Author Topic: I know Im wishing against the tide here..  (Read 1060 times)

Offline FiLtH

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I know Im wishing against the tide here..
« on: February 10, 2008, 12:38:08 AM »
But it would be nice if there was a system that eachplayer had launch points. An La7 may cost 10 points to up, an F4F 3 points. If base A1 is under attack and the player ups to defend, and dies, points are subtracted from his pool.  

Lets say the 262 has 20 point launch cost.  

If the max point pool limit is 20, he could up 1 262 from base A1. If he dies, he has no points available at base A1 and must up elsewhere. Player 2 also ups at base A1 but decides to do so in a P40B. If the P40B was worth 1 point, he could up from that base 20 times.

  This would give some form of attrition to the game without ruining gameplay. Just a thought.

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Offline Saxman

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« Reply #1 on: February 10, 2008, 01:11:48 AM »
It's not a completely bad idea. However I expect the furballers to start throwing a fit in about....5 seconds.

Better idea:

Have launch points apply to certain aircraft only. IE, weaker aircraft (F4Fs, Zeros, Spit I and V, etc) would not use up launch points, but late-war monsters (F4U-1A/C/D and 4, Spixteen, Spit XIV, La-7, Me-262 and 163 (both of which I STILL think should be removed outright :p ) 109K-4, Tempest, etc) would cost points. Additionally, which aircraft require points would be dependent on the arena (IE, in the Late War arena, the F4U-1 is sufficiently surpassed by the later models that it shouldn't cost launch points, however in Mid War where she's a more dominating ride she would).
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Offline Hazard69

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« Reply #2 on: February 10, 2008, 02:27:05 AM »
Isn't the perk system supposed to do just that? I have to shell out perkies to fly my P38G in EW.
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Offline Karnak

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« Reply #3 on: February 10, 2008, 04:15:10 AM »
Quote
Originally posted by Hazard69
Isn't the perk system supposed to do just that? I have to shell out perkies to fly my P38G in EW.

No, the perk system limits your ability to fly certain aircraft without earning the points to use them.

This system would limit your ability to fly more than x times from a given base (or x times tier 1 aircraft) in order to simulate the limited resources and stop people from upping repeatedly for vulchfests.  You could just go to a different base to take off in your chosen aircraft, unlike trying to take off in a 262 when you only have 20 perk points and it is denied globally.

I'm not endorsing it, just pointing out the difference.
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Offline FrodeMk3

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« Reply #4 on: February 10, 2008, 04:58:04 AM »
The idea has some merit, Filth.

Offline Ghosth

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« Reply #5 on: February 10, 2008, 08:31:24 AM »
Keep kicking it around for another month or 2, but I see potential there.

I don't know if HT would ever implement something like that, but its worth discussing. Congrats for having a good new idea filth!

Offline Hazard69

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« Reply #6 on: February 10, 2008, 08:35:21 AM »
Quote
Originally posted by Karnak:
No, the perk system limits your ability to fly certain aircraft without earning the points to use them.

This system would limit your ability to fly more than x times from a given base (or x times tier 1 aircraft) in order to simulate the limited resources and stop people from upping repeatedly for vulchfests. You could just go to a different base to take off in your chosen aircraft, unlike trying to take off in a 262 when you only have 20 perk points and it is denied globally.

I'm not endorsing it, just pointing out the difference.


Ah! Thanks for that:o .
So this simulates the limited resources available at each field........
Hmm....it definitely does have potenial:cool: :aok !
<S> Hazardus

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Offline hubsonfire

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« Reply #7 on: February 10, 2008, 10:43:23 AM »
Aside from making vulching the best way to ruin gameplay for others, what exactly would this accomplish? Is this meant to keep people from defending fields, making the CTF aspect of the game easier? Attrition in a game with no real war dynamic?

Not sure coding in ways to make flight more difficult or timeconsuming is a good thing in a game that centers around aerial combat. This would only reward the timid- those who fly only in packs, don't take risks, engage only where there is a pronounced advantage- all lousy for gameplay.
mook
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Offline Lusche

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« Reply #8 on: February 10, 2008, 10:58:21 AM »
It will prevent people from defending fields. Not saying that upping repeatedly is the smartest way to defend - But sometimes the only possible.

Now after a few desperate attempts to get all that goons & m3's out there in La7's, you will be reduced to flying P40B's?

Not a good idea in my opinion.
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Offline Bosco123

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« Reply #9 on: February 10, 2008, 11:17:37 AM »
My only problem with this, We will have 262's up at every feild and there would be no point playing. Heres to add to this idea: Make it almost the perk system that we have now were you start lets say 10 points, you yp 109G-6, for example, and you kill you kill a spit 16. you land and you go up 5 points, now you are at 15. Lets say you upagain but you die to a spit 16 this time. Only you lose 2 points, back to 13. Now you kill 5 spits and your points go up to 25 points, Then you can buy a 262.

Just my thought.
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Offline Tilt

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« Reply #10 on: February 10, 2008, 11:32:10 AM »
AW scripts allowed the arena master to set plane limits per field against a time criteria.

For a scenario the time per reset would be the frame time but it could be set at e.g 10 minutes.

Each plane enabled at a field would then be able to be launched # times until the period "refreshed".

You could actually set the number of each planes available during the period individually per plane type.

This way you could set attrition per field per time. Only used in scenarios and special events. (when a CM could make the scripts work)
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Offline Meatwad

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« Reply #11 on: February 10, 2008, 11:54:22 AM »
I dont like it.
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Offline Allen Rune

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« Reply #12 on: February 10, 2008, 12:10:50 PM »
i think tilt has a good idea there but instead of a time limit you could have convoys from like an aircraft factory bring aircraft/aircraft parts to assemble at the field

makes for good realistic gameplay
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Offline Guppy35

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« Reply #13 on: February 10, 2008, 04:55:26 PM »
Quote
Originally posted by hubsonfire
Aside from making vulching the best way to ruin gameplay for others, what exactly would this accomplish? Is this meant to keep people from defending fields, making the CTF aspect of the game easier? Attrition in a game with no real war dynamic?

Not sure coding in ways to make flight more difficult or timeconsuming is a good thing in a game that centers around aerial combat. This would only reward the timid- those who fly only in packs, don't take risks, engage only where there is a pronounced advantage- all lousy for gameplay.


Yep.  More reason to join the horde, and promote the vulch and steam roll.

Fly timid, fly in the pack, take no chances engaging etc.
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Offline Rino

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« Reply #14 on: February 10, 2008, 08:44:36 PM »
Just name it Reward the Horde..we're done here.
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