Author Topic: fix for "Ackstar" base holding  (Read 1292 times)

Offline scout

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fix for "Ackstar" base holding
« Reply #15 on: November 02, 1999, 01:05:00 PM »
>We will disable the guns when on the ground.

Why ?

IMHO, any other fix than a synthetic cut in the modeling is better.

Seems to me there are good alternatives, mentioned in this thread, like no spawning off buffs after hangars are killed for example.

In any future scenarios, where fields might be vultched on takeoffs, I would like to be able to shoot back, even while rolling.
(assuming 2 crew, 1 gunner)


On friendly collisions matter, Gazoo et others makes good points, its not a good idea now.

Offline -cman-

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fix for "Ackstar" base holding
« Reply #16 on: November 02, 1999, 07:21:00 PM »
Well, if the rockets ballisitcs were better, that would be a start to a solution for ackstars.

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-cman-
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Offline Grizzly

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fix for "Ackstar" base holding
« Reply #17 on: November 02, 1999, 11:39:00 PM »
"We will disable the guns when on the ground. Im still up in the air about being able to close a field.   HiTech"
 
HiTech, I'm just curious why you are reluctant to have closed bases when it's a tried and proven solution? I assume you will eventually have some form of anti-aircraft vehicles, like a FP. If so, these will present the same problem as an ackstar.

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grizzly

Offline Pyro

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fix for "Ackstar" base holding
« Reply #18 on: November 03, 1999, 12:53:00 AM »
What we talked about awhile back was having different start points for fighters, bombers, and vehicles as well as hot refuel/rearm points.  All these areas would be destroyable of course.



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fix for "Ackstar" base holding
« Reply #19 on: November 03, 1999, 01:02:00 AM »
that would mean you hit the spawn points and the base is basicaly closed right?