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MDF

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  • Birthday 12/10/1966

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  1. Thanks. Let me know if you need anything from me.
  2. BadgerDog, I just saw your message. The scenario used a customized map (I added some roads and structures; removed some of the vegetation, and probably other changes I can't remember). I'll look for the map file tonight and upload it if I can.
  3. How did the REFORGER '85 mission go? Could someone post the AAR file? Thanks.
  4. I think this is pretty close to a metaphysical certainty. I've actually tried it multiplayer at least twice, and we still lost badly.
  5. FWIW, all tanks in "Tanks! Again" have default ammo loadouts, except for T-90, which has been altered to carry just two Refleks.
  6. For more on this, see articles here: Direct Fire Planning, part 1 Direct Fire Planning, part 2 Engagement Area Development – A Guide for Tank Platoon Leaders in Cavalry Squadrons
  7. Just use a whisper list with the other crewmember. Everyone stays in the same channel. Best practice would be to pick a "wingman" prior to the mission, somewith with whom you have multicrewed previously and are familiar. When your vehicle is destroyed, you jump into his, and vice versa.
  8. Well, it doesn't have to be a strict 1:1 player/vehicle ratio at all times. You could start out with a company of 10-14 tanks. Since TGIF usually has about 8-9 players per side, the people who like having multiple vehicles can have two, and people like me can have just one. As vehicles are destroyed, you can take a vehicle from a player who had two to start with, or you can multicrew. (I don't think multicrewing is a bad idea. Maybe we just need to run a short (like 10 minutes) multicrew training mission before the main mission starts so that people can get more experience with it.)
  9. I agree that the issue is with the AI. But wouldn't that issue largely be fixed if the missions had much smaller forces, and you only have to control a single vehicle at a time?
  10. There's no need to argue. Some people (myself included) prefer smaller-scale missions, in which a player controls only a single vehicle (or even has other human crew members). Others prefer to control a large force and play predominantly from the map view (RTS style). I suppose there are even some people who like to control multiple vehicles and mostly hop from vehicle to vehicle in the first-person views (mixed style). And gibsonm seems to be agreeable to controlling a larger force if "enemy map updates" are enabled. These are matters of opinion and there is no right answer. The issue with TGIF, IMHO, is that it consists almost exclusively of missions with large forces in relation to the attendance level and, therefore caters almost exclusively to the RTS- or mixed-style crowd. Participants like me are obligated to play in a manner not to our liking. It's not clear to me that most or all TGIF attendees actually prefer the RTS or mixed play style. I was hoping to foster a discussion about this on the TGIF thread in order to answer this question, but it doesn't seem to be going anywhere.
  11. This was a source of continuing frustration for me as well, and one of the main reasons I stopped attending TGIF. I did create several missions to try to reduce the vehicle:player ratio (FEBA Madness, Peredovoy Otryag '83, and REFORGER '85) but these only get played once per year, and thus do little to shift the TGIF repertoire. Maybe it makes sense to conduct a poll? Or Put up a list of all the missions and allow people to vote for the ones they want to play? I don't mean to slag the organizers, and I hope this is taken as constructive criticism. (Edited to clarify that my preference is for smaller missions with "enemy map updates" off.)
  12. On reflection, I should amend my earlier statement. In this mission, two 'waves" might spawn in temporal proximity, giving that side a preponderance of force which (I'd hoped) it would use to press the attack. If/when that happens, one or more players could be saddled with a larger number of vehicles. Looking forward to the AAR file. Thanks!
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