Author Topic: HiTech's best idea EVAR  (Read 3705 times)

Offline hubsonfire

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HiTech's best idea EVAR
« on: March 31, 2006, 04:45:56 PM »
Quote
Originally posted by hitech
A year or 2 back I suggested the solution. Make damge to buildings delayed. And enorder for it to be recorded the player would have to live 5 - 10 secs after impact. This would remove the kamakazi for all types of aircraft.

Could also be done 10% on impact, secondary happens after 10 secs if you are still living causing 90% damage.


HiTech



Okay, technically this isn't the best idea ever (the Jeep and headshake rate higher on my list, but whatever), but this seems to have the potential to limit the effectiveness of suicide bombing of all types. I personally like this idea, as it promotes survival as a contributing factor to a player's success during an attack run, as opposed to a tradeoff.

I wish to see this implimented, even if only for a comparatively short time frame. A trial period to see if it in fact improves the gaming experience of the customer base, as it were.

 My question for HT and company is, is this simply an idea you had in the past, or is it something for which the code is written, or could be without derailing any other projects in progress?
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Offline E25280

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« Reply #1 on: March 31, 2006, 04:55:17 PM »
The only problem I would have with this is that while dive-bombing a CV from an appropriate altitude (not in lancs-thats just silly), you can get plugged with the 5in and die instantly.  If I have already released my bombs, I would perfer they do their intended damage if they hit.

Bombs already have to be dropped from a certain height, or else they will not explode.  Maybe upping the limit would be a better solution?  Easier to code, anyway.
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Offline Urchin

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« Reply #2 on: March 31, 2006, 05:23:17 PM »
Suicide bombers pay their monthly fee just like you do, and I suspect they outnumber you.  Why shouldn't the way they play the game be valid?

Offline Masherbrum

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« Reply #3 on: March 31, 2006, 05:49:28 PM »
Quote
Originally posted by E25280
The only problem I would have with this is that while dive-bombing a CV from an appropriate altitude (not in lancs-thats just silly), you can get plugged with the 5in and die instantly.  If I have already released my bombs, I would perfer they do their intended damage if they hit.

Bombs already have to be dropped from a certain height, or else they will not explode.  Maybe upping the limit would be a better solution?  Easier to code, anyway.


Nope.  I'm glad it IS, the way it is.
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Offline LePaul

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« Reply #4 on: March 31, 2006, 05:50:12 PM »
I rarely agree with Urchin but alas, a rare moment in time has happend.

If the divebombing bombers are an issue, beat them in the game...in the air.  Not by pleading with HiTech to code a solution based on your opinion of how a bomber should behave.

Offline Docc

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« Reply #5 on: March 31, 2006, 05:54:33 PM »
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Originally posted by Docc
A simple solution to solve everyone's problems:

Increase the hardness of ALL the facilities at all fields by a factor of 4 or more.  Make the acks killable only by bombs instead of bullets and cannon shells.

Yes, this may be 'unrealistic' but we already have 'unrealistic' pinpoint bombing ability and would help the gameplay for everyone.

The offense would have more of a challenge, requiring more sorties to destroy a base, having more targets to hit ( or targets to hit more).

The outnumbered defence would have a chance to up at a base and actually defend without a time or distance penalty.

The fights would move from the bases to the cities (minimizing vulching capabilities).

The furballers would have better protected bases or more time to defend them.

The current strat system would have more of an effect because it would be easier to target than bases.

The porkers would require multiple sorties....no more single 51s or typhies sneaking in and killing troops or ordinance for a base.

And best of all, these changes require minimal effort from HTC.  At least we should try it

Offline Urchin

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« Reply #6 on: March 31, 2006, 06:02:32 PM »
Quote
Originally posted by LePaul
I rarely agree with Urchin but alas, a rare moment in time has happend.

If the divebombing bombers are an issue, beat them in the game...in the air.  Not by pleading with HiTech to code a solution based on your opinion of how a bomber should behave.


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Offline Zazen13

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« Reply #7 on: March 31, 2006, 06:38:32 PM »
Quote
Originally posted by E25280
The only problem I would have with this is that while dive-bombing a CV from an appropriate altitude (not in lancs-thats just silly), you can get plugged with the 5in and die instantly.  If I have already released my bombs, I would perfer they do their intended damage if they hit.

Bombs already have to be dropped from a certain height, or else they will not explode.  Maybe upping the limit would be a better solution?  Easier to code, anyway.


CV's are waaaayyyy too easy to kill currently, adding HT's feature would go a long way to remedying this. On some of the HUGE maps CV fights are pretty much the only fights, having CV's live longer is a good thing...


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Offline Donzo

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« Reply #8 on: March 31, 2006, 06:43:40 PM »
Not to fond of this for the simple fact that it would sometimes penealize those of us who level bomb.  It's no easy feat to be over target and have a con closing fast on your six just as you are about to drop.  Without a gunner you have to cocentrate on your bomb run, drop your ordinance, then jump into a gun.  If I drop my bombs and the fighter manages to kill me right after my drop, I would like my bombs to count (provided they hit their mark).

Offline Zazen13

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« Reply #9 on: March 31, 2006, 06:45:53 PM »
Quote
Originally posted by Donzo
Not to fond of this for the simple fact that it would sometimes penealize those of us who level bomb.  It's no easy feat to be over target and have a con closing fast on your six just as you are about to drop.  Without a gunner you have to cocentrate on your bomb run, drop your ordinance, then jump into a gun.  If I drop my bombs and the fighter manages to kill me right after my drop, I would like my bombs to count (provided they hit their mark).


I guess you'd have to defend your buff and set-up your run again instead of dropping or get a dedicated gunner. As simple as level bombing is in AH, that's not too much to ask...


Zazen
« Last Edit: March 31, 2006, 06:48:19 PM by Zazen13 »
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Offline Donzo

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« Reply #10 on: March 31, 2006, 06:45:54 PM »
Quote
Originally posted by Zazen13
having CV's live longer is a good thing...

Zazen


Except when they are a thorn in your side...then you can just switch sides, take control of them and lead them to the slaughter.

Offline Kev367th

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« Reply #11 on: March 31, 2006, 06:46:17 PM »
Easy -
Make CV's invulnerable to .303s, .50s, 20mm, 30mm, 37mm, 40mm rounds.

After all, as if even a 40mm round would worry the cruisers main guns, or for that fact the 5"ers.

Most CVs are sunk after they have had their guns killed by suicide 110's etc, then someone pops in with some eggs to finish it off.
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Offline Urchin

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« Reply #12 on: March 31, 2006, 06:51:17 PM »
Quote
Originally posted by Donzo
Except when they are a thorn in your side...then you can just switch sides, take control of them and lead them to the slaughter.


He doesnt actually have to switch sides to do it lol... he's got a few accounts.

Offline tedrbr

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« Reply #13 on: March 31, 2006, 06:52:34 PM »
Kamakazis were part of WWII, so I can't see specifically modeling against them.  More to the point, most of the "kamakazis" in game are noobs that can't pull out of a dive.  Or take a hit as they are making their run..... you lose engine, wing, pilot at the end of a run, you likely will auger.

How do you model that from a 3 plane buff fight, if one drone goes down betweer the drop and the splash?

Is there a special problem in bringing down buildings in game?


As to fixing how easy it is to kill CVs..... hogwash!  CV's are easy to kill in game because they never have any protective CAP overhead.  Even if there are active operations lifting from a CV's deck, they all run off to the furball..... no one stays aloft to keep buffs away from the CV.

More often than not, someone parks a CV where it is doomed no matter who tries to defend it.

Carrier operations only work consistently well when a squadren or group adopts one and dedicates some time and manppower to operating from it and defending it.

Offline Zazen13

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« Reply #14 on: March 31, 2006, 06:57:35 PM »
Quote
Originally posted by tedrbr
As to fixing how easy it is to kill CVs..... hogwash!  CV's are easy to kill in game because they never have any protective CAP overhead.  Even if there are active operations lifting from a CV's deck, they all run off to the furball..... no one stays aloft to keep buffs away from the CV.

More often than not, someone parks a CV where it is doomed no matter who tries to defend it.

Carrier operations only work consistently well when a squadren or group adopts one and dedicates some time and manppower to operating from it and defending it.


No amount of CAP can stop a determined enemy willing to die from dropping on a target. CV's in their current form cannot be adequately defended from such attacks. There's too many dweebs just out to ruin fun that have no regard for their virtual lives...I'd be willing to accept the 'kamikazes existed in real life' argument if we had real attrition like they did. So, let's say if you kamikaze on a CV (or any other target)  you cannot fly again for 24 hrs...
As it is now a kamikaze pilot can get up in 3 seconds and do it again, rinse and repeat and CV's dead in 5 minutes or less...


Zazen
« Last Edit: March 31, 2006, 07:04:17 PM by Zazen13 »
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