Author Topic: Two BUFF issues  (Read 282 times)

Offline qts

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Two BUFF issues
« on: June 10, 2000, 01:05:00 PM »
I was practicing yesterday (offline) in a BUFF and had to make an emergency landing after being hit by AA. I landed successfully and still could move. So what do I do but think, "I know, I'll motor over and blast that AA." So there was me, motoring happily across the landscape. But the guns don't work on the ground!

Secondly, I deliberately tried an emergency landing, then took off and RTBed. It still said that I'd ditched.

When HTC get this sucker working under W2K, I'll be getting ISDN and joining you all.

Offline Azrael

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Two BUFF issues
« Reply #1 on: June 10, 2000, 01:46:00 PM »
Gunner positions are disabled on the ground for gameplay issues. The actual problem was that buffs were used as stationary acks.

For a valid landing, you have to be on the runway, areas within field boundaries but off the runways count as ditches. Hangars are safe too afaik.

Az


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Offline qts

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Two BUFF issues
« Reply #2 on: June 10, 2000, 03:42:00 PM »
Ah, but I did land on the runway.

What's the problem with BUFFs acting as AA? If you're taking off and there's an incoming aircraft, then you need to defend yourself. Staying stationary is a diffent matter, I'd agree.

funked

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Two BUFF issues
« Reply #3 on: June 10, 2000, 03:47:00 PM »
Pretty good idea QTS.  Enable guns on the ground ONLY if the bomber is moving.

Offline Rendar

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Two BUFF issues
« Reply #4 on: June 10, 2000, 06:00:00 PM »
ONLY if the bomber is moving faster than, lets say, 50 Mph.  If the guns could function at all speeds, the bomber could just roll around the base at 5 Mph.

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Offline bloom25

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Two BUFF issues
« Reply #5 on: June 10, 2000, 11:53:00 PM »
Trust me, you do NOT want the bomber guns to be enabled on the ground again.  Not so long ago it was common to see people spoil massive well coordinated attacks by continuously spawning and shooting at anything in range.  Back before we could close fields this was a major issue that was fixed.  I think the current system that only allows you to use guns once you are airborne is fair.



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Offline qts

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Two BUFF issues
« Reply #6 on: June 11, 2000, 02:29:00 AM »
Now that we have tanks, should this be re-evaluated?

Having the BUFF guns fireable as long as it is moving seems eminently reasonable to me.

Offline SC-GreyBeard

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Two BUFF issues
« Reply #7 on: June 11, 2000, 04:24:00 AM »
I side with Bloom25 on this one.
in fact I think HT should take it a step further, and make ALL guns on ALL bombers non-functioning untill wheels leave the ground.

Those of us from the Beta days, remember all to well the "ackstar" b-17's...
And currently the forward guns of a b-26 will work while stationary on the ground. (don't personally think they should, have seen a LOT of troopers killed on the ground by a stationary b-26, asnd even a couple tanks..)

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Offline iculus

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Two BUFF issues
« Reply #8 on: June 12, 2000, 07:38:00 AM »
In the gunner position, you have rudder control.  It would be too easy to use a fortress as a sort of "super-M16-with-wings"

IC

Offline snafu

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Two BUFF issues
« Reply #9 on: June 16, 2000, 03:02:00 PM »
Hi All,
I'm gonna play devils advocate here a bit but I do believe what I am saying ....

I think guns should be enabled for all aircraft on the ground. I appreciate the problems of the mobile gun emplacement trundling around the field long after the acks etc have been taken out, but Kill the hangers if you want it stopped. (I fly a lot of goons so I see my little friends being mowed down more than most). AH currently lacks any form of troop defense. (Not a critism it's a flight sim after all) But this is totally unrealistic in itself. View the aircraft strafing troops as a ground force. Also I have no problems with a B26 parked behind the spawn points, This is just catering for the lack of offensive ground troops. Also the subject of repair time carrying over into the new field ownership. I think the ack's should be included in this. I understand why they aren't. Back in early beta fields would flip back & forth like a demented metronome because people would spawn C47's as the attacking drunks hit the gound These would then follow the attacking troops into the maproom and take the field back. But... If you kill the barracks they can't do that can they?
Back to the subject of the mobile Ack emplacements, stop players re spawning from a field twice for a given period. The attacking force is taken out of the game for as long as it takes to get from another fiedl so why not the defending players as well.

Just my 2 pence worth, (What are cent's anyway).  

TTFN
snafu



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Offline flakbait

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Two BUFF issues
« Reply #10 on: June 16, 2000, 04:29:00 PM »
Snafu, that's where my idea comes in! I posted in another thread about respawns, and a possible way to fix it. Say you take off from A6, and get shot down. For the next 10 minutes, you can't take off from A6 but you could switch fields and take off right away. This keeps the 'instant respawn' in the past. Plus it gives 'em a taste of late-war German life!!  

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Offline qts

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Two BUFF issues
« Reply #11 on: June 16, 2000, 05:12:00 PM »
This is a very good solution!

Offline MANDOBLE

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Two BUFF issues
« Reply #12 on: June 20, 2000, 06:15:00 AM »
flakbait, better to have a limited number of planes per pilot and per base. For example, the maximun number of planes per base for each pilot is 4. Each time a pilot is downed, he looses a plane in the origin base. And each 10 minutes, a plane is added to the planes per each base for that pilot up to a maximun of 4. This way, a pilot can respawn only 4 times from a base in 10 minutes. 4 is not a limit for plane type, it is just a global limit. So, you can take off only 4 times in 10 minutes from a determinate field.