Author Topic: Human Controlled Infantry - NOT AI  (Read 1847 times)

Offline iron650

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Re: Human Controlled Infantry - NOT AI
« Reply #15 on: June 02, 2011, 02:49:50 PM »
The Human controlled will give more purpose to those in jeeps who have troops that can fight instead of the AI ones that are easy prey and either stand there like  :O or run to map room. It give more purpose to light vehicles that are deployed in anti-troop patrols.

Let's get the M1911 .45 to work well first.  It doesn't have a 21 round magazine, it has a 7 round magazine.  To have the same amount of firepower, it would need a reload animation (technically two, one in which there is a round in the chamber, and one where the slide locks back).  Then we need iron-sights as well, which would require two animations (entering and exiting the sights).  Recoil (and its associated algorithm) would also be necessary, along with all the associated sounds of pulling magazines in and out of the magwell, pulling the slide back, flipping the safety on and off, releasing the the slide, and grabbing magazines from the pilot's vest.

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We can use "z" to go in and out of iron sights.

Offline Penguin

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Re: Human Controlled Infantry - NOT AI
« Reply #16 on: June 02, 2011, 02:54:53 PM »
Actually, the current FPS system that one can find in games like CoD, CS, BF, would work fine.

Movement:
W-Run forward
A-Run backward
S-Strafe Left
D-Strafe Right

Stances:
Z-Go to prone
X-Crouch
C-Stand Up

Shooting the Enemy:
Left Mouse Button-Shoot
Right Mouse Button-Aim down sights (can be a toggle or click and hold, based on preference)
R-Reload
Mouse-Adjust camera angle

And as a special bonus, an easter egg that requires the player to hit the keys in the correct order to have the character hold the gun sideways and make it gold colored, with rap music in the background.

-Penguin

Offline iron650

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Re: Human Controlled Infantry - NOT AI
« Reply #17 on: June 02, 2011, 02:58:35 PM »

And as a special bonus, an easter egg that requires the player to hit the keys in the correct order to have the character hold the gun sideways and make it gold colored, with rap music in the background.

-Penguin

How about customizing it after getting enough kills? Using perks to buy sights, scopes, better guns, etc?

Offline Penguin

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Re: Human Controlled Infantry - NOT AI
« Reply #18 on: June 02, 2011, 03:04:24 PM »
Sounds just like CoD (not necessarily a bad thing, CoD has advanced the field of FPS games to an extent).  I meant for it to be something that those with a lot of free time on their hands to discover.

-Penguin

Offline Wiley

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Re: Human Controlled Infantry - NOT AI
« Reply #19 on: June 02, 2011, 03:14:55 PM »
And the towns could have powerups, like quad damage, or double jump.  And we could have additional clothing and uniform options based on number of kills so people could tell by looking how awesome we are.  We definitely would need to be able to fit the 1911 with scopes and magazine extenders.  Maybe a shoulder stock as well, and a barrel extender/compensator.

Vehicles should also be able to be customized, and we need rings above the airfields we can fly through to reload our weapons and fuel, as well as quad damage and afterburner powerups.  And we should be able to customize our loadouts.  Want a 4k bomb on a spitfire?  It should just cost some perks.  Want JATO rockets on your Brewster?  Just costs perks.  Want sunglasses and a fancy hat?  Perks and a minimum rank.

Yes.  These are all things that would greatly improve the gameplay and should immediately be implemented.  And then I will lay down with some snakes.  Poisonous snakes.

Infantry ops would be nothing other than lame unless they started from scratch for the entire game engine and maps.  Other than that, it's a grand idea.

Wiley.
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Offline iron650

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Re: Human Controlled Infantry - NOT AI
« Reply #20 on: June 02, 2011, 03:18:10 PM »
How about infantry ranks? An I meant like just something like the different historical loadouts, different stocks (if there were), scope, or special sights earned throughout your combat as an infantry soldier.

Offline ink

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Re: Human Controlled Infantry - NOT AI
« Reply #21 on: June 02, 2011, 03:50:14 PM »
COD is actually pretty cool, IMHO.  

I don't think an FPS platform would work in this platform, though.  I think element sized operations would work, maybe ratio based ie attackers vs defenders, mutipliers based on equipment deployed, etc.

I don't think it's an easy thing, however.  

certainly is, I have a blast when I play it...but I don't play Aces High for that type of action,and wouldn't be all that happy if they turned this into that type of game.

Offline Krusty

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Re: Human Controlled Infantry - NOT AI
« Reply #22 on: June 02, 2011, 03:53:36 PM »
^-- agreed on that. I would lose some interest if AH went the way of that "other" game that tries to combine ground and air action together.

Offline Tigger29

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Re: Human Controlled Infantry - NOT AI
« Reply #23 on: June 02, 2011, 10:26:54 PM »
Here's my idea.. have two versions of Aces High:

(V1)The first version is what we play.. and pay a monthly fee for.  We get to fly planes, dogfight, attack with armor.. and all that.  This would still basically stay the same.

(V2)The second version is a FPS and would be free.

This is how it would work.  A base in V1 will be white-flagged and troops out.  Once the troops enter the town's perimeter, it spawns a ground battle in V2.  Players waiting in a queue in V2 get to fight against each other inside the town... attackers from one country trying to get to the maproom in the town, and defenders trying to kill them all and keep them from getting there.  The ratio of attackers vs. defenders would be dependent on the percentage of each country's TROOPS "factory".  If the attackers make it to the maproom alive, the base it taken.  If not then the base take fails.  Keep in mind that the planes and tanks from V1 will not be able to interact with V2 (not even able to see each other.. maybe only a progress bar type thing), however V2 players will be able to see V1 players dogfighting over the town or divebombing the base, etc.

For example:  Rooks attack a Knight base and get the town white-flagged.  Rooks' Troops are at 100%, but Knights' troops are at 60%.  There just happens to be 160 people online in V2 so it distributes them so 100 are Rooks and attacking, and 60 are Knights and defending.  Maybe make it so that the country with a higher AMMO percentage gets better weapons (or more ammo)...  The war continues until a certain percentage of the attackers make it into the map room, until all V2 troops are dead for either side, or until a certain amount of time has elapsed.

Granted, the FPS war won't be nearly as involved or detailed as games like COD, but it will BE 100% FREE!  People playing the V2 version will be seeing the dogfighting and bombing and the planes all having fun and that will ultimately entice them to play (and pay for) the V1 version!

In the time period between base takes, players in the V2 game can play single or multi-player missions that may or may not be related to the V1 version at all.  When a base take is taking place, then those missions are put on hold, and they are required to join in on the base taking missions... after which they can return to their previous missions.

If there aren't enough people online in the V2 game when troops are let go, then normal V1 rules (10 troops into the maproom) takes precedence.

What do you guys think?

Offline M0nkey_Man

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Re: Human Controlled Infantry - NOT AI
« Reply #24 on: June 02, 2011, 10:54:05 PM »
´maybe perk certain armament? yeah a few days ago on desperation to protect a field i bailed out and went inside the map room to kill the troops, pretty stupid image a pilot with a pistol killing a bunch of soldiers arming thompsons. i thougt overthere "hey what if in a c47 when someone "joins" you they can be one of the paratroopers arming one garand rifle or a thompson if he has the correct rank/perk  also this one couldnt go thru the walls and such. but then again it could have some abuse SO to change that the player would have to joing the c47 while it is still on the runway.
they are both .45s  :D
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Offline iron650

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Re: Human Controlled Infantry - NOT AI
« Reply #25 on: June 03, 2011, 06:29:33 AM »
How about the "secon version" is free to users of AH Tigger?

Offline oboe

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Re: Human Controlled Infantry - NOT AI
« Reply #26 on: June 03, 2011, 07:23:35 AM »
Or maybe HTC could make the paratroops smarter--so while they proceed to the maproom they will also target and fire upon any enemy pilots within a certain radius of their route.

And maybe the first one to the maproom tosses a grenade inside first to kill any pilot lying in wait inside.

I agree its not realistic what a single pilot armed with a .45 can do now.

Offline 321BAR

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Re: Human Controlled Infantry - NOT AI
« Reply #27 on: June 03, 2011, 07:41:09 AM »
HTC wants FPS involved in AH someday... just give them time guys <S>
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Offline oboe

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Re: Human Controlled Infantry - NOT AI
« Reply #28 on: June 03, 2011, 09:20:11 AM »
^-- agreed on that. I would lose some interest if AH went the way of that "other" game that tries to combine ground and air action together.

Agreed.   I'd rather see AH continue to focus on air operations - more planes, more realistic terrains, maybe expand to a Korean war version.

   

Offline Raphael

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Re: Human Controlled Infantry - NOT AI
« Reply #29 on: June 03, 2011, 10:02:08 AM »
well, beeing able to spawn as a soldier could make the horde "tatic" be substituted by a more strategic one rigth? i mean get the horde we have today, flating the town then having the vulchers... but if we could have some resistance soldiers (fps platform?)  in the town, there would need a second stage of battle to actually get the field. a ghost bombed town with a white flag and a few resistance forces doing what they can to avoid the controll of the maproom, this could evolute to the modeling of the inside of houses and things like that. having a strategic mg posted at a window, one guy with binoculars and so on....
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