Author Topic: Invite only text/vox channels  (Read 1398 times)

Offline Traveler

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Re: Invite only text/vox channels
« Reply #15 on: June 19, 2015, 11:23:10 AM »
you could use the squad vox channel , you could form a temp squad invite those that you wish to join and use the vox squad, along with a squad text channel and disband it when the night is over.
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Offline Volron

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Re: Invite only text/vox channels
« Reply #16 on: June 19, 2015, 11:43:34 AM »
you could use the squad vox channel , you could form a temp squad invite those that you wish to join and use the vox squad, along with a squad text channel and disband it when the night is over.

Sounds like a PITA.  What if there was a Party Chat/Channel type thing implemented?  Those are private only to those who are in the party, and is much easier and quicker to setup than having to 1) Leave your squad, 2) Setup a new squad, 3) Have the others leave their squad, 4) Invite everyone into your squad, 5) Kick/disband squad at end of thingy, and 6) You and everyone get a re invite to their original squads.

Squads here in Aces High are like Guilds in games like Cabal, WoW, etc.  They each have their private chat (in our case, red channel).  Unlike those games, we don't have a "Party" system in place.


So if anything, I would say wish for a Party System.  Party sizes can be any size, and will have a Party Channel/Chat that would be only for those in that party. :aok
« Last Edit: June 19, 2015, 11:47:16 AM by Volron »
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Offline Wiley

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Re: Invite only text/vox channels
« Reply #17 on: June 19, 2015, 11:45:09 AM »
Hmm... Alternately remove the 32 member cap on squad size?

Wiley.
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Offline Arlo

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Re: Invite only text/vox channels
« Reply #18 on: June 19, 2015, 05:35:48 PM »
Hmm... Alternately remove the 32 member cap on squad size?

Wiley.

Naw, just increase it to 36 (the size of U.S. Navy fighter squadrons from June 1942 – July 1944 and November 1944 – August 1945). Anything bigger than that ain't a 'squadron.'  :D

Offline Oddball-CAF

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Re: Invite only text/vox channels
« Reply #19 on: June 20, 2015, 05:01:55 PM »
  Bottom line is there's no way to stop "spying" from happening in AH.
So, you have an invitation-only vox channel.... a "spy" only has to use the ".goto xxx" command to
be at the same field as anyone he wants. Or, if the mission has already lifted, he can ".wingman xxx"
and "xxx" will be immediately highlighted on the map.
  Communications-wise, any attempt to disable cross country comms/text will/could be offset by the
use of third party voice programs such as Teamspeak. Hell, they could use a phone.
  In reality, only a small percentage of enemy pilots/planes will be in a position to spoil an
attack at any given time. The enemy will already be in flight in a different area on the map,
or in a GV spawncampin' some fishin' hole, etc, etc..
  Want to have a good chance of havin' a mission -not- be spoiled by some puke tryin' to
game the game? Have your COs/mission makers start doing a bit of coordination with other
like minded individuals and squads and put a mission in the air which -expects- enemy
opposition and which is fleshed-out to deal with it.
  A lot of the missions I see these days are NOE/"sneak" missions. While they work perhaps
1/3 or 1/4 of the time, they're doomed in the main to failure and are basically saying "we suck and
the only fields we can capture are undefended ones".
  The mission-makers who are whining about "teh spiez" can't seem to deal with the fact that
it is mainly their own inability to properly form up and execute a mission, their inability/refusal
to coordinate with other pilots/squads and various and sundry other reasons which is the cause
of a lot of the mission failures which occur.
  Frankly as a guy who flies Rook the vast majority of my time in AH over the years, I've actually
been finding it rather amusing to see the great percentage of Rooks "missions" which are
doomed to failure before they even lift off.
  Here's a typical Rook mission these days:
Mission poster puts up a 3 flight mission; P51s, B17s and a C47. Four guys join. They're all in
B17s with one C47. No escort. Nothing to de-ack the town with, nothing to deal with any fighters
which lift to defend or jabos to kill any GVs which head to the town to defend.
 Meanwhile, ten different Rooks in ten different areas of the map are sitting in the tower
typing "Alert xxx!!!!" for half the evening. (I often find myself wondering if these guys actually "fly"
in the game.)
  When it's all said and done and the mission becomes a huge "FAIL", inevitably, the cries of "spies!"
fill the text buffer.
  It's all quite amusing, actually.  :D

Offline Wiley

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Re: Invite only text/vox channels
« Reply #20 on: June 20, 2015, 06:14:30 PM »
Naw, just increase it to 36 (the size of U.S. Navy fighter squadrons from June 1942 – July 1944 and November 1944 – August 1945). Anything bigger than that ain't a 'squadron.'  :D

Then rename them to 'groups'. ;)

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

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Offline Wiley

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Re: Invite only text/vox channels
« Reply #21 on: June 20, 2015, 06:17:58 PM »
  Bottom line is there's no way to stop "spying" from happening in AH.

Nope.  I still think private channels would be worthwhile.  Couldn't care less about teh spiez.

Wiley.
If you think you are having a 1v1 in the Main Arena, your SA has failed you.

JG11

Online icepac

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Re: Invite only text/vox channels
« Reply #22 on: June 21, 2015, 09:55:48 AM »
+1

How about the ability to invite an outsider to your squad channel.  When they leave to go do other things, they need to be invited back.  Then, any squad member has the ability to remove persons from the squad channel.

Probably a programming nightmare but worth an ask...

 :rock
SlipKnoT


+1