Author Topic: The most frustrating part of Aces High  (Read 754 times)

Offline BotaBing

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The most frustrating part of Aces High
« Reply #15 on: October 02, 2000, 02:01:00 PM »
If you get shot by someone on your own team, you should get damaged.

As it stands, people don't even care if they run through ack of their own base, and they dont care if they run through the fire from someone on their own team. They pull people right to m16's and dont even care if they get hit.

It's stupid, and with all of the smart people who play this game and the smart people at HTC, I cant believe there isnt a workable solution out there.


Offline Westy

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The most frustrating part of Aces High
« Reply #16 on: October 02, 2000, 02:38:00 PM »
"I cant believe there isnt a workable solution out there."

 There is.   Scenarios and historical events.
 Otherwise why should I have to play your way when online? And conversely you shouldn't have to play my way either. But scenarios have are the home for discipline and rigid rules. Not the MA.  Especially with the "free two week trial "doods" having access.

-Westy

Offline Fury

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The most frustrating part of Aces High
« Reply #17 on: October 02, 2000, 03:50:00 PM »
I never liked killshooter.  Along with the ability to fly P51 vs. P51, it's one of my very few beefs with AH.  

The sim I come from does have friendly fire.  And yes, it does have it's share of intentional traitors; the difference is, the other sim has sysops to take care of them.

I think they actually tried to implement killshooter once (I believe they also implemented a "shoot-through" option, much like the buff guns are today), but the uproar against both were so great that they put friendly fire back in (they also have friendly collisions).

Fury

[This message has been edited by Fury (edited 10-02-2000).]

Offline Dune

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The most frustrating part of Aces High
« Reply #18 on: October 02, 2000, 03:56:00 PM »
FYI, I was in a WB event last week.  Someone who no one had hear of before managed to shoot down 2 B-17's during a raid before someone else shot him down.  

The feeling was he did it on purpose.  This is the kind of thing you can't get away from.

On the other hand, I was in a S3 and had a squadie in a Spit V shot down by another Allied pilot.  I had to shot the Allied pilot down becuase he was going after another squadie.  The Allied thought they were 109's.  Wierd toejam does tend to happen when there is no killshooter.

*dune slinks back into the shadows*

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Offline flakbait

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The most frustrating part of Aces High
« Reply #19 on: October 02, 2000, 04:47:00 PM »
Excerpt from a story presented on the Discovery Channel by an F-105 "Thud" pilot:

 
Quote

...I pulled around, lined up my gun and opened fire on the Mig. He wasn't far enough out to try for a Sidewinder shot. It didn't take much from that Vulcan to bring him down. All I saw was a short, very intense flash from the 20mm cannon shells then his right wing exploded. When we got back and reviewed the gun camera tape I nearly fainted. I was so focused on the Mig, that another 105 flew right between us while I was firing and I never saw him.

That F-105 was hit 5 times by 20mm HE cannon rounds, but damage was minimal. I agree there should be some way to leave killshooter off yet punish those that intentionally kill their team mates.

Flakbait
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"My art is the wings of an aircraft through the skies, my music the deep hum of a prop as it slices the air, my thrill the thunder of guns tearing asunder an enemy plane."
Flakbait
19 September 2000

dudedog

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The most frustrating part of Aces High
« Reply #20 on: October 02, 2000, 05:34:00 PM »
Just leave friendly fire "off". There's no real need to kill someone shooting his teamies if it's not hurting them, just wasting ammo...

Offline CptTrips

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The most frustrating part of Aces High
« Reply #21 on: October 02, 2000, 05:41:00 PM »
>I cant believe there isnt a workable
>solution out there.


I would think it better if the shooter and the friendly both took equal damage.

1.  It would disuade friendlies from cutting in without care.

2.  Shooters would still have to take care to hold off fire with a friendly blocking their line.

3.  TK dweebs would not be able to make much of a career out of it if they took the same damage they inflicted.


Good comprimise I think.

Regards,
Wab
Toxic, psychotic, self-aggrandizing drama queens simply aren't worth me spending my time on.

Renfield

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The most frustrating part of Aces High
« Reply #22 on: October 02, 2000, 07:35:00 PM »
Kill 'em all and let God sort 'em out!

Actually, if you did kill them both, or give both the same damage, this would not only dissuade the friendly fire dweebs (though they would be able to damage same-country players), but would also give consequence for those jumping in front of a teammate firing away.

Just a thought.

edit: Just saw that AKWabbit said exactly the same thing.

[This message has been edited by Renfield (edited 10-02-2000).]

Offline Dead Man Flying

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The most frustrating part of Aces High
« Reply #23 on: October 02, 2000, 10:59:00 PM »
Someone's cutting in front of you to "steal" the kill?

Get closer.

<shrug>

-- Todd/DMF

Offline Lucchini

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The most frustrating part of Aces High
« Reply #24 on: October 03, 2000, 01:41:00 AM »
DISABLE FRIENDLY FIRE, PLS!!!!!!

Sry caps.

Last week I was closing a spit 6 when another Rook entered into my plane from my 6.
At the same time I started to fire and....I exploded!!!!!
What a frustrating way to be killed!
Why friendly collision in flight are disabled and friendly fire is on?
Yesterdy I died again by my own fire but I think because a little lag couse I hadn't seen my friend while firing, I saw him a few later and understood.....I hit him!!!!!!


Ciao

Lucchini

funked

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The most frustrating part of Aces High
« Reply #25 on: October 03, 2000, 01:51:00 AM »
HT should start an arena with no killshooter as an option.  When it becomes unplayable you guys can come crying back to the main.  

Offline Nash

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The most frustrating part of Aces High
« Reply #26 on: October 03, 2000, 03:27:00 AM »
Fine the way it is.

Sure, there are guys who swoop in to 'steal yer kill' (whatever)... but more often than not there are 5 guys lined up behind ya after ya spent the last coupla minutes working the bastige down... who would think nothing of spraying like the bejeezus in order to get the kill, and it would make little difference to them that your plane just happens to be in the way.

Gettin' killed due to killshooter is a freak thing.... very rare. If they turned that off... oh man... the arena and this BBS would be chaos.

Offline Hristo

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The most frustrating part of Aces High
« Reply #27 on: October 03, 2000, 03:46:00 AM »
In one scenario we had friendly collisions turned on. Guess what happened. Each time someone spawned on the runway, he immedialtey crashed into a plane already on the runway. Took us few minutes to realize why we were dying.

However, there is a solution. Friendly collisions should be enabled once you take off. Since we don't have real life take off procedures and control tower to coordinate, switch friendly collisions off when you are on the ground. But when you take off, watch it   Anyone agree ?

Killshooter ? Imagine iconless fight with killshooter off (and everyone flying fair, no quakers). You have to ID plane first, then fire. It was so immersive, the best flying in AH I ever had.

Still, quakers are bad and we need the killshooter.

Renfield

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The most frustrating part of Aces High
« Reply #28 on: October 03, 2000, 07:38:00 AM »
The only thing about friendly collisions on when airborne is that without ground wind / winsocks / and preferable directions to take off / land, people routinely launch at both ends of the runway and cross. The light guys are already flying and could clip other planes or each other.

This would only work if there was a min AGL altitude for collisions to be enabled and there was more realism to launches.

On the other hand, it is a blast in the scenarios when you have to watch out for the other guys in your form once collisions are turned on. Adds a lot to the immersion. The problem comes when there are warpy players or mass warps. Need intelligent collision code to not cause big trouble. (i.e. bubbles overlap but since that plane was flying backwards...)

Offline Fishu

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« Reply #29 on: October 03, 2000, 07:59:00 AM »
 
Quote
Originally posted by Renfield:
On the other hand, it is a blast in the scenarios when you have to watch out for the other guys in your form once collisions are turned on. Adds a lot to the immersion. The problem comes when there are warpy players or mass warps. Need intelligent collision code to not cause big trouble. (i.e. bubbles overlap but since that plane was flying backwards...)

About flying backwards, I remember one case where plane warped backwards for one second and caused me to collide into it, good ram tactic  
There wasn't much to be done when plane was 200 yards and suddenly up to my face and again warped back.
I thought I survived for a second or so, when he warped back to 200 yds off, then parts ripped off me.
Fortunately I didn't get fatal wounds of it, more miraculously I lost alot parts of my tail