Author Topic: Infantry  (Read 1534 times)

Offline Chalenge

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Infantry
« on: September 12, 2013, 07:39:14 AM »
I wish we had a forum to discuss details related to the addition of infantry soldiers into Aces High.
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Offline Arlo

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Re: Infantry
« Reply #1 on: September 12, 2013, 09:05:12 AM »
I wish we had a forum to discuss details related to the addition of infantry soldiers into Aces High.

Wouldn't this be that forum?

Offline gyrene81

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Re: Infantry
« Reply #2 on: September 12, 2013, 09:20:41 AM »
he doesn't want his g.i. joe desires trod underfoot by flyboy wishes...   :lol
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline Arlo

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Re: Infantry
« Reply #3 on: September 12, 2013, 09:47:04 AM »
he doesn't want his g.i. joe desires trod underfoot by flyboy wishes...   :lol

I musta had over a dozen G.I. Joes growing up. Many ended up hanging from their chutes on electrical lines.
I blew the back of one's head off with a pellet gun. That was the day I learned about expanding terminal
ballistics.

But anyway ..... let's talk AHII infantry.

With the current ten man 'squad' in AHII, ground troop organization could extend to a 30 man platoon.
Essentially, if goons are allowed to operate in formation a play may deploy troops in platoon strength.
Furthermore, the duties of squads and platoons may be selected as 'capture' (the current function),
'Rifle' (static deployment, all rifles, 300 yd range per man), Anti-tank (2 men are assigned a bazooka -
range 100 yds) or Mortar (3 men are assigned a mortar - range 3000 yds). Anti-tank may cripple but
not destroy heavy tanks. Lighter vehicles may be destroyed. Mortars or for stand off attacks on enemy
infantry. Capture, Rifle, Anti-tank and Mortar may be mixed and matched.



If deploying troops via ground vehicle, they may only be deployed as single squads (or three man 'fire teams'
via jeep).

The time limit for troops on the ground would be 30 minutes unless re-supplied. Re-supplied troops re-start
the timer to 30 minutes. Re-supplied troops would not have lost troops replenished. The resupply area is
1000 yds from the crate and all surviving squad members will have their times re-started if even just one
falls within the resupply zone.





One of the best methods of deployment may be a circular drop. Remember, troops will stay static upon
landing. Of course, one may choose to deploy in lines, even increase the delay, if a scouting line is desired.
Troops will report to the player 'enemy ground units sighted' one the enemy is encountered. This audio
message will only be received by the deploying player. If that player logs off or disconnects without reconnecting
during the active deployment of their ground troops, no other friendly player will receive the message.






In the case of wanting your anti-tank (bazooka) team or mortar team to be dropped in a specific
order (first two/three out, middle two/three, last two/three out) there could be a drop-down box for
such a selection.





A thought about combat engineers as well as infantry and paratrooper roles.



So far we've explored options for ground combat roles other than 10 troops running for a map-room
guns not blazing that involve static perimeter defense using rifles, bazookas and mortars. We've also
explored C-47s having a 3 plane group formation option, allowing a platoon strength drop rather than
a squad strength drop. Troops may or may not be coded to depict kneeling or dug in positions as well
as the equipment for the bazooka or mortar teams but it would be nice.

Here's a few thoughts about combat engineers. Adding an additional dimension to what is typically
encountered on the battlefield such as land mines and machine-gun pillboxes, a CE option could be
added to ground transported troops.





Again, bearing in mind that the renewable time limit for ground units would be 30 minutes from time
of deployment, combat engineer options of creating a mine field or pill box would be made available
at the time of load-out selection in the hangar. A ten man team could create ten tank mines or three
machine-gun pill boxes. A three man team could create three tank mines or one machine-gun pillbox.
Supplies re-set the clock.

Re-exploring the bazooka and mortar teams, the three man team could make one of one type or the
other.







I suppose MG nests would allow more MGs at the sacrifice of the armor.

1. Rifle squad - capture (air or ground transport)
2. Rifle squad - defense (air or ground transport)
3. Anti-tank squad [2 bazooka teams + 6 riflemen/1 bazooka team if a three man fire-team] (air or ground transport)
4. Machine-gun nest squad [5 for ten troops/ 1 for three] (ground transport)
5. Mortar squad [3 mortar teams/1 mortar team if a 3 man fire-team] (ground transport)
6. C.E. Machine-gun pillbox [2 for ten troops/1 for three troops - 2 machine-guns per box] (ground transport)
7. C.E. minefield [1 per troop - replaces troops] (ground transport)

Time limit once deployed - 30 minutes - may be re-supplied (resets 30 minutes).
« Last Edit: September 12, 2013, 09:54:39 AM by Arlo »

Offline gyrene81

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Re: Infantry
« Reply #4 on: September 12, 2013, 09:57:36 AM »
 :huh  geez Arlo...you don't have to go in to the office or anything?
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline Arlo

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Re: Infantry
« Reply #5 on: September 12, 2013, 09:58:55 AM »
:huh  geez Arlo...you don't have to go in to the office or anything?

Three older posts from April and May.

Offline SmokinLoon

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Re: Infantry
« Reply #6 on: September 12, 2013, 11:41:43 AM »
I've suggested before that HTC could simply re"coad" the current infantry in to 1 of 3 roles:  attack infantry (commandos?) to hit AA and maybe specific OBJ like radar, ammo, etc; engineers to attack town buildings; and infantry to capture map room, etc. 

That would be the easiest way to step up the infantry game.  Code each type to run towards its specified OBJ and once there the obvious happens.
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline Sabre

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Re: Infantry
« Reply #7 on: September 12, 2013, 11:55:37 AM »
I've suggested before that HTC could simply re"coad" the current infantry in to 1 of 3 roles:  attack infantry (commandos?) to hit AA and maybe specific OBJ like radar, ammo, etc; engineers to attack town buildings; and infantry to capture map room, etc. 

That would be the easiest way to step up the infantry game.  Code each type to run towards its specified OBJ and once there the obvious happens.

Wouldn't you also have to have some form of defensive infantry, as well?
Sabre
"The urge to save humanity almost always masks a desire to rule it."

Offline Chalenge

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Re: Infantry
« Reply #8 on: September 12, 2013, 04:36:20 PM »
You guys aren't even close.

Hitech once mentioned that he would like to add a FPS type component to Aces High. So, the question is how far down the rabbit hole will that go? Will each soldier have many weapons, or just one that you chose in the hangar? Will there be Panzerfausts? Grenades? Sniper rifles? Since we have vox you might not need hand signals, but with GVs around vox will often get saturated so maybe signals are needed. Then there's hand-to-hand combat, which really gets involved, and might be more than HTC is willing to go into.

Feel free to return to your GI Joes now.
If you like the Sick Puppy Custom Sound Pack the please consider contributing for future updates by sending a months dues to Hitech Creations for account "Chalenge." Every little bit helps.

Offline Zacherof

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Re: Infantry
« Reply #9 on: September 12, 2013, 05:41:33 PM »
You guys aren't even close.

Hitech once mentioned that he would like to add a FPS type component to Aces High. So, the question is how far down the rabbit hole will that go? Will each soldier have many weapons, or just one that you chose in the hangar? Will there be Panzerfausts? Grenades? Sniper rifles? Since we have vox you might not need hand signals, but with GVs around vox will often get saturated so maybe signals are needed. Then there's hand-to-hand combat, which really gets involved, and might be more than HTC is willing to go into.

Feel free to return to your GI Joes now.
if thats added youll see me on a hill sniping planes on take off :banana: :banana:

« Last Edit: September 12, 2013, 06:08:14 PM by Zacherof »
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Offline Arlo

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Re: Infantry
« Reply #10 on: September 12, 2013, 06:02:59 PM »
You guys aren't even close.

Hitech once mentioned that he would like to add a FPS type component to Aces High.

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.  :)

Offline SmokinLoon

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Re: Infantry
« Reply #11 on: September 12, 2013, 06:07:51 PM »
You guys aren't even close.

Hitech once mentioned that he would like to add a FPS type component to Aces High. So, the question is how far down the rabbit hole will that go? Will each soldier have many weapons, or just one that you chose in the hangar? Will there be Panzerfausts? Grenades? Sniper rifles? Since we have vox you might not need hand signals, but with GVs around vox will often get saturated so maybe signals are needed. Then there's hand-to-hand combat, which really gets involved, and might be more than HTC is willing to go into.

Feel free to return to your GI Joes now.

 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???
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline Zacherof

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Re: Infantry
« Reply #12 on: September 12, 2013, 06:09:22 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.  :)
Yes we dont need 12 year olds spamming 200 with there kiddish Bs about how someone modded the game to kill them at such range or impossible angles.
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Offline gyrene81

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Re: Infantry
« Reply #13 on: September 12, 2013, 06:11:07 PM »
Yes we dont need 12 year olds spamming 200 with there kiddish Bs about how someone modded the game to kill them at such range or impossible angles.
already get that...from 30 year olds too.  :lol
jarhed  
Build a man a fire and he'll be warm for a day...
Set a man on fire and he'll be warm for the rest of his life. - Terry Pratchett

Offline Zacherof

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Re: Infantry
« Reply #14 on: September 12, 2013, 06:13:17 PM »
already get that...from 30 year olds too.  :lol
That was the joke  :)
In game name Xacherof
USN Sea Bee
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I am a meat popsicle