Author Topic: AntiVulch Code  (Read 5478 times)

Offline Zazen13

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« Reply #75 on: December 21, 2005, 12:45:48 PM »
Quote
Originally posted by Lan784
I can sum up this thread.....TAKE OFF FROM A DIFFERNET FIELD U BUNCH OF LAZY SLACKERS!!!If u dont like gettin vulched BOO HOO, take off from another field stupids.


We do that now, it doesn't really work, see the above ^^^ post for the reasons why.

Zazen
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Offline Saxman

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« Reply #76 on: December 21, 2005, 01:59:50 PM »
Captures easy my oscar.

Yeah, IF you have the right number of guys, IF you have the right guys in the first place, IF those guys are all committed to the capture, IF those guys can coordinate properly, IF they can keep the defenders down, then yeah, MAYBE then you can call it easy. The successful captures I've been in on have more or less had the same thing in common: The enemy doesn't have anything in the air.

That's how a base capture works: NEUTRALIZE ENEMY AIR DEFENSES. As in, vulch, cherry pick, kill the FHs. Don't let anything up because it's going to fubar the whole thing (ONE fighter in the air that breaks through cap to the troops can screw the pooch) A base capture isn't SUPPOSED to be a fair, even furball with both sides allowing each other to up and join in the fight. It's dirty, it's brutal.

There's nothing wrong with this system. If the attackers can coordinate their assault so well that they can set up an air-tight cap, then the DEFENDERS can coordinate their counter-attack from another field. NO ONE here has said the Defenders had to lone wolf their way over from a satellite field. That's THEIR choice.

So maybe instead of trying to change the dynamic for attackers you should look at changing the defenders'' approach:

1) DON'T UP FROM A CAPPED FIELD IF YOU DON'T WANT TO BE VULCHED. JEEBUS! How many times has this been said already?

2) Don't go in all gung-ho Lone Ranger style thinking you're gonna break the cap by yourself. Do what you need to do to organize the defense. Make a mission if you have to. Guess what, if you coordinate the counter-attack you won't have the meaningly slow trickle of guys into the fight.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline Lan784

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« Reply #77 on: December 21, 2005, 04:28:13 PM »
Quote
Originally posted by Zazen13
We do that now, it doesn't really work, see the above ^^^ post for the reasons why.

Zazen




Why not??? You can't fly 10 miles??? do they teleport to the base??? Trust me its because....YOUR LAZY!!

Offline Mugzeee

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« Reply #78 on: December 21, 2005, 05:40:33 PM »
Quote
Originally posted by Murdr
Did I hear him right? What did he just say to me?.


Ahhh dang it Murdr. My reply is intended to benefit the whole of the lot. (I know *you* are an accomplished Flight Sim Fighter Pilot) :cool: But others can benefit from such a feature in that they will improve their deflection shooting and or Out Of Plane maneuvering to set up a POM pursuit. I think it would be sort of a *Built IN* teaching tool. The noobs would be learning valuable tactics, timing and control without even signing up for a special class.
Quote
Originally posted by Lan784
Why not??? You can't fly 10 miles??? do they teleport to the base??? Trust me its because....YOUR LAZY!!
 10 miles!!! where...what map? :) Sorry bro..most bases are bout  20 to even 25 miles apart.
Not that it matters. I see this idea as a good tool for improving skill. That is the soul purpose for my support. I do not see this as a whine of the Vulched thread. I think zaz has made it clear if we are willing to read with an open mind. Regards
« Last Edit: December 21, 2005, 05:55:21 PM by Mugzeee »

Offline CAV

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« Reply #79 on: December 21, 2005, 07:41:56 PM »
Well if we are going to add gameplay improvements why stop at just this one? Look at all the players that up a plane... fly into a fight, get a kill or two, die, re-up again and do this over and over never trying to land their kills. Maybe we can do some improvements there too. Like you only get points for kills landed. It will not stop them from playing the way they like... they just no longer get points for doing it.

And the capture players may like a few gameplay improvements too....

Not to long ago, if you the dropped the fuel tanks at a base, planes was only able to takeoff with 25% fuel. Maybe it is time for that rule to come back.

And how many times have you looked down at a base and seen planes taking off on runways that was just full of bomb craters? And think, how can that happen?

A great gameplay improvement  for the capture players would be any plane moving to fast into a crater would damage the land gear and crash the plane. This would be a great improvement for the buff drivers. Now to stop planes from upping they no longer have to kill the FH/BH's... They can bomb the runways or any place on the or around the base, to stop A/C from upping.

If we are doing gameplay improvements, lets do them for all the player types, not just a few.

CAVALRY
« Last Edit: December 21, 2005, 08:01:54 PM by CAV »
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Offline Mugzeee

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« Reply #80 on: December 21, 2005, 09:23:01 PM »
Quote
Originally posted by CAV
Well if we are going to add gameplay improvements why stop at just this one? Look at all the players that up a plane... fly into a fight, get a kill or two, die, re-up again and do this over and over never trying to land their kills. Maybe we can do some improvements there too. Like you only get points for kills landed. It will not stop them from playing the way they like... they just no longer get points for doing it.

And the capture players may like a few gameplay improvements too....

Not to long ago, if you the dropped the fuel tanks at a base, planes was only able to takeoff with 25% fuel. Maybe it is time for that rule to come back.

And how many times have you looked down at a base and seen planes taking off on runways that was just full of bomb craters? And think, how can that happen?

A great gameplay improvement  for the capture players would be any plane moving to fast into a crater would damage the land gear and crash the plane. This would be a great improvement for the buff drivers. Now to stop planes from upping they no longer have to kill the FH/BH's... They can bomb the runways or any place on the or around the base, to stop A/C from upping.

If we are doing gameplay improvements, lets do them for all the player types, not just a few.

CAVALRY

Nothing wrong with thinking of gameplay enhancements. To think the game is ever going to come at a stand still as far as Game play implications, design or features is plain crazy.
Post you ideas in a new thread and see how it goes.
I think zazens idea would also be a Game play balancing devise.
HT has implemented several balancing devises in the past. And when a work around is discovered or the devise doesn’t completely attain the desired effect, then new ones are thought of and or suggested. Some good...some bad...some just plain off the wall. Zazen has decided to present his in a gentlemanly fashion. well thought out and well presented.
I admire his ability to keep this as a discussion and not a place of Flaming or bashing. Thanks to all for keeping this "Discussion" on the up and up. ! :)
« Last Edit: December 21, 2005, 09:27:44 PM by Mugzeee »

Offline Tilt

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« Reply #81 on: December 22, 2005, 07:26:24 AM »
We already magically appear at the beginning of the runway without need to taxi from any holding point...............

Airfield attacks were common both during BoB and throughout the GPW but not one that I have ever heard of were with the objective of capturing an airfield whilst in use.

Aircraft taking off were commonly slaughtered or one got off whilst two others didnt make it.

OK its a game and RL may not be always appropriate..........however every step we move away from the history devalues it in some way IMO.

by tacking on un realistic game play fixs we move further and further away from what this could be...........

Yet this problem (and several others) could be solved by moving closer to the historic actuality...............airfi elds (IMO) should not be subject  to direct capture....they should be available or not based upon the progress of the local land grab. As such they can be placed closer to the point of combat without being the point of combat. Further given this their ground based defences can be increased............... loads of stuff to the benefit of furballers and land grabers alike can come into play whilst we move further away from airquake and toward combat sim.
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Offline Zazen13

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« Reply #82 on: December 22, 2005, 10:54:48 AM »
There's some interesting counter-proposals here. Keep in mind the point  isn't to necessarily, specifically punish those who prefer to, for whatever reason, vulch planes on the ground as opposed to fight them in the air. The point of this is to improve gameplay in a way that doesn't punish anything, but instead removes the reward for an activity that is an impediment to good gameplay. Some of the counter-proposals suggested aren't bad, but they would require an almost complete re-write of HUGE portions of the game code, therefore making their implimentation highly impractical and unlikely. Simply changing whether or not kills register on planes on the ground, however, would not likely require much coding at all. Keep it coming guys, good stuff here...

Zazen
« Last Edit: December 22, 2005, 11:03:26 AM by Zazen13 »
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Quote, "Cherrypicking is a state of mind & being, not only Art and Scienc

Offline Mugzeee

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« Reply #83 on: December 22, 2005, 04:46:13 PM »
Tilt. Didnt you post a thread on a version of this idea a while back? Someone did i think. Anyway, i remember thinking that it too, was a neat idea.

Offline CHECKERS

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« Reply #84 on: December 23, 2005, 07:59:38 AM »
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 <----- BS , What's next 5000 Foot air launches ? ....
Originally posted by Panman
God the BK's are some some ugly mo-fo's. Please no more pictures, I'm going blind Bet your mothers don't even love ya cause u'all sooooooooo F******* ulgy.

Offline CHECKERS

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« Reply #85 on: December 23, 2005, 07:59:38 AM »
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 <----- BS , What's next 5000 Foot air launches ? ....
Originally posted by Panman
God the BK's are some some ugly mo-fo's. Please no more pictures, I'm going blind Bet your mothers don't even love ya cause u'all sooooooooo F******* ulgy.

Offline Zazen13

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« Reply #86 on: December 23, 2005, 10:36:55 AM »
Quote
Originally posted by CHECKERS

IF EnemyPlaneAlt=0 THEN KillCount=0 <----- BS , What's next 5000 Foot air launches ? ....


How'd we go from allowing planes to get their wheels up to a 5k insta-spawn? That's not really the same concept at all.

Zazen
Zazen PhD of Cherrypickology
Author of, "The Zen Art of Cherrypicking" and other related works.
Quote, "Cherrypicking is a state of mind & being, not only Art and Scienc