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LibertyOrDeath

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Posts posted by LibertyOrDeath

  1. <The scenario for the brigade offensive operation took place in the state of Kamhairistan, where a significantly large al Qaeda network was present. The al Qaeda and its Taliban allies were attempting to destabilize the nation and its neighboring countries.>

    I wonder which map they used. Or is this classified info? smile.gif

  2. Originally posted by MajorH:

    TacOps Gazette 02.02

    >I assume that right now you do the orders exchange with all players

    >(and observers) in strictly sequential order, that means one after

    >another, ...

    Correct. The umpire computer draws information from each remote computer in turn, merging that information into a new situation as each block is received. It then sends a situation update back out to each remote computer in turn.

    This answers my previous question in the CPX thread. smile.gif Just how big are these files typically?

    15 Kb file from each player?

    150 Kb from the umpire?

    So in a 10 player + 1 umpire MTM game, the umpire would have to send out approx. 150 Kb x 10 of data to the players each turn?

    Also, is it possible to tweak TacOps so it can send a situation update back out to each remote computer not in turn, but simultaneously?

  3. Originally posted by MajorH:

    I need to take one thing back from the previous post. In an Internet game the umpire is seldom able to safely step away from his computer for more than a few minutes.

    There almost always seems to be at least one player in an Internet game who is having a bad day with his ISP or his connection - especially the dialup gents.

    Sometimes people get disconnected because of call waiting causing an automatic disconnect. It has happened to me a couple of times while playing Combat Mission: Beyond Overlord TCP/IP. But that could be remedied by entering *70 w XXX-XXX-XXXX in the telephone number field of the dial-up settings. It should disable call waiting while online.
  4. Originally posted by MajorH:

    TacOps Gazette 02.02

    <snip>

    The v403 update is less sensitive to user interruption but it is still best that the remote players remain idle once they hear the alert sound and see the message to stand by for a situation update or to standby for orders exchange.

    <snip>

    Users should avoid checking, sending, or receiving email during a TacOps network game session - particularly if there is any chance that an orders exchange or situation update is imminent. Users should not surf the Internet with a web browser during a TacOps game session - ever. The following programs are suspected of periodically interfering with a TacOps network on some computers if run at the same time as TacOps: Microsoft Outlook, Microsoft Word, Microsoft PowerPoint, Microsoft Explorer, and Microsoft Messenger. Some players have reported being disconnected from the TacOps network anytime that they send or receive email while using Microsoft Outlook.

    Any program that is run at the same time as TacOps has the potential to interfere with the TacOps network, with orders exchanges, and with situation updates. The more activity that the user does with TacOps in the background, the more likely that a network problem, an orders exchange failure, or a situation update failure will occur. Reasons: Memory shortage. System resources shortages. Hanging the network while the user browses through menu lists and modal dialogs in the program other than TacOps. Many programs contain an option or preference that causes the program to automatically access the Internet to check for an updated version of itself on a company internet site anytime that the program is started. Many programs have a help feature that accesses the Internet for help information. Many programs do not cooperate well with other programs that are running at the same time - especially programs that access the Internet. A web browser that has reached a web site, even when running in the background, may be constantly generating network traffic and running Java applets due to changing popup ads on the web site.

    Would a 1 GHz P3, 384 MB RAM, 32 MB Geforce2 GTS graphics card, 56K modem, Win XP system have problems running TacOps with a IRC chat client and Yahoo Messenger in the background?
  5. Originally posted by MajorH:

    Orders exchange happens automatically once all players and the umpire have selected "Begin Combat" or when the umpire selects "Begin Combat with Options".

    The latter approach of the umpire forcing the start of the orders exchange and combat turn is normally what is done in CPXs.

    I'm confused. When the umpire forces the start of the orders exchange, are the orders files queued and downloaded one file at a time? Or are they downloaded all at once?

    And how are the combined orders from the umpire's PC uploaded to the players' PCs? Again, are the combined orders uploaded to the PCs one PC at a time or is it done all at once?

    If the umpire queues the orders and sends and receives them one at a time, then the umpire wouldn't really be able to take advantage of the speed DSL or cable has to offer, especially if the other players use 56k modems during these exchanges.

    [ October 27, 2002, 11:43 AM: Message edited by: LibertyOrDeath ]

  6. Originally posted by MajorH:

    >keep in mind that the civilian version of

    > civilian TacOps will only handle 20 participants

    Also ... Internet play is much slower than LAN play.

    Having 20 players/spectators in an Internet game is likely to produce very long times for sit updates and orders exchange. You could be looking at 4, 5, or more minutes of data flow for each minute of game time - especially if some of the players are using 56K dial up connections.

    How does the umpire download the orders? Is it one at a time or is it simulataneously?
  7. Originally posted by James Sterrett:

    As a v4 CO, I've tried to have liaison units that ran around with subordinate formations. It's a lot of work to make them keep up. If they get near the front line, they die. If they stay safe, then they don't see enough. It's simpler and just as effective to hand the units to the local commander and get a report - much the same process as in prior versions of TacOps, really.

    I guess I'm just a control freak. :D

    It seems like from your experience that liaison units are not very effective on the attack. But what about on the defense? Less movement is involved on the defense, especially early in the game...

    Now, if I were a CO or artillery officer and liaison units are permitted, I would have my subordinate officers momentarily transfer command of some of their units with LOS to critical targets to me, so I could use the precise locations of the enemy units for targeting artillery and air strikes. Of course, I understand that imperfect information and reporting is what makes these CPX/MTM games fun. But let's face it: a picture is worth a thousand words and nobody wants to lose.

    This brings me to my other point. Should screenshots be exchanged among team members? If I were CO and have a UAV to fly around, I would want to take a screenshot of the enemy's formations that are seen from the UAV and pass it along to the subordinate officer(s) who will likely make contact with the spotted units. A lot of players have broadband, so exchanging screenshots could be done in under a minute or so. But would such practice essentially degenerate the CPX into a 2 player game with servants who do nothing but enter orders?

    What do you think?

  8. Originally posted by MajorH:

    Summary of TacOps Multiplayer Teams Mode (MTM) ...

    Multiplayer Teams mode allows more than two players to participate in the same battle via the Internet or a LAN. The technical limit on the number of players is 200 (military version). The practical limit for LAN play (military version) is an unknown number greater than 37. At the time of this writing, 37 players on a LAN is the largest session that I have heard of. The Internet is inherently slower than a LAN, so the practical limit for Internet play is 10 to 15 players, depending on the modem speeds of the various participants.

    [Note. The public/retail version of TacOps v4 is limited to 20 players.]

    The umpire and spectators have perfect situational awareness. The fog-of-war rules do not apply to the umpire or to spectators.

    Is it possible to be a spectator for one side only? Also, do all participants have to disable their firewalls to play MTM?
  9. I've been reading the CPX AAR's from Oct 12, and it seems like the recon gained from air assets may be too "revealing" in a multiplayer game.

    Should somebody other than the CO have direct command of these assets or should the use of such assets be sharply limited in future CPXs?

    Any suggestions?

  10. A CPX that runs for six hours may be too long for most players. After all, people have to eat, stretch, and take bathroom breaks! Now I have yet to participate in a CPX, but I believe that the game play can be greatly sped up if the CO has direct command of a few units in each of his team members' formations, in addition to any available air assets that the side may have. This will help limit tedious, written communications to higher command.

    Because the CO will have visual contact with his team members' troops and most enemy contacts that they make, frequent situation and spotting reports necessary in pre-TacOps 4.0 CPX's will not be necessary here in order for the CO to be aware of the critical battlefield developments. In addition, if the CO has direct command of artillery support, attack aircraft, helos, and UAVs, he will have near-complete situational awareness with the ability to respond with massive firepower. The few units that he commands in each of his team members' formations essentially act as his forward observers for the fire missions and air strikes in this arrangement.

    Of course, the CO will still have to update his officers on OPFOR's axis of advance and other "big picture" intel.

  11. Originally posted by James Sterrett:

    [QB]What Redwolf means is: NO.

    It is technically possible. It also puts you in grave danger of some wacky results, like units disappearing.

    QB]

    I hope it can be fixed with a patch. It'd be so much fun if your ground troops are able to be flown to an LZ "nap of the earth" by a teammate's helos and then watch the helos disappear from view as they fly back toward their base.
  12. Originally posted by Krinks:

    I used to play Rogue Spear online with a bunch of people using BattleCom, and it worked great since you can have separate channels for each team.

    I used to play Delta Force 2 with voice comm. I would pair up with another sniper and stalk our opponents, informing each other where the targets are. It was great fun. But voice comm wasn't used often because of limited bandwidth and network lag. Most players still preferred text messages. TacOps players, on the other hand, would probably benefit a great deal more from voice comm because the file sizes are much smaller and it doesn't need a continuous stream of data, at least from what I understand.
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