Author Topic: Enhanced Naval Play - Player controlled Destroyers  (Read 1727 times)

Offline MAINER

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #15 on: November 25, 2012, 08:56:18 AM »
+1
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Offline Traveler

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #16 on: November 27, 2012, 11:08:15 AM »
Destroyers.  If I could command my own destroyer - USN Fletcher class or RN Battle classe - that would be good.  I think we already have the Fletcher in the CV groups don't we?  Put in a bridge, a wheel, let me set the speed, course, let a friend join in the gun batteries or let me command them all at once, just like a bomber.  And Torpedoes.  They should have the torpedo option.  Maybe even sea mines.  Mines would be good too.

It would also be cool that if a destoyer was hit, she would start to sink and burn - listing to either port or bow/stern depending on where the damage was rather than just going 'poof' and then it appears as vertical rock.

I'd even pay perkies to command a destroyer. :)

How would this be implemented ?  Would you have to launch from a Port or port spawn?  Not from a CV group?   Are you  asking to take command of one of the 4 tin cans on picket duty with a CV?
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Offline Mister Fork

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #17 on: November 27, 2012, 03:26:21 PM »
Spawn points like current PT boats.   Would work like a charm!  They would operate independantly of CV's but could spawn from CV's like a PT boat.   I think it would add a whole new layer of fun to Aces High.
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Offline tuton25

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #18 on: November 27, 2012, 07:24:32 PM »
-1

Anything that detracts from the air war is bad. GV and boats are good and all as long as they stay a side show.
He could, they players can't. I am not worried about HT and crew abilities, but the effect on the gameplay. There is also a landslide effect - HTC creates a good GV side show, new players are attracted to this aspect of the game, they demand improvement and further development which attracts more non-fliers, and since there are more FPS and world-of-tanks players in the world that flight sim guys, they game turns into WWII online with the air action becoming the side show.

I don't see why an Increase in GV usage is a bad thing. They way I see it it's more for me to bomb
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Offline Lusche

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #19 on: November 27, 2012, 07:27:22 PM »
which attracts more non-fliers


which in turn would be a very good thing if you want to see the game (and thus the air part too!) being continued.
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Offline Mister Fork

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #20 on: November 27, 2012, 08:26:53 PM »
That's what I'm thinking Lusche! The more WWII online enthusiasts we can recruit, the better this game becomes.
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Offline TheMercinary60

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #21 on: November 27, 2012, 09:51:47 PM »
i think the more non fliers we attract the more we could intrge and turn INTO fliers, then someone like me might be able to kill somone
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Offline Lusche

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #22 on: November 27, 2012, 09:52:23 PM »
i think the more non fliers we attract the more we could intrge and turn INTO fliers


 :aok
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Offline Volron

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #23 on: November 28, 2012, 12:14:28 AM »
Spawn points like current PT boats.   Would work like a charm!  They would operate independantly of CV's but could spawn from CV's like a PT boat.   I think it would add a whole new layer of fun to Aces High.

I don't think the TG's themselves should have the ability to spawn DD's.  The ports on the other hand, or any base that supports a TG, should.  It would mean that a new spawn option would probably be needed so you can spawn out at the TG.  You would have your standard spawn thingy, but a spawn button that says, "Spawn at TG" or, "TG Spawn".  So you would have to options of spawning at the port, spawning at the PT spawns, or spawning out at the TG.  As for "shutting it down", maybe a dry dock-ish type structure for the Ship "hanger"?  This dry dock will be supporting all spawn able ships, which would include the PT's. :headscratch:
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Offline F89

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #24 on: November 28, 2012, 10:51:02 AM »
There will need to be an obvious limit to ship class though.  You all know full well that someone would start wishing for the Yamato and Iowa after all. :)  But a google of ships classes it did my head in... :bhead

I'm likely wrong on this class list but I think:

PT Boat types
Corvette's
Frigates
Destroyer Escorts
Destroyers


Was there, if any, a class between the Destroyer and Light Cruiser?  IF there was one, then it should probably be the largest class in game.  Otherwise, I would have to say that the Destroyer be the largest. :headscratch:


Oh, and +1 for op. :D


I disagree I think it would be exolent to have full on naval battles on aces high. I would love to play with a Iowa or Yamamoto that would be awsom.

Offline tunnelrat

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #25 on: November 28, 2012, 11:12:49 AM »
-1

Anything that detracts from the air war is bad. GV and boats are good and all as long as they stay a side show.
He could, they players can't. I am not worried about HT and crew abilities, but the effect on the gameplay. There is also a landslide effect - HTC creates a good GV side show, new players are attracted to this aspect of the game, they demand improvement and further development which attracts more non-fliers, and since there are more FPS and world-of-tanks players in the world that flight sim guys, they game turns into WWII online with the air action becoming the side show.

Anything that brings in new/more players is good for the air game.

Adding real commandable naval vessels (destroyers, submarines) immediately taps a sizeable player base that is just as currently bereft of outlets for their hobby as air simmers are.

If you logged in, and there were 1,000 players online and 700 of them were in GVs and Naval ships, how would this possibly detract from your game? 

Even if you don't like bombing GVs/ships, or dropping torpedoes, TONS of players do... and you know what that means?  You get to try to shoot them down.  And if you do THAT enough, they start bringing fighter escorts... and BOOM -> Air Combat.

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Offline Mister Fork

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #26 on: November 28, 2012, 04:05:39 PM »
Anything that brings in new/more players is good for the air game.
<snip>
Even if you don't like bombing GVs/ships, or dropping torpedoes, TONS of players do... and you know what that means?  You get to try to shoot them down.  And if you do THAT enough, they start bringing fighter escorts... and BOOM -> Air Combat.
That is what I was thinking.  They already have the model and the skin. Just need to add a 'cockpit/bridge' as far as I'm concerned. And then the guns could be controlled just like a PT boat - numbered guns.  heck - version 1.0 could be the same control as tanks. It would be still fracking COOL!

If HTC announced they're adding Destroyers to this sim - we could easily see a 20-30% spike in membership = more money for Hitech to spend on development = more planes vehicles enhancements = even more happier clients and customers. 

In bizzness terms, it's a positive causal loop... or a positive reinforcing cycle.  All from just adding a single craft! :D
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Offline Hazard69

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #27 on: December 01, 2012, 05:44:26 AM »
I don't think the TG's themselves should have the ability to spawn DD's.  The ports on the other hand, or any base that supports a TG, should.  It would mean that a new spawn option would probably be needed so you can spawn out at the TG.  You would have your standard spawn thingy, but a spawn button that says, "Spawn at TG" or, "TG Spawn".  So you would have to options of spawning at the port, spawning at the PT spawns, or spawning out at the TG.  As for "shutting it down", maybe a dry dock-ish type structure for the Ship "hanger"?  This dry dock will be supporting all spawn able ships, which would include the PT's. :headscratch:

Too complex. Easy and simple solution:

At the moment we have say 4 Carrier task groups. I suggest we make that something like 16 task groups. Four of which can continue to be carrier groups as current (each belonging to its own port). These can remain close to the target area for air support, whilst not being literally at the target.

The remaining 12 are task groups with no carrier, which cannot spawn planes or amphibious assault vehicles (maybe PTs only for increased defense). They are basically just a attacking fleet with maybe two cruisers and four to six frigates. They too belong to the same four ports as the CVs. Three to each one.

Would increase the defense challenge while at the same time not making it too easy on the offensive side.

Existing player controls would apply for steering routing and rank command authority. Like normal task groups, once the entire fleet is sunk, it re-spawns at the port it belongs to.

Easy-Peasy! :lol  :aok  :salute

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Offline SDGhalo

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #28 on: December 03, 2012, 02:17:46 PM »

I disagree I think it would be exolent to have full on naval battles on aces high. I would love to play with a Iowa or Yamamoto that would be awsom.

well i found a site can help http://www.uboat.net/allies/warships/ it has every allied country and ship class in there

Offline Bruv119

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Re: Enhanced Naval Play - Player controlled Destroyers
« Reply #29 on: December 03, 2012, 04:15:56 PM »
I have an old game called battlestations midway.  Something similar would be just the right fit for MA action.

Looking back on some screenshots, I don't know how that game wasn't a raving success if done in an MMO format.   
« Last Edit: December 03, 2012, 04:18:39 PM by Bruv119 »
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