[UN]SGen.ViperMaul
11th March 2009, 19:25
C3 Tour 1 - Battleday 4 - UN Report
Our first night battleday this campaign. The Russians still have some fight in them. Battleday 4 showed us all just how fast the battle can turn. So you are really never out of a fight. Everyone should take this as a morale boost and work through your AARs and practice the tactics that will correct problems that you have identified from previous battle days. If winning is important to you. This you will do better than your opponent.
The dynamic overnumbers feature really showed its weight in gold. The US outnumbered the Russians by as many as 10 at times. Yet it was difficult for them to take territory. The General or BFCO who truly understand what is needed to defend and what is needed to attack when they are under handicap or not will provide them a significant advantage over the other team who has not. Generals should be teaching their BFCOs and FTLs every last detail of the dynamic overnumbers feature so they are not mis-using using battlefield personell inefficiently.
The new main base safe zone protection bubble appears to be a success as it enforces our tournament rules but automatically and dynamically shielding weapons from firing out of the safe zone and shielding weapons from getting inside the safe zone. The council has concluded with a vote that this feature will stay in the mod.
The Main Battle Server (Virginia, USA) used the same successful server configs as we used the previous week on the backup battleday server (New York, USA). The good news is the backend server performance metrics showed good stables numbers. The bad news while some players enjoyed lag free gaming, others suffered from warping and lag. This week we will be returning to the backup battleday server where we had the least amount of lag for all.
This past battleday during the final 30 seconds of the battle, something caused all services linked to FireDaemon to shut down. This included teamspeak and the main battleday server. We believe we found the cause but are unsure at this point. We have implemented a change that will hopefully prevent this from happening again. This unexpected shutdown at the end of the game caused a loss of one hour's worth of destroyed total information. So anything lost in the final hour will be available at the beginning of next battleday. So your Generals will not have to purchase replacements for anything lost in the final hour of battle.
The mod team is working on a component of crash protection which includes writing the destroyed totals and objective resources earned automatically every 20 minutes to the Server Side RPT file and automatically at the end of the battleday. This will be available this week. Generals and the UN should still take screen shots for extra insurance.
Price comparisons for a new server has begun for a server like Jimmy's backup Battleday server.
Also Jimmy's backup Battleday server received an upgrade. At present it is still unclear if this means better CPU and better speed. But it should be a good thing.
Good Luck in Battleday 5!
Our first night battleday this campaign. The Russians still have some fight in them. Battleday 4 showed us all just how fast the battle can turn. So you are really never out of a fight. Everyone should take this as a morale boost and work through your AARs and practice the tactics that will correct problems that you have identified from previous battle days. If winning is important to you. This you will do better than your opponent.
The dynamic overnumbers feature really showed its weight in gold. The US outnumbered the Russians by as many as 10 at times. Yet it was difficult for them to take territory. The General or BFCO who truly understand what is needed to defend and what is needed to attack when they are under handicap or not will provide them a significant advantage over the other team who has not. Generals should be teaching their BFCOs and FTLs every last detail of the dynamic overnumbers feature so they are not mis-using using battlefield personell inefficiently.
The new main base safe zone protection bubble appears to be a success as it enforces our tournament rules but automatically and dynamically shielding weapons from firing out of the safe zone and shielding weapons from getting inside the safe zone. The council has concluded with a vote that this feature will stay in the mod.
The Main Battle Server (Virginia, USA) used the same successful server configs as we used the previous week on the backup battleday server (New York, USA). The good news is the backend server performance metrics showed good stables numbers. The bad news while some players enjoyed lag free gaming, others suffered from warping and lag. This week we will be returning to the backup battleday server where we had the least amount of lag for all.
This past battleday during the final 30 seconds of the battle, something caused all services linked to FireDaemon to shut down. This included teamspeak and the main battleday server. We believe we found the cause but are unsure at this point. We have implemented a change that will hopefully prevent this from happening again. This unexpected shutdown at the end of the game caused a loss of one hour's worth of destroyed total information. So anything lost in the final hour will be available at the beginning of next battleday. So your Generals will not have to purchase replacements for anything lost in the final hour of battle.
The mod team is working on a component of crash protection which includes writing the destroyed totals and objective resources earned automatically every 20 minutes to the Server Side RPT file and automatically at the end of the battleday. This will be available this week. Generals and the UN should still take screen shots for extra insurance.
Price comparisons for a new server has begun for a server like Jimmy's backup Battleday server.
Also Jimmy's backup Battleday server received an upgrade. At present it is still unclear if this means better CPU and better speed. But it should be a good thing.
Good Luck in Battleday 5!