Author Topic: Carreers, Ranks and how they could improve overall gameplay  (Read 1103 times)

Offline guncrasher

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Re: Carreers, Ranks and how they could improve overall gameplay
« Reply #15 on: November 18, 2009, 05:50:22 PM »
Wonder if it would take as long to make USAAF Captain as it did in Warbirds?

Good idea, Sparow, but I prefer the simple 'Noob'/'Non-Noob' ranking that's the present AH way.

 :aok

dont forget that we also have the supreme-know-it-all-you-wasting-my-time-learn-to-fight-first-pilots along with the noob/non-noobs.  :D

semp
you dont want me to ho, dont point your plane at me.

Offline saantana

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Re: Carreers, Ranks and how they could improve overall gameplay
« Reply #16 on: November 24, 2009, 03:59:04 PM »
I sense the mega horde coming .. headed by an armchair general who has acquired enough rank to post missions.

Me thinks this has been touched in one of snaphooks posts. About each country having a king whose castle would be in the countries HQ.

I miss the laughs from those posts, too bad he got kicked from the bbs.  :confused:
Saantana
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Offline stran

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Re: Carreers, Ranks and how they could improve overall gameplay
« Reply #17 on: November 25, 2009, 02:06:57 AM »
More quality and less gamey features.

this is the gamey-est feature that i have ever heard of.
besides, there is already a rank structure. it is in the union of your country and the aces high community as a whole. we play together and coordinate naturally, and the task group system and mission systems work just fine.
this idea seems like a lot of work for the player and less fun.

I also found the rank system in WW2Online really annoying.
okay, so we've concluded that rank system is annoying.
Squash

Offline hitech

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Re: Carreers, Ranks and how they could improve overall gameplay
« Reply #18 on: November 25, 2009, 11:49:53 AM »
sparow: The problem I see with your idea is it does not leave room for just having fun.

The type of thing you describe is very much alive and well in scenario play and weekly events.

But the main arena is meant to do what you feel like. Some nights you feel like going on a mission, some nights you feel like just going round and round with the same people.

Some nights you feel like just having fun with your squad. What you are describing removes all those choices from a player.


2nd while you believe your idea would help people learn more quickly, in reality it would slow there learning down.
The fastest way to improve dog fighting skills is get with some one who teaches you the concepts, But then go furbal and die a zillion times until you start to get the feel and begin to teach yourself to shoot.

With what you describe being all mission based, you end up with something much more similar to the real war, lots of flight time, very little fight time. (Hmm that is almost catchy).

3rd Some of you concepts about carrier and missions and rank is what Combat Tour concept was all about. We just did not have enough staff to produce all the out ling systems that are needed to add to the immersive of a carer.

HiTech

Offline zarkov

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Re: Carreers, Ranks and how they could improve overall gameplay
« Reply #19 on: November 26, 2009, 06:26:24 AM »
Gameplay in a lot of MMO flight-sim games has always seemed to suffer.

I think it's a case of people losing sight of the forest for the trees and resorting to the "throw stuff at the wall and see what sticks" school of game design.

Right now, I can't really say that AH is really a "game" (a past-time which rewards good decision making and punishes bad decision making) in the true sense of the word, at least at the "macro" level.

Basically:

1)  At the "micro" level (air-to-air combat, GV's, bombing), I'd say AH is "above average"...basically, air-to-air combat is good, GV's I don't know much about but bombing seems to be pretty porked in that the skills that separated good bomber pilots/crews from bad ones (there's that decision making again) aren't rewarded in the game; with that being said, I'd still rate AH "above average" at the micro level since most people mainly seem to be interested in air-to-air combat so at least HTC is keeping the majority of its client base happy.

2)  At the "macro" level (the level above the air-to-air fighting, i.e. the strat), things are kinda porked.  There's no real "game" there, at least not in a real sense of the word.  It's basically just thrown there as an afterthought but it's not surprising since most people don't seem to be bothered by the fact it's porked.

The real challenge is going to be finding a way to implement a real "game" at the macro level without porking the game at the micro level; to put it this way, at the macro level, each player is essentially a chess piece in a game of chess; and people might have fun being a pawn initially but after they realize that they can only move one space forward and that's it, they'll all pretty much gravitate to being queens because that's more fun.  However, if you try to play chess with all queens, it turns into a pointless exercise; there's no more game there.

Now, the question is should HTC even devote time to improving the game beyond just the furballing?

The way I see it:

a)  The majority of the players seem to ONLY be interested in furballing.  So why not just change game play where you have several side vs. side death matches which start periodically (that way, if you get shot down, you just find another side vs. side death match on the server) and then have at it?

b)  However, after a while, that may get boring and people may want a more complex "world" to interact with.

c)  So we add a strat layer.  However, any meaningful strat layer (at least one that I can think of off the top of my head), is going to involve punishing a side for making poor decisions and when that "punishment" trickles down to the players on the losing side at the micro level, suddenly, it's not so much fun.

Offline The Fugitive

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Re: Carreers, Ranks and how they could improve overall gameplay
« Reply #20 on: November 26, 2009, 06:50:55 AM »
I don't see anything wrong with the game. There are a number of tools to use to accomplish all kinds of game play. The problem arises when that game play interferes with other types of game play.

Hordes as an example, while for me they are a waste of time, and boring as all h@ll are the best way to have fun for some players. HTC is not going to do away with hordes until it becomes a problem with his subscription base. Why, because people are having fun.... this is a game after all. By adding restrictions you will force some people out of their "fun".

When I started in AH I was a win the war type. I needed that protection around me, I needed the organized missions to have fun. But now as I've been here longer I know wining the war isn't the be all and end all of the game. I do a bit of everything and have fun with it all.

Having careers, and ranks that mean something will push people into doing just one thing, while I'd rather see them do it all. I hate hordes, not so much because I can't fight them, because I can. I can get in a pony and bounce a half dozen hordlings and RTB, but it's not a lot of fun. If the hordlings got out of the horde and experienced some of the other aspects of the game they would become more rounded players, better players, more skilled opponents. More fun to play against.

Offline sparow

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Re: Carreers, Ranks and how they could improve overall gameplay
« Reply #21 on: November 26, 2009, 04:08:29 PM »
Hello Gentlemen,

I've been very busy lately and failed to follow the posting. For that, my apologies. Thank you all for your feedback. Although my idea was to have a "life/carreer" without obligations, fully automated and only with a few perks, nothing mandatory, only a way of rewarding our players by a mix of seniority and "sortie" success ratio, I must accept that it may carry within some hidden dangers...

Some people would continue to care nothing about it, some would switch from point hunting to carreer improvement... The most dangerous thing would be to work exactly the opposite way I intended... And, like HiTech said "while you believe your idea would help people learn more quickly, in reality it would slow there learning down. The fastest way to improve dog fighting skills is get with some one who teaches you the concepts, But then go furbal and die a zillion times until you start to get the feel and begin to teach yourself to shoot. .

You're all probably right. If it ain't broken, don't fix it. AH is a winning team, let's keep it that way.

P.S.: Simba, rank in Warbirds? Really? Geez...

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Sparow
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Offline Rich46yo

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Re: Carreers, Ranks and how they could improve overall gameplay
« Reply #22 on: November 27, 2009, 05:33:42 AM »
I like that game as it is. Givng rank and title away to players would be to much, "some think they are generals already".

The way I see the game is there is something for eveyone. If you want to create/join a squad and be a General then go ahead. If you want to play lone wolf then thats available too. Squad OPs with rank can be a lot of fun as long as everyone keeps their humor.

No disrespect but I just dont see what this would add to the game.
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