Author Topic: Vulching and Gameplay  (Read 1385 times)

Offline Vortex

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Vulching and Gameplay
« Reply #30 on: March 09, 2003, 11:33:10 PM »
I just don't see how one can take a vulch out of the standard "kill has been recorded" baseline. You're going to end up with a pretty complicated list of variables that need to be worked into the game.

That said, I don't think socring is the way to negate vulching. Place a cost to vulching and folks won't do it. As it is now its not too hard to de-ack a field and then off you go to vulch. Make the ack harder and more deadly and you're going the right path I think. Sure, you can still vulch. You'll die...a lot....over and over...but you can vulch!

Now your only problem is you've just made fields much harder to capture, using the current method. So you might want to just leave it well enough alone and ignore score counts entirely :).
--)-Vortex----
The Musketeers, circa 1990

AH In-Game Handle: Vort

Offline DmdNexus

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Vulching and Gameplay
« Reply #31 on: March 10, 2003, 01:26:14 PM »
Hmmmm... my sarcasm didn't come across... hmmmm...

I thought my comments were so absurbed you guys would realize I wasn't really agreeing....

some people are rather dense.

Come on guys don't let the prop wash think for you.

Re-read my post and think - SARCASM!

Cheers,

Nexus

Offline DmdNexus

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Vulching and Gameplay
« Reply #32 on: March 10, 2003, 01:31:37 PM »
Letting someone roll down the runway and retract their gear is not a "sporting" chance.  Hardly!

Just means they have a few more seconds before they die, and I don't waste bullets on someone popping up just to exit their plane before it blows up.

Offline ccvi

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Vulching and Gameplay
« Reply #33 on: March 10, 2003, 01:34:43 PM »
Quote
Originally posted by DmdNexus
Hmmmm... my sarcasm didn't come across... hmmmm...

I thought my comments were so absurbed you guys would realize I wasn't really agreeing....


Sure your sarcasm came across. Unluckily your false suggestions aren't that bad - if taking the correct variables into account.

Offline MANDOBLE

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Re: Vulching and Gameplay
« Reply #34 on: March 10, 2003, 05:52:42 PM »
Quote
Originally posted by SirLoin
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...


BTW, I agree with you, nothing bad with that as far as the enemy is so stupid as to keep taking off from a vulched field.

What is really funny is to see the same pilot flying only for vulch sessions over and over, and, of course, flying only when vulched fields are available with heavy friendly support, even leaving the game at night time, when vulching is just a bit more difficult. You get into the game and Mr. XXX is online, you type .wingman Mr XXX and, surprise, a white dot appears in the middle of a vulched field, just in the perfect center of the base icon. You repeat the process in one more hour, where is now Mr XXX? same result, in one more day, the same result, in one more month, same result.

Offline ccvi

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Vulching and Gameplay
« Reply #35 on: March 10, 2003, 05:59:03 PM »
Names, Mando, we want names! ;)

Offline MANDOBLE

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Vulching and Gameplay
« Reply #36 on: March 10, 2003, 07:23:06 PM »
LOL, top secret ccvi, sorry :D

Offline badbreath

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Vulching and Gameplay
« Reply #37 on: March 10, 2003, 10:40:47 PM »
>Now your only problem is you've just made fields much harder
>to capture, using the current method. So you might want to just
>leave it well enough alone and ignore score counts entirely

Hum, you took the words right out of my mouth.