Author Topic: Infantry  (Read 1535 times)

Offline Chalenge

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Re: Infantry
« Reply #15 on: September 12, 2013, 06:34:11 PM »
Actually, I'm very close to what I'm wishing for. And no, I'm not inclined to wish
for an FPS even if HT mentioned such. I don't think it practical.  :)

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Offline Arlo

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Offline Easyscor

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Re: Infantry
« Reply #17 on: September 12, 2013, 11:57:08 PM »


I would love to see some FPS Infantry.
I doubt it would be used much more then the jeep or early war planes at first, but I can think of several fun things I'd like to do with it.
Easy in-game again.
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Offline guncrasher

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Re: Infantry
« Reply #18 on: September 13, 2013, 12:28:22 AM »
I just suggested the easy thing to do: code AA guns and other OBJ as "magnets" for specific types of troops just like the map room is a magnet for the infantry we have now.  Say 5 troops per OBJ destroyed.  Baby steps.  When was the last time HTC went overboard in making changes???


that should level the field since the troops are already magnet for the aa guns.  just out of curiosity how do you expect 5 troops to survive running towards a gun that can shoot faster than they can run?



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Offline Drane

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Re: Infantry
« Reply #19 on: September 13, 2013, 08:08:56 AM »
if thats added youll see me on a hill sniping planes on take off :banana: :banana:



oh yea if we get fps sniper option I will do that. In FPS games I snipe right up until hand to hand. Most don't make it that far.  :rock
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Offline Chalenge

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Re: Infantry
« Reply #20 on: September 13, 2013, 08:22:59 AM »
Probably it won't go that for. I imagine it would be more along the lines of a new achievement. "Suicide in the map room to win the war." I would love to have the ability to defend with a Thompson, and Panzerfaust, and so on, but already people are getting all whiney about it.

 :rolleyes:
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Offline danny76

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Re: Infantry
« Reply #21 on: September 13, 2013, 09:16:50 AM »
oh yea if we get fps sniper option I will do that. In FPS games I snipe right up until hand to hand. Most don't make it that far.  :rock

Wow, well I'm certainly impressed :huh
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Offline earl1937

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Re: Infantry
« Reply #22 on: September 13, 2013, 03:15:23 PM »
I wish we had a forum to discuss details related to the addition of infantry soldiers into Aces High.
:airplane: ++100  What I envision is the LVT's loaded with Marines, and as soon as the LVT hits the beach, turn the troops loose to storm the map room. Of course, the defenders would also have 10 to 20 infantry solders for defense, so they would have to be disposed of by the on coming Marines or ground support aircraft killing off the defenders, but the defenders could have aircraft also killing off the landing Marines! Man, talk about a true war sim!!
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Offline Chalenge

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Re: Infantry
« Reply #23 on: September 16, 2013, 06:42:17 AM »
No time like the present!   :aok
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Offline Zacherof

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Re: Infantry
« Reply #24 on: September 16, 2013, 07:03:15 AM »

that should level the field since the troops are already magnet for the aa guns.  just out of curiosity how do you expect 5 troops to survive running towards a gun that can shoot faster than they can run?



semp
De-ack it.    4 of my buds ands i de-acked a field and stormed the enemy tower :rock
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Offline RngFndr

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Re: Infantry
« Reply #25 on: September 16, 2013, 08:12:25 AM »
Infantry, of some kind.. +1

Just to get it going, I would like to see "GV bailout"..
With an Anti tank weapon and SMG of whatever country the vehicle belonged to..

German tanks = Panzerfaust+Mp40.. USA = Zook and Tommy..
USSR = Magnetic AT mine and PPsh41.. UK = PIAT and Sten..

Possibly just allow players to exit their vehicle and roam for about 100yds or so..
« Last Edit: September 16, 2013, 08:25:18 AM by RngFndr »

Offline wpeters

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Re: Infantry
« Reply #26 on: September 16, 2013, 01:55:01 PM »
I think we just need to think about it a little.   Maybe just get soldiers with the bazooka and the German equivalent.

1 Spawn into gv spawn on a German bmw with side car :rock

2 Spawn in and run around like a pilot :angel:

3 Bazooka range of 500 meters.  :devil


Think about it guys that would add a new diminsion,.   A whole set of  different infantry is not nessesary at first.   Lets just try on type.. If we like maybe start adding snipers then what ever else... But dont  try adding all at once. would take to much time.      Maybe this could happen in AH3..   :airplane:

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Offline Mister Fork

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Re: Infantry
« Reply #27 on: September 16, 2013, 02:14:56 PM »
Arlo - Do you all remember the game Close Combat by Microsoft (kinda like Battle Academy for iPads)?  Are you thinking is that how they would work for Aces High players? Sort of a commander viewpoint where you control resources?
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Offline Arlo

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Re: Infantry
« Reply #28 on: September 16, 2013, 04:05:36 PM »
Arlo - Do you all remember the game Close Combat by Microsoft (kinda like Battle Academy for iPads)?  Are you thinking is that how they would work for Aces High players? Sort of a commander viewpoint where you control resources?

I suppose I imagine a more automated thing. The player's part in it is really just picking the type of force that would be loaded and dropped. What the troops do, once deployed would be more or less hard-coded into the game. Sure, maybe player direction by point and click could be done but that would entail vanishing C-47s or half-tracks. So, with my original idea, you select a type of squad (or squads if you are flying a formation of 3 C-47s). With the formation option you could mix and match each squad's role. With a capture squad you would have the same AI role as the game has now - 10 guys dropped within range of the map-room, running for the capture. With a rifle squad you have 10 guys landing, whether in the open or in a tree-line or behind a hill, waiting to ambush anything they can (enemy troops via rifles or machine-gun position, enemy vehicles via grenade or bazooka). There was a wish thread asking for a possible forward base of operations feature where temp air fields or vehicle bases could be built (this would be more useful in Pacific settings, I think, when it comes to events) - engineers/sea-bees could be dropped or trucked in.

Now, if players want to participate in a boots on ground role (something I haven't thought be all that good for the game, for the most part) I would recommend a player-commander of troops attaching much like a gunner. This does complicate things a bit right off the bat because now you need a player driver/pilot. But .... I could see this. As already in game, the pilot/driver player selects the load for the vehicle or plane. Either the pilot can announce that there's a troop bus ready and where he's taking off from (probably causing a dozen players to line up to request being a platoon or squad leader - once selected, no more requests pop up and players get the message 'Sorry, this position has been filled') or the system could auto-gen a message. If nobody volunteers, it's all AI (and stays that way once the plane hits the runway). If someone does volunteer then the squad/platoon leader is responsible for that unit of men from drop and deployment on. Now that I think about it, the player troop commander could possibly direct that unit as he sees fit (screen orders to capture, defend, attack with whatever that unit is programmed to use). So that would override the AI mission selection made by pilot/driver. One thing to consider - only one squad can be assigned to capture - once that selection is made, that role cannot be assigned to other squads even by a player leader (unless you change it before the troops drop, as in the 'capture' drone gets popped and no chutes have deployed - then you can change one of the surviving C-47s/squads to the capture role).

Now, the FPS role of the player need not be overly intricate. They would probably be armed with a sidearm and maybe a carbine or submachinegun. The ability to re-arm with another weapon or to collect more ammo may get complex (without an option for infantry re-supplies ... which, well ...). With current FPS WWII games the player may find a weapon 'easter egg' and collect it (or, as many are now doing, switch - a preferable option, to me). But that would entail placing thousands upon thousand of easter eggs all over the map/terrain. Or .... an object (weapon/ammo) could appear the moment an AI soldier is killed, but again, unless the duration is very limited (I would suggest no more than 30 seconds - run, Forrest, run) then the potential for object litter all over the map could be problematic. I do believe the game would naturally become 'Infantry Low' for a period of time.

BUT .... then there would be reason to model ord specifically designed to take out infantry.

I dunno, perhaps a mix of FPS and what we're discussing could be interesting .... IF such could be practically coded for Aces High without losing what we like most about the current game.

(As you can see, from the time this post was started to the last edit, I've reassessed the potential.)
« Last Edit: September 16, 2013, 05:43:55 PM by Arlo »

Offline Zacherof

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Re: Infantry
« Reply #29 on: September 16, 2013, 06:11:32 PM »
dont we already have this option tho?

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