Author Topic: Does active radar make for better fights?  (Read 1214 times)

Offline Scca

  • Gold Member
  • *****
  • Posts: 2718
Re: Does active radar make for better fights?
« Reply #15 on: May 03, 2017, 12:06:39 PM »
Radar should be hardened (1000lb bomb to take down) ...too easy to strafe down the tower. 

Just my two cents...
While in real life, radars were easy to damage, for game play, either make them harder, or make them come back faster.

+1
Flying as AkMeathd - CO Arabian Knights
Working on my bbs cred one post at a time

http://www.arabian-knights.org

Offline bustr

  • Plutonium Member
  • *******
  • Posts: 12436
Re: Does active radar make for better fights?
« Reply #16 on: May 03, 2017, 12:30:13 PM »
Radar's ease of destructibility shows that Hitech wants bases to become focal points of activity for those who are not interested in air combat as their sole reason for playing his game. If they are paying for an account and don't want to spend their evening in the air showing theirs is bigger than yours. There had better be something for them to do or, Hitech is out of business and you guys are playing War Thunder.

Are you proposing to Hitech he "force them" to fly only planes after "they paid their money" to have their fun? Unlike War Thunder, Hitech has a contract with his customers because they have to give him money up front. And then he has bills to pay to keep the arena open since unlike War Thunder, he does not have advertisers paying part of the bills along with pay to win players offsetting all of the free players to keep the servers up. And Dob's you can always resupply your radar to get it back up which seems to be part of Hitech's plan for alternate actives. It's amazing how much other players appreciate you resupplying their radar back up.

Dear Hitech,

A Wish:

It looks like a segment of the player community wishes you would force everyone to fly only airplanes and the only activity in the game be reduced to air combat. So please get rid of all of the GV's, base capturing functions, and force all of your customers to only fly airplanes if they want to play your game.


I wonder just how long HTC would stay in business if Hitech actually agrees to this wish for you guys? But, it's now on the official master wish list.
bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline popeye

  • Gold Member
  • *****
  • Posts: 3658
Re: Does active radar make for better fights?
« Reply #17 on: May 03, 2017, 12:53:00 PM »
Bustr, while I admire your flair for drama, not sure I understand why making radar a bit harder to kill to make it easier to find air-air fights -- especially during off-peak times -- would prevent anyone from doing whatever else they want to do.

I guess it would make the "radar killing tour of bases" require a bomber instead of a fighter.
« Last Edit: May 03, 2017, 02:15:01 PM by popeye »
KONG

Where is Major Kong?!?

Offline Randy1

  • Platinum Member
  • ******
  • Posts: 4229
Re: Does active radar make for better fights?
« Reply #18 on: May 03, 2017, 03:17:52 PM »
Very few people carry bombs.  A few trees around the base might harden the small building at the base from gun fire.  There are a couple of ammo bunkers with trees on one side making them harder to hit in a strafing run.

Offline The Fugitive

  • Plutonium Member
  • *******
  • Posts: 17940
      • Fugi's Aces Help
Re: Does active radar make for better fights?
« Reply #19 on: May 03, 2017, 03:34:16 PM »
Radar's ease of destructibility shows that Hitech wants bases to become focal points of activity for those who are not interested in air combat as their sole reason for playing his game. If they are paying for an account and don't want to spend their evening in the air showing theirs is bigger than yours. There had better be something for them to do or, Hitech is out of business and you guys are playing War Thunder.

Are you proposing to Hitech he "force them" to fly only planes after "they paid their money" to have their fun? Unlike War Thunder, Hitech has a contract with his customers because they have to give him money up front. And then he has bills to pay to keep the arena open since unlike War Thunder, he does not have advertisers paying part of the bills along with pay to win players offsetting all of the free players to keep the servers up. And Dob's you can always resupply your radar to get it back up which seems to be part of Hitech's plan for alternate actives. It's amazing how much other players appreciate you resupplying their radar back up.

Dear Hitech,

A Wish:

It looks like a segment of the player community wishes you would force everyone to fly only airplanes and the only activity in the game be reduced to air combat. So please get rid of all of the GV's, base capturing functions, and force all of your customers to only fly airplanes if they want to play your game.


I wonder just how long HTC would stay in business if Hitech actually agrees to this wish for you guys? But, it's now on the official master wish list.

Where does making radar harder to drop, or come up quicker FORCE anyone to play a different way?

If it is hardened, a single guy can still take it down tho it might take and extra pass or two (depending on his skill and how much more hardened it is). If it is made to regenerate quicker he gets to do it more often. 

That takes care of the radar attacker, next is what happens with the dar. Attackers cant hid as much so it may force them OUT of planes to hide better, or get more people together for the mission.

For defenders it makes it easier to find a fight. That means those looking for a fight can get one, and also those playing the "war" game can defend, buff hunters can hunt, wirbles can pick, draggers can drag to wirbles, all kinds of action.

Where is anyone forced into ANYTHING?

Offline ccvi

  • Gold Member
  • *****
  • Posts: 2074
      • http://www.carl-eike-hofmeister.de/
Re: Does active radar make for better fights?
« Reply #20 on: May 03, 2017, 05:24:16 PM »
Alternative suggestion: Instead of hardening it, increase its range. Helps with setting up a defence in a timely manner.

At the same time, to even things out and to make it fit to the WW2 theme: Decrease precision, accuracy, detail, and timeliness of what it shows. That is, randomize aircraft positions, delayed by a few minutes, and do not show heading or type for enemy aircraft. Make it unusable as in-flight intercept path calculation device.

(to fool those with 2nd accounts, add .transponder off/on/alt allowing each player to select how to be shown to countrymen, where "off" is shown as blurred as enemy, "on" shown as currently, and "alt" adding altitude to the mouse-over.)

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23888
      • Last.FM Profile
Re: Does active radar make for better fights?
« Reply #21 on: May 04, 2017, 01:54:32 AM »
Alternative suggestion: Instead of hardening it, increase its range. Helps with setting up a defence in a timely manner.


This actually had been done years ago for a few weeks. At that time, it often had quite the opposite effect - not helping the defense, but very much the offense of a greatly outnumbering side.

At the same time, to even things out and to make it fit to the WW2 theme: Decrease precision, accuracy, detail, and timeliness of what it shows. That is, randomize aircraft positions, delayed by a few minutes, and do not show heading or type for enemy aircraft. Make it unusable as in-flight intercept path calculation device.

The you could simply do away with base dar and rely on sector counters only.
« Last Edit: May 04, 2017, 01:56:49 AM by Lusche »
Steam: DrKalv
E:D Snailman

Offline ccvi

  • Gold Member
  • *****
  • Posts: 2074
      • http://www.carl-eike-hofmeister.de/
Re: Does active radar make for better fights?
« Reply #22 on: May 05, 2017, 03:28:25 AM »
Was it tried before or after the ENY-limiter created some kind of balance? The old days had a far more uneven distribution of players, at least that's how it felt. More information always seems to benefit the side with numbers, regardless of range (without radar, a long fighter will always find one of the many enemies, while many fighters will not at the same time find the lone fighter). Trying to balance for uneven numbers seems to be futile in any case.
Therefore, the problem isn't range, but too much information. Far too much today, but even the old radar was excessive.

While the concept of not giving away too much detail of the sector counters almost works, hard sector boundaries give away a lot of information every once in a while. On the other hand, 25 miles sectors are a bit too coarse to completely replace radar. A more fine-grained version covering the whole map would then be too much.

Offline JunkyII

  • Persona Non Grata
  • Plutonium Member
  • *******
  • Posts: 8428
Re: Does active radar make for better fights?
« Reply #23 on: May 05, 2017, 08:55:32 AM »
Gameplay would change so much if you made dar stronger.

A bomb would have to be dropped on it.
DFC Member
Proud Member of Pigs on the Wing
"Yikes"