Flying Coffins rules

check here for game development of the Flying Coffins tournaments

Moderator: Flying Coffins Moderators

Locked
Swordfish
Posts: 281
Joined: Fri Jan 29, 2010 7:34 am
Location: Sweden
Contact:

Flying Coffins rules

Post by Swordfish »

The rules from the last Flying Coffins tournament hosted by J30 can be found on the Flying Coffins web page.

I encourage everyone to read them carefully, and to think about if we need to adapt them to fit the current situation in the RB3D MMP community with a smaller number of active squads and pilots. In particular, I am thinking of the rules about signing up as squads and having each Squad rotate to fly with every other Squad as a Team Force.

Perhaps it would be better with a looser structure more similar to RBWar, where we have two teams with max 14 pilots per side in each game and pilots sign up individually for each match?

Your comments on this are welcome, but please bear in mind that I will be off-line with no internet during next week so you may have to wait for my answers. I just want those who are interested to fly in the tournament to start thinking about the scope and the rules.

Best regards
S!wordfish
(Flying Coffins Field Marshal and benevolent dictator :twisted: )
Lt. Swordfish
Royal Air Corps
http://wallenborg.se/swordfish
PatGarrett
Posts: 269
Joined: Thu Feb 11, 2010 3:56 pm
Location: Jus' this side o' hell...

Re: Flying Coffins rules

Post by PatGarrett »

Ahhh, ja...ahem...last fun day there were a few questions and/or misinterpretations of the rules as to aerocraft choices. The traditional FC had the choices of 7 for each sector (2 east, 2 west)...seems like it changed and went mapwide, w/o any sector designation. The Hun team clearly did not catch onto that (not that they erred).
Now, what to do ? Do we make a signup for the 4 sectors (then alles gutte), or if we just have a Hun vs Allied. with expected 12+ per side as was in RBWar, do we modify that rule by perhaps stating that from the start, "2" planes of each type available for each side ?...
I say make 2 of all types available (14 total from start) then limit the number of total pilots per side to 14....IMO easiest fix for this....
RAC_Draegon
Posts: 124
Joined: Fri Apr 17, 2009 3:58 am
Location: Hamilton, Ontario, Canada

Re: Flying Coffins rules

Post by RAC_Draegon »

For all of the Flying Coffins format, which many of us flew 4 nights a week, was that ALL 7 plane slots on each side needed to be filled first, before repeating, regardless of which drome you used to take off from. I think there was a max of 4 per drome as well, I may have those rules somewhere.

The format that we are flying so far is the one that was changed to be used specifically for one Flying Coffins tournament, so that we rotated sides and team mates so as to make it a fair competition, which I believe RAC/J9 were the champions, if memory serves.

The 1:45 match time should remain, as that is a major component of this format, a limited time to reach a limited amount of targets, that is also why bonuses are offered for each building type being desttroyed, as it's hard to get there in time through CAPs.

The way we fly now in the big team format doesn't work, as there are few fighters to CAP and destroy bombers.

Rarely should a team be able to completely destroy all targets in a match, as we both did today.

When combat flight patrols are forced to be implemented due to the proper 7 plane rotation, as in the 'normal' Flying Coffins format, bombers find it difiicult to reach targets, as it should be.
"Live in the Air, Die in my Fire!" ;)
RAC_BigBertha
Posts: 97
Joined: Sat Feb 06, 2010 9:58 am

Re: Flying Coffins rules

Post by RAC_BigBertha »

S!

I agree with Draegon here.
I think that the first 7 plane type slots should be filled before repeating any. With no more than 2 of any type for a max of 14 per side.

BB
Swordfish
Posts: 281
Joined: Fri Jan 29, 2010 7:34 am
Location: Sweden
Contact:

Re: Flying Coffins rules

Post by Swordfish »

Salute!

Thank you for your comments on the FC rules. This discussion illustrates that the FC Fun Days serve their purpose of identifying issues in the FC game setup and/or rules that need to be reviwed and perhaps revised.

The FC rules posted on my FC webpage http://www.rb3d.net/Swordfish/fc.htm are a copy of the official rules posted by J30 in March 2009 for the Flying Coffins 2 tournament. The plane selection rules for the Flying Coffins 1 tournament, which took place in Nov/Dec 2008, were the same. This is illustrated by the following reply from J30_Reinamann to a question from RAC_BigBertha in the FC forum on Fri Oct 31, 2008 (one day before the FC1 tournament started):
BB asks:
"For example ... If each squad only fields 3 pilots ... can each squad use their 3 alloted bombers?"

Yes.
3 bombers but only one of each type
(N17, Pup or N24 if flying allied and the Pfalz D3, Alb D2 or Alb D3 if flying Central)

Note:
eventhough a squad only has 3 pilots and they each take a bomber, those same three pilots may not change planes during the course of the match eventhough fighters planes are still available.
Rule # 17. Pilots may not change planes and will fly only one plane type for the duration of the match.
(Ref. http://jasta30.atfreeforum.com/fc-2008- ... 42-10.html)

Draegon wrote:
RAC_Draegon wrote: For all of the Flying Coffins format, which many of us flew 4 nights a week, was that ALL 7 plane slots on each side needed to be filled first, before repeating, regardless of which drome you used to take off from. I think there was a max of 4 per drome as well, I may have those rules somewhere.
...

The 1:45 match time should remain, as that is a major component of this format, a limited time to reach a limited amount of targets, that is also why bonuses are offered for each building type being desttroyed, as it's hard to get there in time through CAPs.
The plane selection rules to which Draegon refer were probably used in the numerous practice sessions that preceded the FC1 and FC2 tournaments, although personally I have no clear memory of this. But that is of minor importance, and I am inclined to agree with Draegon and BB that for the FC Fun Days it is better to require that ALL 7 plane slots on each side must to be filled first, before repeating the plane choices. I will include this rule in the invitation to the next Fun Day.

I don't think we need to set a max of 4 per drome, though, it should be enough with a max of 7 in each of the South/North sectors.

About the 1:45 match time, RAC_PatGarret has suggested that we should make it longer. I was first inclined to agree, but after reading Draegons comment I think we should keep the match time as it is. A longer match time would require more targets and thus also a new map, and to fix that would delay the tournament start significantly.

When it comes to the rules for the upcoming FC tournament, I think we should first decide if we want to keep the original rules about signing up as squad teams of max seven pilots with one squad in each sector before we make any changes in the plane selection rules.

If we go for a looser structure more similar to RBWar, where we have two teams with max 14 pilots per side in each game and pilots sign up individually for each match, then I think that we could use the Fun Day plane selection rules advocated by Draegon and BB also in the tournament. But if we keep the original 2x2 team structure, then we should also keep the orginal plane selection rules.

Your comments on this are welcome.

S!wordfish 8-)
Lt. Swordfish
Royal Air Corps
http://wallenborg.se/swordfish
PatGarrett
Posts: 269
Joined: Thu Feb 11, 2010 3:56 pm
Location: Jus' this side o' hell...

Re: Flying Coffins rules

Post by PatGarrett »

Your comments on this are welcome.
...yes...ahem...lol...

...matters not either way to me, as long as an edict is decided upon soon. I dont believe that there is a poll/vote option on this board, but I truly feel that BOTH sides should be given an oportunity to vote, else there will be griefers. Either that Sword, or you just lay down the rules as you see best, and those who dont agree simply don't fly it then. That eliminates the BS....
Pickett was autonimous basically with RBWar...Deutschmark was same with CW....MY vote, is that you do the same. YOU set it up, YOU made arrangements for server/security...YOU then, my friend, should lay down the law as to how it shall be flown. I have full trust and faith in your experience and abilities and personally will go by whatever you decree. "Ooorah !!!"... :twisted:
Flybert
Posts: 126
Joined: Tue Jan 26, 2010 4:27 am

Re: Flying Coffins rules

Post by Flybert »

any rules are fine with me as long as they are clear
PatGarrett
Posts: 269
Joined: Thu Feb 11, 2010 3:56 pm
Location: Jus' this side o' hell...

Re: Flying Coffins rules

Post by PatGarrett »

...okay, fundays were one thing....hopefully we're starting the war soon.........need to define all prior to such....I see only 3 options.

1) we attempt to get 4 defined squads up and fly "as per original"...I cant see that happening though....

2) We divide hun/allied, and let individual teams decide on how planes/areas will be assigned, etc.

3) even on the team level, we divide into sectors, N and S, allowing 7 different per sector (warning, there may be times when one sector is grossly undermanned)...but, seeing we needed to adapt anyway, squads can shuffle around "intersquad", what and who they need where (I can see battles amongst teammates here though if not done well before a match)....

...but I personally refuse to listen to childish TS disputes anymore, and as soon as one begins, I will simply block the individual responsible....for the match....
...my spleen is one step from bursting (and yes, that can be fatal), and I just really dont need to deal with it on my ONE day of enjoyment per week...btw....Ive only ever blocked 3 on TS....Neo and Viper were 2 of them....

....I beg you all to voice your opinions PROPERLY on this so that Sword can make an ammicable desicion. Lets get this show on the road kiddies..... ;) :twisted: ....as much as we'd like to, we wont live forever....
Muttley
Posts: 94
Joined: Tue Apr 20, 2010 9:18 pm

Re: Flying Coffins rules

Post by Muttley »

I have an idea that I haven't seen mentioned yet re: the sign up issue (if it has been I apologize in advance):

In the past FC when we flew as a squad or as a team of several squads, we had a Flight Leader :cool2:

I was flight leader for J9/BH team and not only would assign planes (would be discussed of course, but decided beforehand), but I also wrote a plan and we had a strategy for offense and defense depending on the opponents and who we were partnered with. Of course no one would be stuck in less desirable planes the entire War unless they wanted to. A good example I remember a pilot (J5 I think, Mai maybe?) was really good in the Spad, he would harass and keep several low bombers or fighters busy and was always positive score on kills and always received complimentary posts after the match on amazing performance in the Spad 7. Amazing, I found our old Roster and the strategies we used, here's one of our "rotating" weekly plane assignments (and their point value) all communicated through email by the way:

(Allied – Scouts)
MadDog -- Spad VII (2)
vWeyer -- SE5a (2)
Osten -- Nieuport 28 (4)
Micah -- Sopwith Camel (4)

(Allied – Bombers)
Witzer --Nieuport 24 (4)
ED -- Sopwith Pup (3)
Muttley -- Nieuport 17 (2)



Anyway, the plans weren't always so detailed since it's always the same map, more like 2 bombers to X area with X as escort, etc. so it was kinda light. Although I did plan certain "runs" for bomber/scout teams (say the 2 Pfaltz) with the VII "softening" targets, but I'll save that for the planning thread. We could rotate Flight Leaders, I don't think all are even interested in being FL so those who care to could make it known.

"Muttley, get to the point! I suppose you want a Medal for dribbling on and on!"

<snicker> So, for our team to get organized, I suggest we get volunteers for the Flight Leader Position and we rotate the role over the War. After Fun Days are over, assignments and discussion could be offline to the opposing team by using emails and if the password would change each week, there would not be anyone not on "the team" barging in on our side.
S! Muttley
PatGarrett
Posts: 269
Joined: Thu Feb 11, 2010 3:56 pm
Location: Jus' this side o' hell...

Re: Flying Coffins rules

Post by PatGarrett »

I fully agree with you Muttley, you snivelling, scurvy scoundrelous mongel, I remember same when I was flying FC tourneys....I believe I was a PJ666 then and teamed with the LE (mebbe was CSq with another squad, dont remember)....and there was an FL for fighters and one for bombers....
I was a bomber FL/planner for a few different squads (and in RL actually), and would have no issues taking that upon myself again (because there needs to be ONE directing)...but we need to see first how Sword decides to set the final format for this....that will decide on how we structure internally for planning.....
Example : if its just left vs right, then I say we have a "supreme leader" (Fly will like this, and he's actually done well in the past) then he assigns his staff accordingly....if we have 'per sector" signups as was more with the original, then an FL for bomber and one for fighter would be sufficient IMO....
But that will all be discussed in Team strategy after a final format is decided upon....or....Sword will simply decree "this is how it is, like it or not", which is what I'd prefer, because I can see too much bickering in any discussions..that wastes time and prolongs the start of the war....and I wanna start flying dang-it !...oops, sorry...dag-nappit..... :wink2:
...loving the new smileys btw !.... :twisted: :twisted: :twisted:
Locked

Return to “Game Development”