Author Topic: Vulching and Gameplay  (Read 1493 times)

Offline SirLoin

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Vulching and Gameplay
« on: February 28, 2003, 09:27:57 PM »
First off,I would like to say that I'm a damn good vulcher and I enjoy killing  planes on takeoff in a F4U-C...This is a valid tactic in capping and capturing bases...

Flying an "Attack" mission,killing a VH..strafing acks,blowing up town buildings and VULCHING all seem to fit the "Attack" option when you select your intention in the hanger.

However...Here is my point(idea)....If you select "Fighter" option before takeoff,your kills have to be A2A(Air to air)...A strafe of a plane rolling down the tarmac doesn't record as a kill when you waste him/her...It must be airborne.

When you land your kills in "Fighter" mode,you get a different text message...Eg.."Player XXX Shot Down 12 Enemy Planes of XXX Sqd"

When you land in "Attack" mode,you get the norm "Player XXX Landed 12 Victories of XXX Sqd".


I beleive this would add prestige and emmersion to flying fighter missions and distinguish A2A kills from Vulches.




What you guys think?

:)
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Offline SKurj

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Vulching and Gameplay
« Reply #1 on: February 28, 2003, 11:01:50 PM »
Make field Ack about 10x more effective...

Seriously


SKurj

Offline NoBaddy

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Vulching and Gameplay
« Reply #2 on: March 01, 2003, 12:41:51 AM »
Personally, I squelch 6 when I first log in. I would rather see ground kills count as a half kill....and no I don't care about scores. But, as it is now, why would anyone on a Fighter trip risk his score to stop gv's...knowing that if he fails..it counts the same as an air to air death? For me...HT could just delete the CH6 code (and the score boards as well :D).
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Offline MANDOBLE

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Vulching and Gameplay
« Reply #3 on: March 02, 2003, 04:14:24 AM »
Implementing that would not be easy, consider that landing planes would also be affected by the rule as soon as they touch the ground. And there is little or no difference between killing a plane on the road or firing when it is just airborne and slow enough to maneouver. IMO, the main problem with the vulch fests are just the vulched pilots.

Offline GRUNHERZ

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Vulching and Gameplay
« Reply #4 on: March 02, 2003, 12:58:59 PM »
Problem we have is that vulches count as much as don A2A kills which is wrong.  However the respawn system leaves little that can be done because its not like we can strafe a fixed number of parked aircraft. People just appear out of nowhere. I'd say make it more difficult to deack a base. I can often deack an entire medium base in a Bf109G6 using only the two low velocity 13mm MG131 and stll have plently of ammo left- it's a magnitude easier with 6-8 50cals or a number of 20mm cannon.  I think we need well protected mannable quad 20mm flaks in addition to the few mannable 37mm weapons. I think its also stupid that you can kill any AI or mannable ack with just a close hit by a few rounds.

Offline Don

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« Reply #5 on: March 03, 2003, 11:20:31 AM »
>>I think we need well protected mannable quad 20mm flaks in addition to the few mannable 37mm weapons. I think its also stupid that you can kill any AI or mannable ack with just a close hit by a few rounds.<<

If base acks are to be effective the calibre needs to be upped, a 37mm doesn't have near the power to discourage nme a/c from coming straight in on a base. A couple of 75mm guns would suffice to make it more of a challenge to neutralize AA at a base.
Besides, the accuracy of current base acks are affected by one's connect speed etc. Hehe, why I can't hit an nme a/c at 300 yds is beyond my meager understanding.

Offline popeye

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« Reply #6 on: March 03, 2003, 11:37:50 AM »
I think a quad 20mm would be more formidable than a slow firing 75mm (or the current 37mm).
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Offline DmdNexus

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Vulching and Gameplay
« Reply #7 on: March 03, 2003, 01:35:55 PM »
I agree...

I just want to know where are the bloody baloons and cables to stop the vulcing?

Additionally the scoring should take into account who has the E advantage and altitude as well as angles, and if it's 1v1 or Nv1 or NvN.

You know... it's just math! figure it out.

It's just not fair to get a kill when the other guy is at a disadvantage and the score should reflect this.

Personaly... I let the guy roll down the runway and retract his gear.

You know a "sporting" chance before I blow his wing off.

Offline Shiva

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Vulching and Gameplay
« Reply #8 on: March 03, 2003, 01:46:36 PM »
Quote
Originally posted by DmdNexus
Personaly... I let the guy roll down the runway and retract his gear.

You know a "sporting" chance before I blow his wing off.


It's called 'shooting them on the rise'...

Offline Red Tail 444

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Vulching and Gameplay
« Reply #9 on: March 04, 2003, 04:34:35 PM »
Dont wanna get vulched, don't up from a suppressed field. Do the math.

Most of my runs are Jabo, and there's something to be said about actually diving into a base, and surviving, than taking a late model ride and cherrypicking, then running home.

maybe attack runs should count more than what they currently do. Not all of us are suicide jabos, and droppig bombs on moving GVs poses substancial risk, especially when under fire!

Want a GREAT sortie? take an F4U-4 with 100% fuel, max ordnance, jabo a base, then extend and grab alt, and fight for a bit. best all around plane in the game :)

Offline Vortex

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Vulching and Gameplay
« Reply #10 on: March 05, 2003, 12:07:04 AM »
Like NB, I squelch 6 upon entering the arena. Due to vulches, and the extreme kill numbers that people put up exploiting them (I do it too), anything represented over channel 6 is meaningless. I can't quite understand why folks get all worked up over someone landing 20 vulch kills, handing out "hurrah's" and the like. Landing 20 vulches is far less noteworthy than augering in after one good A2A fight. But I digress.

Rather than upping the hardness of ack, just lessen its respawn time considerably. Keep it down for, say, 2 minutes max. That makes things a bit more interesting.
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Offline Virage

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Vulching and Gameplay
« Reply #11 on: March 05, 2003, 12:56:37 AM »
I would like to see a new design that takes the focus of the game off of vulching.

Wanna hear your team howl?  Take out the last FH.  

Scoring should reflect the best players of the game, not the best vultures as it is now.  I like the idea of vulch kills not counting towards score.

For all the bad mouthing FighterAce gets, it didn't have this problem when I played it.  Ack was lethal.

What other games have successfully solved the spawn camper issue?  How can new designs be applied to AH?
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Offline BenDover

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Vulching and Gameplay
« Reply #12 on: March 05, 2003, 02:05:21 AM »
i haven't vulched anyone this tour.................wierd, but i am on rooks

Offline vorticon

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Vulching and Gameplay
« Reply #13 on: March 05, 2003, 01:24:17 PM »
anymoron can vulch...it requires less skill than turnfighting...so really i would rather that you would get half the perks for vulches

Offline Steve

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Vulching and Gameplay
« Reply #14 on: March 06, 2003, 04:34:24 PM »
Nexus quote: It's just not fair to get a kill when the other guy is at a disadvantage and the score should reflect this.

Oh my God.  That this guy hasn't been BBQ'd for this astounds me.

Am I the only one who sees this  as one of the most rediculous statements ever posted here?
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