Author Topic: VH barriers have got to go!  (Read 6305 times)

Offline Lusche

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Re: VH barriers have got to go!
« Reply #15 on: November 16, 2017, 12:07:20 PM »
give it a try.  Stopping the campers encourages more GV fights with tanks rolling out vs not able to get off the spawn.

Have you tried? :)
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Offline zack1234

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Re: VH barriers have got to go!
« Reply #16 on: November 16, 2017, 01:16:31 PM »
Anyone driving GV’s is defo light on their feet :old:
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Offline Vinkman

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Re: VH barriers have got to go!
« Reply #17 on: November 16, 2017, 01:41:54 PM »
I think being able to chose the direction you are facing when you spawn would be a nice compromise to the spawn problem. When camping a VH it's ducks in a barrel because the Vehicle and turret always face the same way, so if you get behind the hangar, the vehicle inside has to spin the turret 180 deg to shoot. That simply takes too long so the vehicle has no fighting chance.   This is similar when camping a Spawn in the open field.

My proposal is add an orientation selector to one of the open squares on the clipboard spawn controller.  I don't think there is a spawn that uses all 9 buttons. so the routine would add the orientation selector to an open slot.  The selector is an arrow with a button at the end that you click and grab, then drag around the circle. Then when the spawn location is picked, the vehicle spawns facing in the direction of the arrow. 

This gives the spawning Vehicle a fighting chance to correct and turn on repeated spawns if the spawn is camped.


« Last Edit: November 16, 2017, 01:44:22 PM by Vinkman »
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Offline bustr

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Re: VH barriers have got to go!
« Reply #18 on: November 16, 2017, 02:21:18 PM »
The original complaint was a tank camping the open back door of the vHanger. Remove the front door half of the new surrounding wall. Yes at ports you can shoot down over the wall into the back door. I suspect a few terrains have an elevation farther out that will facilitate shots like that with good optics. The original thing players wanted fixed was getting railed from behind when they spawned into the hanger. Even the back wall segment with 20ft of right angle going toward the front of the hanger on each side would have solved this. At that point if a bad guy can get inside of the wall, that field deserves what it gets. Then just bomb the guy.


Remove the part outlined in yellow. Someone is going to hide along the side and camp the front in that manner unless this is reduced to only the back wall or close the back door.


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Offline Vinkman

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Re: VH barriers have got to go!
« Reply #19 on: November 16, 2017, 02:23:01 PM »
The original complaint was a tank camping the open back door of the vHanger. Remove the front door half of the new surrounding wall. Yes at ports you can shoot down over the wall into the back door. I suspect a few terrains have an elevation farther out that will facilitate shots like that with good optics. The original thing players wanted fixed was getting railed from behind when they spawned into the hanger. Even the back wall segment with 20ft of right angle going toward the front of the hanger on each side would have solved this. At that point if a bad guy can get inside of the wall, that field deserves what it gets. Then just bomb the guy.


Remove the part outlined in yellow. Someone is going to hide along the side and camp the front in that manner unless this is reduced to only the back wall or close the back door.


(Image removed from quote.)

Or just use my idea.  :aok
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Offline Mano

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Re: VH barriers have got to go!
« Reply #20 on: November 16, 2017, 05:40:33 PM »
Have you tried? :)

yeah.  My M-8 came out just fine, but it will be difficult for a Wirb or any other gv that does not turn well   :)
If the walls were located further away from the hangar that would help.

I also thought about the terrains that have a hill behind the vh. GV's could shoot over the walls and kill the spawner. 
Might need a wall up there too.


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Offline TDeacon

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Re: VH barriers have got to go!
« Reply #21 on: November 16, 2017, 10:06:10 PM »
The original complaint was a tank camping the open back door of the vHanger. Remove the front door half of the new surrounding wall. Yes at ports you can shoot down over the wall into the back door. I suspect a few terrains have an elevation farther out that will facilitate shots like that with good optics. The original thing players wanted fixed was getting railed from behind when they spawned into the hanger. Even the back wall segment with 20ft of right angle going toward the front of the hanger on each side would have solved this. At that point if a bad guy can get inside of the wall, that field deserves what it gets. Then just bomb the guy.


Remove the part outlined in yellow. Someone is going to hide along the side and camp the front in that manner unless this is reduced to only the back wall or close the back door.


(Image removed from quote.)

Bustr; why all the complication?  Just allow GVs to choose facing as AC currently do on runways (as suggested by many posts, including Vinkman's and mine).  Why create a massive, ugly, flawed complex of walls, when it can be solved more easily???  Remember the "How many (ethnic group here) does it take to change a lightbulb?" jokes ...
« Last Edit: November 16, 2017, 10:08:46 PM by TDeacon »

Offline buddyshamrock

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Re: VH barriers have got to go!
« Reply #22 on: November 16, 2017, 11:08:12 PM »
Well it's a two way street ... if troops are running it will take longer to get to them ... sooo .... barriers may protect but they also add to a bases vulnerability too.
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Offline lunatic1

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Re: VH barriers have got to go!
« Reply #23 on: November 17, 2017, 06:43:34 AM »
Poor HiTech-he's dammed if he does and dammed if he doesn't.
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Offline hitech

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Re: VH barriers have got to go!
« Reply #24 on: November 17, 2017, 08:23:29 AM »
Bustr; why all the complication?  Just allow GVs to choose facing as AC currently do on runways (as suggested by many posts, including Vinkman's and mine).  Why create a massive, ugly, flawed complex of walls, when it can be solved more easily???  Remember the "How many (ethnic group here) does it take to change a lightbulb?" jokes ...

Because this is far more complex then you seem to think.

HiTech

Offline JunkyII

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Re: VH barriers have got to go!
« Reply #25 on: November 17, 2017, 08:47:03 AM »
To answer the "why do people camp instead of taking down the VH"....killing 4 VHs takes awhile and a lot of ammunition which is hard for 1 tank...which is what the normal number is for GV spawn camps I see.
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Offline Traveler

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Re: VH barriers have got to go!
« Reply #26 on: November 17, 2017, 08:51:14 AM »
Because this is far more complex then you seem to think.

HiTech

Would it be to complex to allow more than one spawn point on a base?  Have a spawn point in each VH on a vehicle base, allow the player to pick which VH they spawn in and on a base with only one VH, have 4 different spawn points on the base.  Allow the player to pick which one they spawn on or make it random which ever is the easiest for you to implement.
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Offline JunkyII

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Re: VH barriers have got to go!
« Reply #27 on: November 17, 2017, 08:57:34 AM »
Would it be to complex to allow more than one spawn point on a base?  Have a spawn point in each VH on a vehicle base, allow the player to pick which VH they spawn in and on a base with only one VH, have 4 different spawn points on the base.  Allow the player to pick which one they spawn on or make it random which ever is the easiest for you to implement.
Pretty sure he would physically have to set it for every map at every VH manually if I understand the spawns correctly....while attaching them to a button on the clip board.
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Offline ONTOS

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Re: VH barriers have got to go!
« Reply #28 on: November 17, 2017, 08:59:36 AM »
Tear down that wall Mr. HTC

Offline Traveler

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Re: VH barriers have got to go!
« Reply #29 on: November 17, 2017, 09:33:33 AM »
Pretty sure he would physically have to set it for every map at every VH manually if I understand the spawns correctly....while attaching them to a button on the clip board.
"He"  he who?  The Map maker?  isn't that that the guy stuck with the task, HTC doesn't do the maps, right?  I thought all the maps were built by players.  HTC would have to change the code behind the object that the map maker puts on the map.  That object and there are a lot of objects, one for each different field, but that contains the spawn points, right?  Or am I missing something.   I think the question would be more like which Objects contains a VH, change the code in those objects and reassemble the maps with the new objects. 
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