ZONE GAME 30, THE MAP!

Tactical advice, How-to, Post-mortem, etc.
guitarism
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Post by guitarism »

which were horrible. This one WAS alot closer in pilot skill amounts, but Dorj and I already discussed my misgivings in the terms of newbie/voobie to vet ratios on the larger teams vs the smaller teams. And the dropping/rejoining amounts. But other then that (and the serious commander imbal) it wasn't too bad
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
CronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forum
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
Andon
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Post by Andon »

ZGs are symmetrical to a point. But only to that point. I agree that if you have it symmetrical, then it's no fun. I also agree that having it too unbalanced is also no fun.

Having a story, a map to go along with the story, nifty objectives, and the like make it interesting.

If you want a symmetrical game, go play OTHER events. Even then, it'd be hard to find one. Don't play ZGs if you want a symmetrical game.
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slap
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Post by slap »

I think I $#@!ed up some run with a figbee. Sorry bout that. Deserved boot!
Cadillac
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Post by Cadillac »

ZGs WERE just one big PUG.

This game was $#@!ing brilliant because even though it was 2v1 it looked like it could go either way and lasted what ... 1.5 hours? It was a very close and hard fought match which is far better than your average PUG.
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guitarism
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Post by guitarism »

I really believe that if we'd been able to save the exp on that last run IE Blackink launch and kill the tp probe - that we would have been sitting real well to kill your techs. The gar, when it planeted, was within 3k of all your tech alephs, and the low right exp and the mid right sup were very very close runs. And you didn't have double team bases at those either.
FIZ wrote:QUOTE (FIZ @ Feb 28 2011, 04:56 PM) After Slap I use Voltaire for light reading.
CronoDroid wrote:QUOTE (CronoDroid @ Jan 23 2009, 07:46 PM) If you're going to go GT, go Exp, unless you're Gooey. But Gooey is nuts.
QUOTE [20:13] <DasSmiter> I like to think that one day he logged on and accidentally clicked his way to the EoR forum
[20:13] <DasSmiter> And his heart exploded in a cloud of fury[/quote]
snufkin
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Post by snufkin »

True if you save the exp you would've bought some time, but the garr got killed as soon it planted since we had fbs lined up at our home aleph (which was very close to your garr), we had a tp high in Aredne for a backup exp, and we even had the money for it.
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Gleipnir
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Post by Gleipnir »

Meh, yellow was bound to lose this. One 40ppl team does not equal two 20ppl teams.
The other two teams combined had twice the miners, and twice the number of active constructors as an advantage. Unsuprisingly they quickly expanded and took the majority of the map ( which had ridicilous high He3 amounts in it IMHO ). Cheese ensued.
I like how we decided even before lauch of the game that we weren't going to use the SY. All we got from it was Ship Speed GA.
Also this game served again as a reminder why sector overload is utterly useless. Let's think for a minute: What does Overload want to achieve? People leaving the sector. Will they do that? No, they are there for a good reason, it's not like 40 ships enter a single sector by coincidence. So all it does is blow out your eardrums and ruin gameplay. And as for the actual problem Overload tries to adress ( lag, bandwith, the Dow Jones, whatever ), i dont notice any performance issues during overload.
But then, fun was had, kudos to organizers.



Edit: Spelling.
Last edited by Gleipnir on Sun May 10, 2009 12:10 pm, edited 1 time in total.
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SouthPaw
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Post by SouthPaw »

Gleipnir wrote:QUOTE (Gleipnir @ May 10 2009, 01:03 PM) Meh, yellow was bound to lose this. One 40ppl team does not equal two 20ppl teams.
The other two teams combined had twice the miners, and twice the number of active constructors as an advantage. Unsuprisingly they quickly expanded and took the majority of the map ( which had
This is correct. Also Yellow has to take into account the techs and characteristics of two enemies when planning its strategy. The game was effectively decided within the first 10 mins.

Yellow has 40 pilots, ~15 SysX ~10 squadded others and the rest newbies. Facing two teams comprising squads.

Yellow opening OP lost - combination of lack of d and ridiculous push. Game pretty much done.

Blue and purple both have the coordination and lack of newbies to expand and mine to multi-adv tech.

Yellows only chance to win was to take out one of the other teams quickly. When this failed (too many newbies, sector overload and a couple of saves of blue by purple).

I imagine it was a lot of fun for blue and purple.
Gandalf2
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Post by Gandalf2 »

guitarism wrote:QUOTE (guitarism @ May 10 2009, 08:41 AM) I really believe that if we'd been able to save the exp on that last run IE Blackink launch and kill the tp probe - that we would have been sitting real well to kill your techs.
This incident from the point of the guy who dropped the tp2...

I dropped it 5.1k from the exp and had 2 prox in the way. There was an int pretty near your base who came zooming over as soon as I dropped it; he didn't make it in the time (or slowed down as he went into prox; I can't quite remember)

Anyhow, your point just demonstrate what a close game it was :iluv:

QUOTE The other two teams combined had twice the miners, and twice the number of active constructors as an advantage.[/quote]

Conversely, the two separate teams did not always know what was happening with the other team (eg when you capped the exp, we had no idea what was going on until about 10 seconds before it was capped AFAIK). If the larger team concentrated on one of the two other teams, they could reasonably expect a fair degree of success, which is how it turned out tbh, pushing them back to just a garrison. So it works both ways. Not saying that maybe yellow shouldn't have been granted a few more pilots, but it's a blessing & curse.
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Jell
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Post by Jell »

Well, it certainly forced us on yellow to be very ingenious in strategy. The way the game was setup, we had

Advantages: We are a greater number of pilots, and so bullying one team to death is our ONLY chance. The SY is an obvious nono in such a large game, and we need a tech base to get caps anyways... We decided to bully blue quickly, hoping to only have to face RT's team later on. We almost managed it, quickly securing their exp, and getting very close to destroying the garr. For 10 mins, blue had one foot in the grave, but purple woke up and rescued them. They started coordinating afterwards, and it was the end for us.

Disadvantages: The enemy is all squadded, has 8 miners, double the paydays, double the cons, and is sharing technology openly allowing to go dual-tech for a smaller price (both teams ended up sup-exp)

It could've gone both ways though, as we all can recall many turning points where mistakes were made which, if not, could have turned the tide in our favour.
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