Author Topic: • IDEA!: Establish a Respawn Delay •  (Read 3221 times)

Offline bmwgs

  • Silver Member
  • ****
  • Posts: 808
Re: • IDEA!: Establish a Respawn Delay •
« Reply #30 on: February 11, 2009, 03:08:46 AM »
Yes... lets give spawn campers more time between spawns. :rolleyes:

Great Idea    :aok

Fred
One of the serious problems in planning the fight against American doctrine, is that the Americans do not read their manuals, nor do they feel any obligation to follow their doctrine... - From a Soviet Junior Lt's Notebook

Offline Bruv119

  • Aces High CM Staff
  • Plutonium Member
  • *******
  • Posts: 15667
      • http://www.thefewsquadron.co.uk
Re: • IDEA!: Establish a Respawn Delay •
« Reply #31 on: February 11, 2009, 03:27:39 AM »
will enable hordes to roll fields without no opposition whatsoever.  the only chance of defending is to bust the vulch and brave/stupid people will get punished for trying to save a field and the horde will capture easier.

Will let people camp hangars without a care in the world. 

and 5 minutes in the tower is like an hour watching american football.

a big NO from me.
The Few ***
F.P.H

Offline dBeav

  • Copper Member
  • **
  • Posts: 177
      • http://yankeeairmuseum.org
Re: • IDEA!: Establish a Respawn Delay •
« Reply #32 on: February 11, 2009, 06:05:39 AM »
I'm lucky if I can get 30 minutes in a month to play. In that 30 minutes I can easily get shot down 6 times (I'm a lousy stick). So that means my entire time online would be spent in a tower.

No thanks.

Offline Nilsen

  • Plutonium Member
  • *******
  • Posts: 18108
Re: • IDEA!: Establish a Respawn Delay •
« Reply #33 on: February 11, 2009, 06:23:08 AM »
New ideas are always welcome, but a 5 min delay would just make me log off alot and do something else. 5 minutes is a VERY long time when you sit and wait while the action takes place outside the tower window.

Offline 96Delta

  • Nickel Member
  • ***
  • Posts: 790
      • Loose Cannons Alliance (LCA)  "Realize Your Potential"
Re: • IDEA!: Establish a Respawn Delay •
« Reply #34 on: February 11, 2009, 01:23:18 PM »
Putting too much of a penalty on death only causes even less of an incentive to fight or take risks.

It must be nothing short of a miracle that we ever won the
airwar over Europe & the Pacific; what with all the poor incentive and
refusal to take risks...and a "death" penalty that lasted forever!

I am wondering if some of the objections are from players who
value scores and ranking above game play and are more concerned
that they will not be able to find an easy fight. 

That might be true as players will have to rely upon one another for
protection and will necessarily employ effective aerial combat tactics to
increase their survivability.  Translation: air combat would be more realistic.
And this is bad because???

The only legitimate issue I have seen raised is that of
base capture.  Delirium, sorry if that is all you see because
that is not my aim.  As you know, we do just fine capturing almost any
base we wish to now.  :)

My sole objective is to create a more realistic feel to the
aerial combat nature of the game by introducing the
now absent element of RISK.  Not as much risk as in the
FSO or Scenario games but at least some risk!

Right now, the only risk incurred by a "pilot" is:
1) the loss of an aircraft and need to re-up.
2) the loss of perks when a perked plane is flown and lost.

These devices have not been adequate to prevent
the kind of behavior that I have already outlined
above.

A 2-Minute death delay would.

Seriously, this question is about what kind of game Aces High
is.  It's marketed as a historic combat simulation.  To quote from
the website: "Aces High II is a massive multi-player online
combat simulation centered around the World War II air-war."
I would argue with the reference to the WWII air war but
there it is.  My concern is that it is becoming an MMP
arcade game. 

Anyway, I apologize to any player who relies on wack-a-mole
vulch fests to pad their scores.  My intent is not to weaken your
ranking but only to increase the historic feel of the game by
introducing some level of risk to discourage suiciding and other
behaviors that no sane pilot would engage in in real life. 
Yes, that would mean that the vulch-fests,
as you know them, would likely be a thing of the past.
And this is bad because??

In a single sentence, my objective is to make the game more
realistic and less arcady.



« Last Edit: February 11, 2009, 02:02:36 PM by 96Delta »

To be sure you are going to Heaven when you die  CLICK HERE.

Offline 052088

  • Zinc Member
  • *
  • Posts: 15
Re: • IDEA!: Establish a Respawn Delay •
« Reply #35 on: February 11, 2009, 03:17:13 PM »
Thanks to those of you who posted a complete
thought.  :salute


I like the 1 to 1.5 minute idea and the prohibition
from launching from the same base during the
delay period.  Great ideas!

I could support this.  I would also like to see a 15 minute prohibition from returning to a country after having changed countries.

DAGO

Offline SlapShot

  • Plutonium Member
  • *******
  • Posts: 9121
Re: • IDEA!: Establish a Respawn Delay •
« Reply #36 on: February 11, 2009, 03:37:57 PM »
Anyway, I apologize to any player who relies on wack-a-mole
vulch fests to pad their scores.  My intent is not to weaken your
ranking but only to increase the historic feel of the game by
introducing some level of risk to discourage suiciding and other
behaviors that no sane pilot would engage in in real life. 
Yes, that would mean that the vulch-fests,
as you know them, would likely be a thing of the past.
And this is bad because??

In a single sentence, my objective is to make the game more
realistic and less arcady.

Your way off base here making that comment and trying to lump all who don't like your idea into that group.

I too, like others, don't pay to sit in the tower ... I pay to fly.

I am not a score monger, nor do I consistently look for a vulchfest or look for them at all. What I do look for is a fight and when I find one and if by chance I lose ... I sure as hell don't want to sit in the tower because you think that myself and others need a more realistic experience. If I die, I want to get back into the air ASAP to do it all over again and hopefully come out on the winning end in my next fight.

In the grand scheme of things, what does 1.5 minutes really mean to a score monger or those who look for the vulchfest ... absolutely nothing, it would have to be something more drastic than 1.5 minutes to rain on their parade, but in the grand scheme of things, it WILL PROMOTE timidity and thank you very much, but we have plenty of that already going around right now.

SlapShot - Blue Knights

Guppy: "The only risk we take is the fight, and since no one really dies, the reward is the fight."

Offline Joker2

  • Zinc Member
  • *
  • Posts: 71
Re: • IDEA!: Establish a Respawn Delay •
« Reply #37 on: February 11, 2009, 03:39:51 PM »
  Your suggestion has merit and I would only modify it by allowing the player to up from a different field while the time limit was in effect for the field he had upped from. With the maps we now have it would allow continuous play for even the least skilled player.  :)

I like this thought alot.
I'm all for it i have often said upping 1 spixteen after another is not a challenge, in addition it would even the odds so to speak in that each attacking pilot now has to up from a further field and the defender has one chance at the target base and then he would have to up form a further back base i like it i like it alot. :rock
« Last Edit: February 11, 2009, 03:41:23 PM by Joker2 »
I WANTED TO BE THE FIRST KID ON MY BLOCK WITH A CONFIRMED KILL!

Offline CAP1

  • Radioactive Member
  • *******
  • Posts: 22287
      • The Axis Vs Allies Arena
Re: • IDEA: Establish a Respawn Delay •
« Reply #38 on: February 11, 2009, 03:45:21 PM »
Seems decent, only a few flaws. I'd have to say only do this to accounts over 2 weeks. This way the new guys can up however much they want, but after their 2 weeks, you think they've learned the game, and they have to wait 5 minutes.

what about those of us that die on a regular basis in furballs?
ingame 1LTCAP
80th FS "Headhunters"
S.A.P.P.- Secret Association Of P-38 Pilots (Lightning in a Bottle)

Offline avionix

  • Silver Member
  • ****
  • Posts: 1088
Re: • IDEA!: Establish a Respawn Delay •
« Reply #39 on: February 11, 2009, 03:46:40 PM »
Quote
In the grand scheme of things, what does 1.5 minutes really mean to a score monger or those who look for the vulchfest ... absolutely nothing, it would have to be something more drastic than 1.5 minutes to rain on their parade, but in the grand scheme of things, it WILL PROMOTE timidity and thank you very much, but we have plenty of that already going around right now.

AMEN!!  I as well don't like the idea.  As others have said, I pay to fly the way I want to.  If you pay me $14.95 a month, then you can tell me how to fly.  Look at my scores.  I am anything from a score potato.
treekilr in game.   
"Please. This is supposed to be a happy occasion. Let's not bicker and argue over who killed who..."

Offline BigR

  • Silver Member
  • ****
  • Posts: 945
Re: • IDEA!: Establish a Respawn Delay •
« Reply #40 on: February 11, 2009, 04:06:19 PM »
This is not a very good idea IMO.  This discourages furballing, and a lot of other fun activities. There are lots of us who play the game for the ACM and pitting our skills against other people. Thats the way the game was originally designed. Now its turned into a land grab war which is fine, but dont punish people who actually want to fight each other. The best way to alienate people and get them to cancel their account is to put a timer on respawns. "Wasting lives" as you say is fun to a lot of us. If you actually implement a consequence for death, you will have a gigantic influx of timid alt monkeys and people who wont engage. You think the hordes are bad now? Wait till something like this happens. Luckily HiTech has some business sense and knows what makes a good game, so he would never do this. Thanks for sharing and thinking outside the box to encourage better gameplay, but It just will not work.  :salute

Offline shreck

  • Silver Member
  • ****
  • Posts: 893
Re: • IDEA!: Establish a Respawn Delay •
« Reply #41 on: February 11, 2009, 04:15:50 PM »
Hmm, just make limits "per functional hangar" As in, for each operative fighter hangar 15 planes can up from it, same with GV hangars. At any given time NO-MORE than the alloted amount of planes or GVs could up from bases, maybe double the amount for spawning in defence of your base, away spawns would have a strict limit based on operational hangars. If your hangar is up and you are unable to spawn, this would mean the limit has been reached and you'll have to wait till someone dies or spawn from another location!

Offline Bronk

  • Persona Non Grata
  • Plutonium Member
  • *******
  • Posts: 9044
Re: • IDEA!: Establish a Respawn Delay •
« Reply #42 on: February 11, 2009, 04:28:41 PM »
Lets see, score ho vultches with minimum risk. This mean there is minimum risk of being shot down. Thus making the wait after death useless.

However the evil furballers who fly and die get penalized?  :huh

« Last Edit: February 11, 2009, 04:35:39 PM by Bronk »
See Rule #4

Offline Stang

  • Platinum Member
  • ******
  • Posts: 6121
Re: • IDEA!: Establish a Respawn Delay •
« Reply #43 on: February 11, 2009, 04:29:11 PM »
OXI!!!!!

Offline StokesAk

  • Gold Member
  • *****
  • Posts: 3665
Re: • IDEA!: Establish a Respawn Delay •
« Reply #44 on: February 11, 2009, 04:39:36 PM »
Where is the fun in upping at a capped field and HOing people in Il2's?
Strokes