Author Topic: Non historical,Historical game play  (Read 741 times)

Offline stephen

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Non historical,Historical game play
« on: March 29, 2008, 02:09:48 AM »
hey guys, if my squddie reports an nme cv, and I land...I shouldnt be stuck with the gunz package that was origanaly picked for my flight, I should be able to land, and rearm with bombs on any plane cappable of carring said ord{as long as airfield ord is still up}, historical gameplay isnt supposed to be a one dimensional reflection of one squaddies load out, its a fluid hour by hour, ever changing linear battle.
WE SHOULD BE ABLE TO LAND, REARM, AND TAKE OFF with historical ord despite one persons ideal of our loadout.

In ww2 if a pilot saw an nme cv, his squad mates where not forced to fly with a drop tank and guns only, they could rearm with bombs, and kill the most obviouse threat, ..FSO is one dimensional, and boring due to this fact.
The MA is suffering from the same thinking....if ord is available, then our A/C should be able to land, rearm, and choose the next most obviouse/effective loadout without having to tower out. {like in real life}

This is a simple yet glairing problem within this wonderful game, and I hope its taken care of soon

Rearm choices are true to real life, and to the historical nature of this Simulator.
Its almost a crime not to fix this, as gameplay, and historical accuracy  would benefit from such an obviouse addition :aok

P.S. whay cant bomber formations land, rearm, and take off? :huh
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Offline ghostdancer

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Re: Non historical,Historical game play
« Reply #1 on: March 29, 2008, 02:21:23 AM »
Well historically you also can't land refuel and re-equip in under 10 seconds. The battle of Midway was lost by the Japanese because of this very fact. They landed and were equipped with one load out and then the admiral in charge decided he needed them loaded out differently. So when the U.S. strike came in they caught the Japanese changing the load out on their planes and with ordinance all over the place.

To refuel and rearm a plane should take at least half an hour if not much longer. Especially if you are talking about medium to heavy bombers.

Not to mention that if you battle damage their probably is not another fresh undamage plane waiting for you to launch another mission in. In the Aleutian theater there was something like 120+ planes total on the Allied side. During the fighting in Guadacanal there were many times the Cactus Airforce was reduced to just a scant handful of planes.

So for various game plane factors this event is one life (one plane) except where noted differently. I wish there was a way that people could land and rearm and change their ordinance load out without exiting and grabbing a new plane but there isn't.
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Offline Sled

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Re: Non historical,Historical game play
« Reply #2 on: March 29, 2008, 02:23:53 AM »
Quote
....if ord is available, then our A/C should be able to land, rearm, and choose the next most obviouse/effective loadout without having to tower out. {like in real life}


You are talking to the wrong people my friend. Feel free to send this to HTC, they are the only ones that can help with this.


BTW, I fully agree.



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Offline Imoutfishing

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Re: Non historical,Historical game play
« Reply #3 on: March 29, 2008, 03:17:03 AM »
Oh yeah...

Thats way ouside the bounds that any CM can help you with... :)

But thats how the game is played.

MGD

Offline Shifty

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Re: Non historical,Historical game play
« Reply #4 on: March 29, 2008, 10:23:52 AM »
In ww2 if a pilot saw an nme cv, his squad mates where not forced to fly with a drop tank and guns only, they could rearm with bombs, and kill the most obviouse threat, ..FSO is one dimensional, and boring due to this fact.
The MA is suffering from the same thinking....if ord is available, then our A/C should be able to land, rearm, and choose the next most obviouse/effective loadout without having to tower out. {like in real life}

How many WWII carriers were attacked by fighters with bombs? Few if any I would think. Most attacks on CV's were done by divebombers, and torpedo planes, which don't even have drop tanks. The fighters would not be loaded with bombs to attack the CV. They would be armed for air to air action, some as escorts, and some to defend against strikes launched by the enemy CV.
What you're suggesting is more like MA thinking than what's happening in the FSO.

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Offline bergy

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Re: Non historical,Historical game play
« Reply #5 on: March 29, 2008, 10:33:07 AM »
I agree with Stephan's point, on all but one area. The game is BASED on a historical battle, not a re-enactment, so some leeway needs to be givin here.

I think one reason why we can not change ord loadout is, we have to get out of the plane and go to the hanger, then re-up, which may make tracking the battle and knowing the "whos doing what, and where" difficult if not impossable, and would didle up scoring, amungst other issues.

Just my .02
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Offline Guppy35

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Re: Non historical,Historical game play
« Reply #6 on: March 29, 2008, 08:48:00 PM »
hey guys, if my squddie reports an nme cv, and I land...I shouldnt be stuck with the gunz package that was origanaly picked for my flight, I should be able to land, and rearm with bombs on any plane cappable of carring said ord{as long as airfield ord is still up}, historical gameplay isnt supposed to be a one dimensional reflection of one squaddies load out, its a fluid hour by hour, ever changing linear battle.
WE SHOULD BE ABLE TO LAND, REARM, AND TAKE OFF with historical ord despite one persons ideal of our loadout.

In ww2 if a pilot saw an nme cv, his squad mates where not forced to fly with a drop tank and guns only, they could rearm with bombs, and kill the most obviouse threat, ..FSO is one dimensional, and boring due to this fact.
The MA is suffering from the same thinking....if ord is available, then our A/C should be able to land, rearm, and choose the next most obviouse/effective loadout without having to tower out. {like in real life}

This is a simple yet glairing problem within this wonderful game, and I hope its taken care of soon

Rearm choices are true to real life, and to the historical nature of this Simulator.
Its almost a crime not to fix this, as gameplay, and historical accuracy  would benefit from such an obviouse addition :aok

P.S. whay cant bomber formations land, rearm, and take off? :huh

Give me one historical example where what you are asking for happened.  Turn around time would be hours not seconds.  Not a single instance of a 39 bombing a carrier that I know of.

So a 39 driver in the Aluetians spots a Japanese carrier and sounds the alarm.  Organizing the bombers to get moving would take how long?

One of the joys of and in your case pains of a historical type environment is that you can't MA it.  You need to adjust your mindset to the mission at hand.

Dan/CorkyJr
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Offline stephen

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Re: Non historical,Historical game play
« Reply #7 on: March 31, 2008, 06:20:22 PM »
Bit of a far shot but, why not make the turn around time on the rearm pard about 5-10 min?...........in FOS,instant in the MA. :salute
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Offline Sled

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Re: Non historical,Historical game play
« Reply #8 on: March 31, 2008, 08:16:50 PM »
Bit of a far shot but, why not make the turn around time on the rearm pard about 5-10 min?...........in FOS,instant in the MA. :salute

Again, not something we can control.
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Offline Imoutfishing

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Re: Non historical,Historical game play
« Reply #9 on: April 01, 2008, 02:46:09 AM »
Absolutly absurd,

Historical is subjective at best.  We have a game to play & have fun doing it.  In the end it's just a game not RL.

Baby I'll tell you this game has come a long way from the old day's :) 

Massive strides have been taken to get us where we are today but there is room for improvement so keep the suggestion coming but try not to be demanding.  The "I know better then you" attitude will get you nothing. 

On that note could I send out two dig's if I could.  Enable some sort of range channel control (squelch or volume) & beef up the Axis plane set...

done :)

MGD

Offline Stampf

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Re: Non historical,Historical game play
« Reply #10 on: April 01, 2008, 07:20:04 AM »
"One of the joys of and in your case pains of a historical type environment is that you can't MA it.  You need to adjust your mindset to the mission at hand."

bada bing.  Dan for Prez.  :D
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Offline ghostdancer

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Re: Non historical,Historical game play
« Reply #11 on: April 01, 2008, 09:59:05 AM »
Yes, the Japanese plane set really needs some additions. Heck just give me an actual Betty and I think I would be happy.
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Offline A8balls

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Re: Non historical,Historical game play
« Reply #12 on: April 02, 2008, 08:22:50 AM »
hey guys, if my squddie reports an nme cv, and I land...I shouldnt be stuck with the gunz package that was origanaly picked for my flight, I should be able to land, and rearm with bombs on any plane cappable of carring said ord{as long as airfield ord is still up}, historical gameplay isnt supposed to be a one dimensional reflection of one squaddies load out, its a fluid hour by hour, ever changing linear battle.
WE SHOULD BE ABLE TO LAND, REARM, AND TAKE OFF with historical ord despite one persons ideal of our loadout.

In ww2 if a pilot saw an nme cv, his squad mates where not forced to fly with a drop tank and guns only, they could rearm with bombs, and kill the most obviouse threat, ..FSO is one dimensional, and boring due to this fact.
The MA is suffering from the same thinking....if ord is available, then our A/C should be able to land, rearm, and choose the next most obviouse/effective loadout without having to tower out. {like in real life}

This is a simple yet glairing problem within this wonderful game, and I hope its taken care of soon

Rearm choices are true to real life, and to the historical nature of this Simulator.
Its almost a crime not to fix this, as gameplay, and historical accuracy  would benefit from such an obviouse addition :aok



Historically speaking, I know of no military that has ever allowed their pilots to choose their load-out or rearm configuration. In WWII (or any other war/conflict), if a pilot observed a CV or any target that was not part of their mission/sortie planning, it was reported and the information was used to plan an attack. The plans always included load-outs as deemed necessary by the Commanders, and not by the Pilots.
It would however, be great to be able to do this in Aces High, since it's a game.

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