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City:Osaka JP
Personal Data:Male,
Membership16years 208days ago.
Last Login51' 43" ago.
Last Move51' 24" ago.
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Message header
Area/Game:Blue Max
Topic:Squadrons
Subject:Re: Victory Conditions
Posted by: markrendl - 16years 109days ago.
Message text
Heggers wrote:
At Flying Misfits we've been debating how the final result of a squadron match can be adjudicated. How can you determine the winner in a completely impartial manner?

We understand that Airbourne Anarchy use three Victory Conditions:
1 - Average score of two sides
2 - Total Scores
3 - Total Kills

I suggested that numbers 1 and 2 would always yield the same result, so 2 could be used alone - I hope I am understanding this correctly.

In which case, a team that met conditions 2 and 3 could be said to obtain a Comprehensive Victory. A team that obtained one but drew on the other could obtain Partial Victory. And if a team obtained one but lost the other it would be a draw.

However, there were strong feelings that points are pointless and that measuring the difference between Kills and Killed was more realistic (a variation of condition 3).

Obviously, a totally impartial measure would require some level of consensus among the other squadrons, and while this cannot ever be complete, WHAT DOES EVERYONE THINK?

There must be many squadron matches where it gets tough to decide (not that ours ever will be )


I'm not flying in a squadron, but I'd favor total score.

Driving enemy aircraft out of play and achieving air superiority is far more important than kills from a strategic sense. Planes exiting early won't get as many points. Planes able to stay in play would give your side more points. In fact, you might even award the squadron controlling the field at the end of play an additional 25 pts.

For further variety, you could add some other kinds of VP for special missions. Each Two-Seater which flies 4-6 hexes along the enemy base line and successfully exit your own edge scores an additional 25 pts for recon/bombing missions.

If scores based on points are tied, then you could use kills as a tie-breaker.

Some may not be happy cause some pilots seem to be just flying around avoiding contact to gain points, or lingering around the fringes when out of gas or badly damaged. The solution is simple, if you don't like it, pursue and drive them off. Developing and implementing such tactics should be a core part of a team's overall strategy.

Focusing on kills ignores the basic point of why your up there in the first place IMHO.

Regards

markrendl

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16years 109days Heggers [BM][SQD] Victory Conditions
16years 109days markrendl Re: [BM][SQD] Victory Conditions
 16years 108days arkon Re: [BM][SQD] Victory Conditions
  16years 108days markrendl Re: [BM][SQD] Victory Conditions
   16years 108days GraysGhost Re: [BM][SQD] Victory Conditions
    16years 108days markrendl Re: [BM][SQD] Victory Conditions
     16years 107days arkon Re: [BM][SQD] Victory Conditions
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       16years 106days GraysGhost Re: [BM][SQD] Victory Conditions
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16years 108days RoyBrown [BM][RULES] Proposal
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