before) but, as already mentioned, the hex based movement does seem to be simplier and allows perhaps allows other people to "jump in" on the overall command without having to learn a program.Not using COCAT and using hexes or zones seems to really speed things up but it definitely takes away from the "realism" in the planning and strategic element since detailed orders and OOB tracking are all done from there.
Yes, that is one thing i liked about the COCAT system when I first seen it. It certainly added to the immersion of the whole thing.
Double Deuce
04 Feb 07, 11:20
Yes, that is one thing i liked about the COCAT system when I first seen it. It certainly added to the immersion of the whole thing.There is a new versions that was created, MOCAT and it now has its own installer and includes all the file that used to cause so many problems before (missing .ocx files and stuff).
It even includes a "run" function that will move units across the screen at set speed according to their movement orders. Those who used COCAT II (not COCAT 2) may remember that feature.
That sounds like a nice feature/improvement.
Hey Guys, good news for you: Op 1 Apertham Battle is OVER. Op turn 2 can now proceed, and once again, I apologise for delaying it.
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