Author Topic: FeedBack on new Arena  (Read 883 times)

Offline MWHUN

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FeedBack on new Arena
« Reply #30 on: January 22, 2003, 12:54:20 PM »
Couple of other questions:

Are the mission points based on the number of “live” users online (or perhaps in the mission)?  I mean lets say we have 2 identical missions where you are escorting B17 to target.  One is taking place at 9PM EST when there are 400 people on-line and 50 “live” fighter pilots in the mission-(assume you are facing equal number or so of “live” enemy opponents.  Now lets say you run this mission again at 4AM EST when there are only 100 people online and only 8 “live” pilots in there.  Don’t you by virtue of less resistance stand a better chance doing easier “milk” runs during the dead of night for perhaps the same payoff?

I don’t think that would be very fair for those of us that fly during Prime Time hours.  Also-the AI fighters? How sophisticated will they be?  Both on the enemy and friendly side?  I will they attack in groups? Proper ACM? Or will they just fly around like AW C-47 drones?  Can I issue basic attack orders to AI Wingman (like Protect formation- sweep forward, etc?)

Thanks

Offline hitech

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« Reply #31 on: January 22, 2003, 01:00:33 PM »
MWHUN: The hours of becoming a cadet and going threw training again, hence why you must go back to training. Btw training = not in a mission, and no one to kill.

HiTech

Offline Shiva

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« Reply #32 on: January 22, 2003, 01:44:36 PM »
Quote
Originally posted by hitech
Also keep in mind this realy is a new game, and will be completly different than the MA, i.e. base capture,strat like the main,war win & reset,vulching, will not be there.


I would expect that vulching would remain; after all, catching enemy planes taking off or landing was one of the easiest ways to get a kill. On the other hand, I would expect that the AI would get smart a lot faster than the players in the MA do and not try to up planes with a wing of P-47s overhead shooting anything that tries to move. So vulching as it's practiced in the MA would disappear, but not catching enemy aircraft when they're vulnerable at a field. Of course, the situations where you do catch enemy planes that way is going to be a lot rarer, too...

Offline Puke

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« Reply #33 on: January 22, 2003, 02:33:45 PM »
From what it sounds like to me, I like this idea.  It kinda sounds to me as though it's a boxed sim (such as maybe the Falcon 4 Campaign) which is constantly running and players can join into the enviroment and then become part of it.  You never know, your squadron may run into only AI enemy aircraft or you may run into a full force of player-controlled enemy fighters protecting some bombers.  There may be milk runs and there may be very difficult situations you end up running away from.  Variety is the spice of life and from what this sounds, I think this is a step in the right direction.  

With an improvement in the graphics engine, this will be excellent.  Now the question is, will it take 2 years, 1 year, a few months?

Offline Virage

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« Reply #34 on: January 22, 2003, 03:09:17 PM »
My .02 to this brainstorming session.

The high penalty for death may do more harm then good for this new arena.

It promotes  milkruning  by hunting AI while avoiding each other.

Punishes the newbi and low skill players by having them retrace their steps in training.  These players will be frustrated the most and may not come back.

I believe the 'will to live' will be inherent in the system as it stands without having to penalize it further.  If you die in a mission, you must wait for the next.  There is no insta spawn back into the same fight like the MA. This is a result most gamers can barely stand.


"... forced to engage,but will want to live. "  some ideas:

To advance in rank you must succeed at your mission and survive.  If you dont succeed and survive, you don't advance but you don't go back either.

Make the gaining of rank meaningful.  Think of each rank as a 'level' in traditional RPGs, offering new and better toys to play with.  The toys could be better aircraft, better maintance, the ability to be a flight leader, etc.


Successful rpgs have 2 things in common.  

Varied 'classes' that cater to the wide range of individual tastes of the players.  Bomber school, jabo school, fighter school, armor school, Command school (the ability to get involved in mission planning) could serve as separate advancement trees.  

Carrots.  the reward for advancement.  Whanna fly that spit?  Become a capt.  until then learn to luv the hurri.  Imagine an English Channel setup with rookies flying 109e's, veterns flying 109f's , and experts getting the new 190s.   Wanna lead a squadron into battle?  become a maj.  you get the idea.
JG11

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