Author Topic: Submarines - Take 'Er Down  (Read 2527 times)

Offline Mister Fork

  • AvA Staff Member
  • Platinum Member
  • ******
  • Posts: 7295
Re: Submarines - Take 'Er Down
« Reply #30 on: December 17, 2012, 01:30:10 PM »
hmmm, Submarines... hmm DEPTH CHARGES!  :x
And how do you launch depth charges? FROM A PLAYER CONTROLLED DESTROYER...Fletcher class would be a good platform... :D
"Games are meant to be fun and fair but fighting a war is neither." - HiTech

Offline Sg11

  • Copper Member
  • **
  • Posts: 131
Re: Submarines - Take 'Er Down
« Reply #31 on: December 19, 2012, 05:20:48 AM »
Take Er Down!!  Making the case for submarine in aceshigh..

http://www.youtube.com/watch?v=jWJC1OnoQgE

Subs would be great and make the game more complete.

Offline Sabre

  • Gold Member
  • *****
  • Posts: 3112
      • Rich Owen
Re: Submarines - Take 'Er Down
« Reply #32 on: December 19, 2012, 12:04:33 PM »
As I recall, one idea HiTech was toying with was having a wolf pack (sub spawn point) that would be moved just like the CV.  You'd get it into position or have it patrol. Then, a player could spawn a sub from that location like the CV spawns a PT or LTV.  I would imagine it would be cool if ports could spawn them as well, again just like PT boats are spawned.  One good use of a sub is to pop up to the surface and begin shelling bases and towns (typically carried a deck gun in the 3-in range). A plane might up to try and sink them, but the sub could just dive and go deep (assuming they have enough water under their keel) so they can't be spotted.  Recall too that on the surface a sub could make upwards of 16 knots (~ 8 to 10 knots submerged, but that would drain the batteries pretty fast). So, while they'll never run down a CV group, they can move to intercept a surface group.  They'd present a unique challenge to defend against.  While submerged, I'd let them get to within say two thousand yards before the CV begins to flash; when the sub is surfaced, I'd say a CV should start flashing when the sub is within ~1.5 to 2.0 miles.

Of course, adding subs is a huge investment in time for HTC, as so many pieces have to come together to make them a viable game option.
Sabre
"The urge to save humanity almost always masks a desire to rule it."

Offline Mano

  • Gold Member
  • *****
  • Posts: 2202
Re: Submarines - Take 'Er Down
« Reply #33 on: December 20, 2012, 12:27:34 AM »
Some good news on the sub

http://youtu.be/XhxYFO_7pIU

 :aok

Everything is funny as long as it is happening to somebody else.
- Will Rogers (1879 - 1935)

Offline Tilt

  • Platinum Member
  • ******
  • Posts: 7358
      • FullTilt
Re: Submarines - Take 'Er Down
« Reply #34 on: December 20, 2012, 06:59:50 AM »
LOL

I would  agree that sub modelling is not the greatest challenge............. its the subsequent modelling of sonar, listening devices, depth charges, destroyers etc, etc that interact with the sub that reperesnt the greater work load IMO

The sub is basically a PT boat that dives and uses a rechargeable electric motor.

I think the sub should command a heavy perk price but be able to be run as a 2nd ride plotting a course as we would a task group. This course would only be visible on the players FE and when the player was not "in" the sub then it would be "on the surface".

Ludere Vincere

Offline Sabre

  • Gold Member
  • *****
  • Posts: 3112
      • Rich Owen
Re: Submarines - Take 'Er Down
« Reply #35 on: December 20, 2012, 07:46:47 AM »
Sabre
"The urge to save humanity almost always masks a desire to rule it."

Offline nrshida

  • Plutonium Member
  • *******
  • Posts: 8632
Re: Submarines - Take 'Er Down
« Reply #36 on: December 20, 2012, 07:54:18 AM »
"If man were meant to fly, he'd have been given an MS Sidewinder"

Offline Mano

  • Gold Member
  • *****
  • Posts: 2202
Re: Submarines - Take 'Er Down
« Reply #37 on: December 21, 2012, 12:03:43 AM »
Well, I might as well post part two.

The Sub Capt probably got a hundred perk points for that sortie.

http://youtu.be/uKwV5GR6v08

 :salute
Everything is funny as long as it is happening to somebody else.
- Will Rogers (1879 - 1935)

Offline Tilt

  • Platinum Member
  • ******
  • Posts: 7358
      • FullTilt
Re: Submarines - Take 'Er Down
« Reply #38 on: December 21, 2012, 09:23:19 AM »
Could a submarine/destroyer  based AP be made to run on a tablet and interfaced with MA game play?

Graphics could be seriously dumbed down if the only outward view is sea, shipping and the odd ac dot.



Ludere Vincere

Offline F77

  • Copper Member
  • **
  • Posts: 330
Re: Submarines - Take 'Er Down
« Reply #39 on: December 26, 2012, 04:24:55 PM »
And how do you launch depth charges? FROM A PLAYER CONTROLLED DESTROYER...Fletcher class would be a good platform... :D

I was more thinking Short Sunderland!!!  :)  However my Mossie VI is in RAF Coastal Command livery - not sure if they were kitted with depth charges or not.

Offline zarkov

  • Copper Member
  • **
  • Posts: 181
      • http://N/A
Re: Submarines - Take 'Er Down
« Reply #40 on: January 03, 2013, 11:40:57 PM »
Cos this is Aces High not Aces Low  :old:

High is the same as low (and vise-versa) just from a different perspective.

Offline muzik

  • Silver Member
  • ****
  • Posts: 980
Re: Submarines - Take 'Er Down
« Reply #41 on: January 06, 2013, 08:34:06 PM »
-1

I'm here to fly fighter planes, not play Das bloody Boot.

Go and stand in a bucket of sea water, in your closet, and have your wife hit the door with a trash can lid thrice times every five minutes while you look through some Viewmaster slides of merchant ships if you want a submarine simulation  :old:


Haven't seen that side before.


I prefer to think of it this way, the more variables in the game, the more exciting the action, wider appeal resulting in wider player base, more successful game, more money, more staff hired, more wishes granted.
Fear? You bet your life...but that all leaves you as you reach combat. Then there's a sense of great excitement, a thrill you can't duplicate anywhere...it's actually fun. Yes, I think it is the most exciting fun in the world. — Lt. Col. Robert B. "Westy" Westbrook, USAAF 6/<--lol@mod

Offline Mister Fork

  • AvA Staff Member
  • Platinum Member
  • ******
  • Posts: 7295
Re: Submarines - Take 'Er Down
« Reply #42 on: January 07, 2013, 05:28:37 PM »
I prefer to think of it this way, the more variables in the game, the more exciting the action, wider appeal resulting in wider player base, more successful game, more money, more staff hired, more wishes granted.
Or for us seasoned veterans...more targets... :D
"Games are meant to be fun and fair but fighting a war is neither." - HiTech

Offline hotcoffe

  • Nickel Member
  • ***
  • Posts: 542
Re: Submarines - Take 'Er Down
« Reply #43 on: May 15, 2013, 03:29:58 AM »
+1
- Der Wander Zirkus -

Offline muzik

  • Silver Member
  • ****
  • Posts: 980
Re: Submarines - Take 'Er Down
« Reply #44 on: May 16, 2013, 06:55:52 PM »
Or for us seasoned veterans...more targets... :D

You ain't kiddin!  I've had some good fun in GVs and bombers, but 95% of my time was in fighters, and I suspect it always will be.

'think the name of the game will always draw those more inclined to fly fighters.
Fear? You bet your life...but that all leaves you as you reach combat. Then there's a sense of great excitement, a thrill you can't duplicate anywhere...it's actually fun. Yes, I think it is the most exciting fun in the world. — Lt. Col. Robert B. "Westy" Westbrook, USAAF 6/<--lol@mod