Original Post
You know what would improve gameplay and fights more than anything?!?
Make it so killing planes on the ground do not count toward score (no perks, no kill awarded messages, no points). Seems like it would be very easy to do, there's already code to prevent certain types of kills from counting during certain types of missions. Just something like:
IF EnemyPlaneAlt=0 THEN KillCount=0
You could still vulch as you needed to to effect base captures but it would not benifit your score unless you at least let the enemy get airborne. That would double the number, frequency and duration of fights in the MA and would give my poor weary eyes a rest in Ostwinds/Field Guns.
Zazen
Reply #1
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Originally posted by Mustaine
though at bases above sea level, CV's even, your altitude is not 0.
im not sure, but i think thats what shows in the film viewer also, not height above ground, but above sea level
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Yea, it would be 0 AGL , above ground level, not sea level. I don't see too many people vulching the carrier deck of a CV.
Zazen
Reply #2
Originally posted by SlapShot
LOL ... so change it to ... IF EnemyPlaneAltAGL=0 THEN KillCount=0
Still it wouldn't make that much of a difference. Those who rely on "vulchin" to pad their score to make them look l33t will only have to wait a few more seconds for the same kill ... just enough time to get wheels off the ground.
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Yea, Slappy but think how it would play out. Say you have 8 vulchers and 5 guys trying to take off to defend. Ok, if the vulchers shoot them the moment they spawn or as they are slowly taxiing down the runway they can easily keep pace with the spawning defenders and still preserve energy. But, if they have to let the defenders get wheels up where they are able to manuever the vulchers are going to miss shots and slow down to mauever for shots, the defenders will then have a chance to get multiple planes airborne simultaneously effectively breaking the tight CAP. The vulchers would also have to linger longer and manuever more within the field's umbrella of AA fire, increasing the chances of vulcher death and improved numerical parity for the defenders. In effect what this would do is make the margin off error for timing very slim when keeping a base tightly CAP'd. The likelihood of the vulchers losing tight CAP would be greatly enhanced thereby enhancing the liklihood a real fight with some semblence of parity would ensue and persist.
Zazen
Reply #3
Originally posted by Karnak
It would also change the tactic of taking off under a vulch. Instead of trying to get airborne as fast as possible, the new tactic would be to get as much speed as you could while keeping your wheels on the ground, then time your lifting to dodge attacks as best as possible. A manuverable fighter like an A6M, Hurricane or FM2 or a powerful one like a Spitfire Mk XVI, La-7 or Ki-84 can do surprisingly well in that circumstance.
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That's a great point Karnak, that's exactly what they would do in real life, under the same circumstances. I don't see any reason why this idea wouldn't be doable and beneficial to gameplay. If someone can think of a reason why this would not be a good thing please chime in.
This whole concept would also put an end to the rash of career runway vulchers that up a Fw190D9 or La7 alt to 15k dive passed 15 intervening cons to make high speed vulch passes up and down the runway on the take-off spots before they inevitably run or get wacked. Sure they could still be griefers and do it just to be salamanders, but not for perks, points and 'name in lights'. I'd wager $100 this type of nonsense grinds to a screeching halt if pure vulching was no longer rewarded in these ways.
It would also put a serious fly in the ointment of the 2 account dorks that vulch themselves, these guys are so pathetic and skill-less they'd prolly miss their other account if it had to be in the air when they shot it.
There'd definately be a radical and permanent adjustment to the Top 100 Fighter List, I promise you that.
Zazen