Author Topic: Updated Troops.  (Read 3535 times)

Offline Wildcat1

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Re: Updated Troops.
« Reply #30 on: November 18, 2010, 08:10:12 PM »
having fun and getting killed since tour 110
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Offline oneway

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Re: Updated Troops.
« Reply #31 on: November 18, 2010, 08:14:00 PM »
does that imply something? :lol

nah...

Kermit is my old CO and great friend...and from time to time I like to poke him with a sharp stick...

Because he is a frog and he is in love with a pig...

 :)

Offline Wildcat1

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Re: Updated Troops.
« Reply #32 on: November 18, 2010, 08:18:30 PM »
nah...

Kermit is my old CO and great friend...and from time to time I like to poke him with a sharp stick...

Because he is a frog and he is in love with a pig...

 :)

all in good fun  :)

http://www.youtube.com/watch?v=jSFLZ-MzIhM
having fun and getting killed since tour 110
The King of 'Cobras. 350th FG, Tunisia 2016

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Offline Martyn

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Re: Updated Troops.
« Reply #33 on: November 19, 2010, 07:46:41 AM »
Some troop-type ideas: -

1. Dropping troops near a Shore Battery and they take it out instead of running to the town.
2. Dropping troops near a Field and they take out an AA gun instead of running to the town.
3. Dropping troops on enemy troops and they all stop and shoot it out until last man standing.
4. We have pill boxes, m/g nests that need to be occupied by friendly troops. However, like Vehicle Supplies, this effect doesn't last long.
-- Dropping your own troops in own town, on own field or on own Shore Battery poulates the pill boxes, m/g nests to defend against enemy troops.
6. Perked 'Special Forces' can be given a specific military target - i.e. defensive gun, Radar or a Bomber/Fighter/Vehicle Hanger and they take it out if they survive.

Here we are, living on top of a molten ball of rock, spinning around at a 1,000mph, orbiting a nuclear fireball and whizzing through space at half-a-million miles per hour. Most of us believe in super-beings which for some reason need to be praised for setting this up. This, apparently, is normal.

Offline SWkiljoy

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Re: Updated Troops.
« Reply #34 on: November 19, 2010, 08:35:56 AM »
Special Forces sounds pretty awesome, however i highly doubt that it will ever happen   :frown:
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Offline waystin2

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Re: Updated Troops.
« Reply #35 on: November 19, 2010, 08:54:15 AM »
We need troops modeled after the man, the myth, the legend...
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Offline Dichotomy

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Re: Updated Troops.
« Reply #36 on: November 19, 2010, 08:57:34 AM »
then you'd only need one per country :)
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Offline Martyn

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Re: Updated Troops.
« Reply #37 on: November 19, 2010, 09:18:03 AM »
Read 'Commandos' rather than special forces <sigh>
Here we are, living on top of a molten ball of rock, spinning around at a 1,000mph, orbiting a nuclear fireball and whizzing through space at half-a-million miles per hour. Most of us believe in super-beings which for some reason need to be praised for setting this up. This, apparently, is normal.

Offline Wildcat1

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Re: Updated Troops.
« Reply #38 on: November 20, 2010, 08:41:45 AM »
Some troop-type ideas: -

1. Dropping troops near a Shore Battery and they take it out instead of running to the town.
2. Dropping troops near a Field and they take out an AA gun instead of running to the town.
3. Dropping troops on enemy troops and they all stop and shoot it out until last man standing.
4. We have pill boxes, m/g nests that need to be occupied by friendly troops. However, like Vehicle Supplies, this effect doesn't last long.
-- Dropping your own troops in own town, on own field or on own Shore Battery poulates the pill boxes, m/g nests to defend against enemy troops.
6. Perked 'Special Forces' can be given a specific military target - i.e. defensive gun, Radar or a Bomber/Fighter/Vehicle Hanger and they take it out if they survive.



these are all great ideas, but my fear is that this game would turn into a shooter game instead of a flight sim that way
having fun and getting killed since tour 110
The King of 'Cobras. 350th FG, Tunisia 2016

Air Traffic Controller (Air Warfare/Surface Warfare) 2nd Class, USS John C. Stennis CVN-74

Offline M0nkey_Man

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Re: Updated Troops.
« Reply #39 on: November 20, 2010, 09:36:43 AM »
We need troops modeled after the man, the myth, the legend...

you could drop 1 Chuck Norris and take over a whole country  :rock
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Offline SectorNine50

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Re: Updated Troops.
« Reply #40 on: November 22, 2010, 03:40:09 PM »
these are all great ideas, but my fear is that this game would turn into a shooter game instead of a flight sim that way

I think it would be kind of neat, that way you actually need to drop a ton of paratroopers to take a town, then you can help out your paratroopers by doing strafing runs on the enemy lines! :devil

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Offline Ack-Ack

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Re: Updated Troops.
« Reply #41 on: November 22, 2010, 06:09:24 PM »
you could drop 1 Chuck Norris and take over a whole country  :rock

Mention MrBlack just once and the whole country surrenders and Chuck Norris wets his pants.

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Offline Martyn

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Re: Updated Troops.
« Reply #42 on: November 23, 2010, 03:56:12 AM »
I don't think it'll change the game too much - you're just targetting the troops at something more specific.

A commando raid from a boat or LVT to take out a shore battery should be relatively easy to engineer - even using the stiff guys we have now.

Hopefully the graphics won't be too much of a problem, they're either running or they're lying down on the ground shooting (although kneeling and standing would be nice, I'm not sure how easy it is for the program to decide which pose to take). Movement should only take place over level ground, so no house/tree hopping anymore (please).

A nice touch would be - when 'our' troops encounter 'their' troops, both sides hit the dirt for a fire fight. As time ticks by each side loses a man. Every now and then a coloured smoke pot could indicate a 'request for a strike' on the enemy - and that could be automated too. That would be great for the F4 Corsairs and other mud thumpers.

However, I have concerns about players putting too many troops into a single location just to see the fight. The server would have its work cut out trying to coordinate even the dumb troops and us tankers must see the same troops in the same locations - so I'm guessing that some sort of local limit count on the troops would be needed. The devil's in the detail.
Here we are, living on top of a molten ball of rock, spinning around at a 1,000mph, orbiting a nuclear fireball and whizzing through space at half-a-million miles per hour. Most of us believe in super-beings which for some reason need to be praised for setting this up. This, apparently, is normal.

Offline SectorNine50

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Re: Updated Troops.
« Reply #43 on: November 26, 2010, 11:30:04 PM »
I don't think it'll change the game too much - you're just targetting the troops at something more specific.

A commando raid from a boat or LVT to take out a shore battery should be relatively easy to engineer - even using the stiff guys we have now.

Hopefully the graphics won't be too much of a problem, they're either running or they're lying down on the ground shooting (although kneeling and standing would be nice, I'm not sure how easy it is for the program to decide which pose to take). Movement should only take place over level ground, so no house/tree hopping anymore (please).

A nice touch would be - when 'our' troops encounter 'their' troops, both sides hit the dirt for a fire fight. As time ticks by each side loses a man. Every now and then a coloured smoke pot could indicate a 'request for a strike' on the enemy - and that could be automated too. That would be great for the F4 Corsairs and other mud thumpers.

However, I have concerns about players putting too many troops into a single location just to see the fight. The server would have its work cut out trying to coordinate even the dumb troops and us tankers must see the same troops in the same locations - so I'm guessing that some sort of local limit count on the troops would be needed. The devil's in the detail.


Apparently the servers have a lot of headroom.  Someone said that at peak play times, the servers hardly ever very much processor usage.  I think this would be cool as well.

I'd mostly like to see them move as squads, as opposed to running in a stupid line...
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Offline Martyn

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Re: Updated Troops.
« Reply #44 on: November 29, 2010, 03:29:19 AM »
Apparently the servers have a lot of headroom.  Someone said that at peak play times, the servers hardly ever very much processor usage.  I think this would be cool as well.

I'd mostly like to see them move as squads, as opposed to running in a stupid line...
So, is there a bottleneck in the comms? I hope not. I notice when upping from a carrier, if my mates also spawn at the same time then their planes sometimes appear to be spawning in mid-air away from the flightdeck. I assume this is a lag / other time related issue.

I figure the troops' positions would be managed on the server but the actual rendering would have to be done locally. So people might complain if their PCs started chugging when trying to render an Airborne brigade invading a field.
Here we are, living on top of a molten ball of rock, spinning around at a 1,000mph, orbiting a nuclear fireball and whizzing through space at half-a-million miles per hour. Most of us believe in super-beings which for some reason need to be praised for setting this up. This, apparently, is normal.