Author Topic: HTC: What I learn't from AH and WW2OL in the last month  (Read 7482 times)

Offline ergRTC

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #30 on: January 07, 2003, 04:09:49 PM »
oh vulcan, even talking about that pisses me off.  That is something that is sooooooooooooo cool, that no current game has, that would make this better than anything else out there.....


and dammit you know it wont happen.

Offline hardcase

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #31 on: January 07, 2003, 04:38:57 PM »
I can get 150 fps on tribes. I suspect AH is less CPU intensive than ww2ol..No Offense:D

HC

Offline ergRTC

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #32 on: January 07, 2003, 04:42:41 PM »
tribes?  I am pegged to refresh in ah.  Why?  Cause it is a quality production.  Even on an old tnt ultra 32mb I was pegged to 120 refresh, now I have a lcd and a much better computer... so being pegged to refresh is irrelevant.

Offline Vulcan

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #33 on: January 07, 2003, 05:16:03 PM »
Of course it is. What else do you expect from better and more effecient programming :D


Quote
Originally posted by hardcase
I can get 150 fps on tribes. I suspect AH is less CPU intensive than ww2ol..No Offense:D

HC

Offline hardcase

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #34 on: January 07, 2003, 05:19:02 PM »
Lots of folks love to compare apples and oranges. If you want to believe your sim is more complex than mine, may it give you comfort. :D

HC
« Last Edit: January 07, 2003, 05:23:17 PM by hardcase »

Offline bowser

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #35 on: January 07, 2003, 05:31:16 PM »
Fewer people like to play pieces of crap like WW2OL.

bowser

Offline Suave

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #36 on: January 07, 2003, 05:31:22 PM »
Quote
Originally posted by hardcase
Lots of folks love to compare apples and oranges. If you want to believe your sim is more complex than mine, may it give you comfort. :D

HC


Wait, if AH isn't also your sim then why are you so often starting threads here ? Do you even have an AH account ?

Offline hardcase

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #37 on: January 07, 2003, 05:36:53 PM »
I didnt start this one.

HC

Offline Kweassa

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #38 on: January 07, 2003, 05:40:39 PM »
I dunno. I think there is a way that "attrition factor" could be used as a balancing tool, used to balance the numbers and spreading the fights out evenly so a "front" can be formed, without restricting players of aircraft choices or numbers all the time. True, no single war/combat simulation game has perfected the balance between gameplay and strategic attrition, but there's no reason why AH cannot be the one, nor that the MA has to stay the way it is.

 Of course, "change" always has its opponents, and no variation/innovation can satisfy all players. So I guess the changes that MIGHT occur should be based on an "acceptable range" of gameplay.

 .....

 Limiting choices, I guess, will never work on MA. However, limiting the numbers on ammunition, ordnance and fuel, in my opinion, can be done in regards to balance.

 I won't explain everything what I have in mind, but one thing I have thought about is attrition based on "usage" not "destruction". Enemies won't be able to effect the available numbers of fuel, ordnance, planes and etc.. but it would be effected by usage. More players in more planes would mean more resources required and spent, and when there is just too much people using resources from one base, in that case it would be effected.

 One example is the large-scale jabo missions. With the attrition factor based on usage, pulling off a stunt like that won't come free.

 Currently, when a mission like that launches, people just dump everything they have at the target, and if they get killed they take up bombs and do it again and again, repeating the process until the field is closed - thus, the display of "raw power" - more pilots, more planes, more bombs to swarm enemy field like locusts.

 In what I have in mind, if something like a large-scale jabo mission fails, the amount of bombs, rockets and ammunition and fuel wasted in vain would have to effect the availability of resources one way or another.

 With this sort of model, only in the cases where 1) a "combat zone" is too heated up and boggling with planes and pilots, or 2) large amounts of resources are consumed in a single move(large missions), or 3) whencountry numbers are too radically ubalanced will it be effected by attrition - thus, encouraging numbers balance, spreading out the fights, and careful mission planning and execution. On the other hand it would discourage drastic imbalance, too large a furball in one single area, and "go and dump bombs, up again and do it again 'till they're all dead" criteria of missions.

Offline Suave

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #39 on: January 07, 2003, 05:51:31 PM »
Quote
Originally posted by hardcase
I didnt start this one.

HC


Everyone knows that. So you don't have an AH account ?

Offline hardcase

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #40 on: January 07, 2003, 05:51:34 PM »
Attrition in ww2 has caused ppl to care more about the stuff they drive, to break off sooner and try to get a damaged vehicle home. It has changed the strategy needed to take a town.  We can pull vehicles(veh included inf) from surronding towns and despawn them at a contested town and they become part of the that towns attrition list and can be used from there. We fly spits in from the mainland to nearby air bases. Defending a town makes you aware they soon there will be no soldiers to fight with and that we must come to its aid or sometime we will lose it from neglect. Adding attrition increases the immersion and cause us to think a tad more about what we are doing. If HT can do that I think a majority of players will find it fun and interesting.

HC

Offline hardcase

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #41 on: January 07, 2003, 05:52:16 PM »
Everyone knows that.

HC

Offline OIO

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #42 on: January 07, 2003, 05:54:16 PM »
LOL! Hardcase, that is a quotable sig! :D


I only see 2 things that WW2OL has that AH would benefit from.


The Icon system and

the head-bobbing in-flight that gives the feel of flight.

And dats it

Offline hardcase

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #43 on: January 07, 2003, 06:04:48 PM »
Heh;)

There is going to be a new patch this week to cure the panhard gunner problem and fire not spreading correctly along the wings from gas tank fires among a few others. I got popped in beta in a 110..perddy flames,descending, rolling..oh no...rolling..diving...wing breaks off and sprialling down I go, to a dirt nap :D

HC

Offline ergRTC

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HTC: What I learn't from AH and WW2OL in the last month
« Reply #44 on: January 07, 2003, 06:12:40 PM »
I just wish we could all get along.


no offense to my main game aces high, but if ww2ol could get the game to run a little more smoothly and develop a more useful flight model (currently eternal loops = dogfight), and a view system that doesnt resemble a guy in traction with bad vision, I would  drop my htc account.  BUTTTTTTTT as it is, htc takes the cake as far as aircombat fun.