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General Forums => Wishlist => Topic started by: caldera on April 01, 2019, 09:27:35 AM

Title: ten random changes
Post by: caldera on April 01, 2019, 09:27:35 AM
Most of these are not original, but ask enough times and maybe something happens.  :old:


In no particular order of importance:




1. Make maps half the size of the current small mapsWhy?  Most of the map is never used at all.  Make it seem like there is something going on.


2. 1 hour side switch timerWhy?  There is no less spying or multiple account shenanigans at the 6 hour limit than there was at the 1 hour limit.  Some players want to switch sides to the "busy" front where all the action is, but not be stuck there for 6 hours when the fight dries up.


3.  All perks are spent at takeoff and non-refundableWhy?  Because perk planes promote timidity, which promotes lame, boring game play.  If the perks are spent at takeoff, the player will be less likely to bore everyone to death. 


4. Bombers pay perks for air startsWhy?  Flying bombers can be tedious and usually ends in getting clobbered.  Enabling pilots to pay a few perks to get a 5,000 ft air start would save the player time and frustration, while enabling more sorties. 


5. Reduce the accuracy of the bombsite over 20KWhy?  Because accuracy and the safety of high altitude should be mutually exclusive.   Do you want to be untouchable or do you want to blow stuff up?  It is better for the game if bombers are fighting it out, rather than hiding out in the ozone layer.


6. Bring back the 1.5k GV icons for FLAK vehiclesWhy?  Because invisible Wirbels identify planes from 6k and see the dot from much farther.  Will be happy to remove icons from all tanks in exchange for this.  Troop carriers can keep the current icon system. 
 

7. Add ENY/Kill to fighter score metricWhy?  Because getting kills in an early war plane should be worth more than kills in a perked Corsair.  Would at least get a few more people out of top end rides more often.


8.  Reduce the perk cost of B-29sWhy?  Because you never get to see them.  They are too expensive and require a large time investment.  The above mentioned air start would help.


9. Reduce the ENY value of the Yak-3 to 7Why?  It is a late war monster.  Other planes, like the F4U-1A, 190D-9 and Ki-84 are also rated too high numerically.


10. Make CV puffy more lethal to level bombers than maneuvering fightersWhy?  Because a set of Tu-2s can make one pass on the boat and kill it, while the puffy is busy killing a meandering fighter, 6k from the boat.  Large, predictably moving targets that are closing the distance to defensive guns should receive much more damage than they do.


.
Title: Re: ten random changes
Post by: caldera on April 01, 2019, 09:36:47 AM
addendum:

11. Me-262 should be 2 ENY.  Why?  The B-29 is 2 ENY but the 5 ENY 262 is far more disruptive and much harder to kill.  It should be harder to get in times of numerical advantage, while also garnering more perks to someone shooting it down.
Title: Re: ten random changes
Post by: Ciaphas on April 01, 2019, 09:52:55 AM
Would be nice to have one runway on a super base to have zero clutter at the end.


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Title: Re: ten random changes
Post by: bustr on April 01, 2019, 12:41:50 PM
Could always try to wish list removing trees at the end of one runway, I think it would be a global update of one object during a patch release.
Title: Re: ten random changes
Post by: Chris79 on April 01, 2019, 01:35:55 PM
Most of these are not original, but ask enough times and maybe something happens.  :old:


In no particular order of importance:




1. Make maps half the size of the current small mapsWhy?  Most of the map is never used at all.  Make it seem like there is something going on.


2. 1 hour side switch timerWhy?  There is no less spying or multiple account shenanigans at the 6 hour limit than there was at the 1 hour limit.  Some players want to switch sides to the "busy" front where all the action is, but not be stuck there for 6 hours when the fight dries up.


3.  All perks are spent at takeoff and non-refundableWhy?  Because perk planes promote timidity, which promotes lame, boring game play.  If the perks are spent at takeoff, the player will be less likely to bore everyone to death. 


4. Bombers pay perks for air startsWhy?  Flying bombers can be tedious and usually ends in getting clobbered.  Enabling pilots to pay a few perks to get a 5,000 ft air start would save the player time and frustration, while enabling more sorties. 


5. Reduce the accuracy of the bombsite over 20KWhy?  Because accuracy and the safety of high altitude should be mutually exclusive.   Do you want to be untouchable or do you want to blow stuff up?  It is better for the game if bombers are fighting it out, rather than hiding out in the ozone layer.


6. Bring back the 1.5k GV icons for FLAK vehiclesWhy?  Because invisible Wirbels identify planes from 6k and see the dot from much farther.  Will be happy to remove icons from all tanks in exchange for this.  Troop carriers can keep the current icon system. 
 

7. Add ENY/Kill to fighter score metricWhy?  Because getting kills in an early war plane should be worth more than kills in a perked Corsair.  Would at least get a few more people out of top end rides more often.


8.  Reduce the perk cost of B-29sWhy?  Because you never get to see them.  They are too expensive and require a large time investment.  The above mentioned air start would help.


9. Reduce the ENY value of the Yak-3 to 7Why?  It is a late war monster.  Other planes, like the F4U-1A, 190D-9 and Ki-84 are also rated too high numerically.


10. Make CV puffy more lethal to level bombers than maneuvering fightersWhy?  Because a set of Tu-2s can make one pass on the boat and kill it, while the puffy is busy killing a meandering fighter, 6k from the boat.  Large, predictably moving targets that are closing the distance to defensive guns should receive much more damage than they do.


.



+99, as for the Wirb, maybe disable enemy icons for it.
Title: Re: ten random changes
Post by: flippz on April 01, 2019, 02:47:16 PM
I like it.
Title: Re: ten random changes
Post by: pembquist on April 01, 2019, 08:25:30 PM
Those all seem like good ideas, I'm not so sure about the airspawns for bombers. Reason? I have been flying the Lancs more than usual and I usually take off with wep go have a snack come back around 8-10 k, get on the final course for town and WF in one pass. I think adding 5000 feet right off the bat would be a little gamey. I really like the idea of non refundable perks and something to get the B29 out of the hanger. I would add that the GV dar shouldn't work for PT Boats and the Proximity radar shouldn't work for landed planes, for a GV hunting a landed C47 it is like homing sonar.
Title: Re: ten random changes
Post by: bozon on April 02, 2019, 01:59:54 AM
Most of these are not original, but ask enough times and maybe something happens.  :old:


In no particular order of importance:




1. Make maps half the size of the current small mapsWhy?  Most of the map is never used at all.  Make it seem like there is something going on.


2. 1 hour side switch timerWhy?  There is no less spying or multiple account shenanigans at the 6 hour limit than there was at the 1 hour limit.  Some players want to switch sides to the "busy" front where all the action is, but not be stuck there for 6 hours when the fight dries up.


3.  All perks are spent at takeoff and non-refundableWhy?  Because perk planes promote timidity, which promotes lame, boring game play.  If the perks are spent at takeoff, the player will be less likely to bore everyone to death. 


4. Bombers pay perks for air startsWhy?  Flying bombers can be tedious and usually ends in getting clobbered.  Enabling pilots to pay a few perks to get a 5,000 ft air start would save the player time and frustration, while enabling more sorties. 


5. Reduce the accuracy of the bombsite over 20KWhy?  Because accuracy and the safety of high altitude should be mutually exclusive.   Do you want to be untouchable or do you want to blow stuff up?  It is better for the game if bombers are fighting it out, rather than hiding out in the ozone layer.


6. Bring back the 1.5k GV icons for FLAK vehiclesWhy?  Because invisible Wirbels identify planes from 6k and see the dot from much farther.  Will be happy to remove icons from all tanks in exchange for this.  Troop carriers can keep the current icon system. 
 

7. Add ENY/Kill to fighter score metricWhy?  Because getting kills in an early war plane should be worth more than kills in a perked Corsair.  Would at least get a few more people out of top end rides more often.


8.  Reduce the perk cost of B-29sWhy?  Because you never get to see them.  They are too expensive and require a large time investment.  The above mentioned air start would help.


9. Reduce the ENY value of the Yak-3 to 7Why?  It is a late war monster.  Other planes, like the F4U-1A, 190D-9 and Ki-84 are also rated too high numerically.


10. Make CV puffy more lethal to level bombers than maneuvering fightersWhy?  Because a set of Tu-2s can make one pass on the boat and kill it, while the puffy is busy killing a meandering fighter, 6k from the boat.  Large, predictably moving targets that are closing the distance to defensive guns should receive much more damage than they do.
I agree with all 10 points above.
Title: Re: ten random changes
Post by: DubiousKB on April 02, 2019, 09:58:11 AM
Air spawns and perks? I mean, seems like a no brainer to me.

spend 10 perk points per 1000ft, have 1k, 5k, 10k, 15k, and 20k.  Make the bomber RTB safely to recover those perk points spent on an air start. (this may help with bomb-n-bail? {a little?})

I always disliked the, it's so real I could have a nap because nothings happening, side of the game.

We pay for action, not a "climbout simulator".  :devil

Overall a good looking list to this subscriber.  :cool:
Title: Re: ten random changes
Post by: waystin2 on April 02, 2019, 11:59:23 AM
Y,Y,N,N,Y,No Answer,N,Y,Y,Y

Fairly good list. 
Title: Re: ten random changes
Post by: FLS on April 02, 2019, 12:34:17 PM
Base is under attack. Spawn some bombers. Fighters hawking the spawn point. Pew pew pew.   :banana:

If you lose perks even if you land, then you'll need more perks to keep flying your perk plane.
You get more perks if you land. Hence more timid flying.

Puffy ack targets the closest bandit.  That suggests an attack strategy.   

Accurate ship defense with priority targets is possible with manned guns.   :aok

Making the bombers easier to kill will make the game better said the bomber pilots never.

Title: Re: ten random changes
Post by: Wiley on April 02, 2019, 12:38:21 PM
Base is under attack. Spawn some bombers. Fighters hawking the spawn point. Pew pew pew.   :banana:

If you lose perks even if you land, then you'll need more perks to keep flying your perk plane.
You get more perks if you land. Hence more timid flying.

Puffy ack targets the closest bandit.  That suggests an attack strategy.   

Accurate ship defense with priority targets is possible with manned guns.   :aok

Making the bombers easier to kill will make the game better said the bomber pilots never.

Regardless of the rest of the list, the behavior with puffy and bombers is a bit silly.  I don't think I've ever seen puffy take a part off of a level bomber I've been in.  It should have a half decent chance to hurt a bomber on the way in to drop.  As it stands now, it's ambience.

Wiley.
Title: Re: ten random changes
Post by: FLS on April 02, 2019, 12:44:47 PM
Bombers are shot at the same way that fighters are but they can take more damage. What makes it easy is when another target is closer.  It's like bomber gunners, the AI is not as effective as a good player gunner. That's by design.
Title: Re: ten random changes
Post by: Devil 505 on April 02, 2019, 12:52:18 PM
Base is under attack. Spawn some bombers. Fighters hawking the spawn point. Pew pew pew.   :banana:  As opposed to the fighters vulching the runway? If anything, the air spawn is safer.

If you lose perks even if you land, then you'll need more perks to keep flying your perk plane.
You get more perks if you land. Hence more timid flying. If your perks are spent regardless of outcome, the only way to mitigate the price paid is to kill fight and kill. Also, since the price paid will usually be more than a reasonable perk payout, there will be less reason for timid flying and at worst case it's a wash compared to the current system.

Puffy ack targets the closest bandit.  That suggests an attack strategy. 

Accurate ship defense with priority targets is possible with manned guns.   :aok

Making the bombers easier to kill will make the game better said the bomber pilots never.

 A bomber at 10K won't be targeted by puffy ack until after the bombs are dropped if there is a fighter within 2 miles of the boat. This is a problem since most fighters are not a threat to the boat. A simple change to the auto puffy priority code to target bombers and attackers with ord over fighters with only guns would make a huge difference.
Title: Re: ten random changes
Post by: Wiley on April 02, 2019, 01:03:18 PM
Bombers are shot at the same way that fighters are but they can take more damage. What makes it easy is when another target is closer.  It's like bomber gunners, the AI is not as effective as a good player gunner. That's by design.

There's a difference between "not as effective" and "completely ineffective" which is what the puffy is against bombers.  Even Tu-2s which are relatively squishy can just walk up to a boat and drop it with no fear of puffy at all.

Wiley.
Title: Re: ten random changes
Post by: DLXIRON on April 02, 2019, 01:10:36 PM

I love that list!  The idea for perking air starts is great.

Dougie
Title: Re: ten random changes
Post by: FLS on April 02, 2019, 01:35:54 PM
Changing puffy ack to target bombers will make it easier for fighters to sink a CV. 

I doubt the bomber pilots will see that as better game play.

There's a difference between "not as effective" and "completely ineffective" which is what the puffy is against bombers.  Even Tu-2s which are relatively squishy can just walk up to a boat and drop it with no fear of puffy at all.

Wiley.

Puffy ack has never killed a bomber or do you mean it's not effective in stopping players from bombing the CV?
What would be the correct percentage of kills?

Why should the puffy ack be more effective against bombers?  It's a preference to suit a group of players.


 
Title: Re: ten random changes
Post by: FLS on April 02, 2019, 01:43:03 PM
If your perks are spent regardless of outcome, the only way to mitigate the price paid is to kill fight and kill. Also, since the price paid will usually be more than a reasonable perk payout, there will be less reason for timid flying and at worst case it's a wash compared to the current system.


You skipped the part where you get more perks if you land. You may need more kills but you don't need to change your fighting style which I thought was the point for the change. Worst case people quit playing, that's not a wash.
Title: Re: ten random changes
Post by: bustr on April 02, 2019, 01:46:57 PM
I get the impression over the years all puffy ack, strats, super large base, ack base and CV group is the same code. I see planes get clobbered by the 40mm and smaller air defense auto guns all the time. That means with all the targets mentioned people are willing to get in close and create activity. Making puffy accurate, who would bother level bombing strats or attack task groups or any of the targets that include puffy auto ack. I've flown in furballs next to the ack bases and what kills my green guys is getting close enough for the small caliber AA to target them. The puffy is almost like a con job to make you fly nervous which about half fly nervouse.

Seems this is a wish to cut your nose off to spite your face. Wanting accurate puffy is wanting AI to keep your toys safe so you don't have to worry about anything but your current focus. All the times puffy ack has ever killed my fighter, there was a name attached to the kill message.

You might try wish listing bomber air spawns from uncapturable feilds with a randomized radius of say 15 miles and 10-15k alt. I suspect the tank spawn randomizing code could be used and this would help lower the chances of lone interceptors hanging out waiting for easy kills. One thing to consider is if this bomber entry object was made available for the MA, how would it be presented? A minimum of feilds in each country chosen by the terrain builder. Placement rules by Hitech. If it's available to every single field with a random location spawn factor, our game is now bombers are us. If it's the terrain builder's choice with a limited number like Hitech requires 3 uncapturable, then those feilds will be identified and captured asap. We do have an ongoing problem with 2 sides swamping a third.

How do you make maps half the size and not have them flipped in a few hours? And in that scenario, you would at least want a queue of half sized maps. Which one of our lazy brethren is going to sit down and bang out maps for Hitech? Even a 5x5 takes time. It's not like with the current stable most of them can have the center 5x5 cropped out of a RAW export and introduced into the terrain editor as a RAW import and it will be hunky dory. Once you reduce the MA to a 5x5 terrain, it cannot really support three countries since the average field density for 1\4 of a 10x10 terrain is 18-27. No one has yet to convince Hitech to change to two countries. Bet very few ever considered a 5x5 really can't support 3 country game play outside of the AvA staff. Or should this part of the wish just be changed to two countries in the MA? You really wouldn't need all the strat and other objects since everything would be stuffed really close together. A 5x5 in the MA would be fighters are us since the smaller you get, the less balance of play type and domination by one you will reach. I suspect that's the idea in spirit.
Title: Re: ten random changes
Post by: Lusche on April 02, 2019, 02:06:53 PM
Puffy ack has never killed a bomber or do you mean it's not effective in stopping players from bombing the CV?
What would be the correct percentage of kills?


I have kept logs on all my bomber flights since 2012. I made 326 naval bombing runs in bombers (generally attacking from 8-10k). In all of these missions, I lost 7 planes to auto puffy, that's a loss ratio of 0.7%
As someone said before, it's just ambience, even if you are the only target around.
Title: Re: ten random changes
Post by: guncrasher on April 02, 2019, 02:28:09 PM
There's a difference between "not as effective" and "completely ineffective" which is what the puffy is against bombers.  Even Tu-2s which are relatively squishy can just walk up to a boat and drop it with no fear of puffy at all.

Wiley.

this made me smile because it's true.  I can sink a CV from 6k. no need to go any higher. puffy ack has never been a problem.  once the puffy ack starts I have about 20 second to drop. once I drop I turn left and dive.  I get more damage from auto guns than from puffy ack and even then I may only get only an engine or two oiled.

but puffy ack doesn't need to be changed.  it's the fighters that that don't defend the CV.  if there's fighters nearby they're busy attacking a base to bother with bombers.

semp
Title: Re: ten random changes
Post by: Wiley on April 02, 2019, 03:12:43 PM
Changing puffy ack to target bombers will make it easier for fighters to sink a CV.

Not particularly.  It's rare puffy hits a dive bomber on the way in, it's usually the 5".

 
Quote
I doubt the bomber pilots will see that as better game play.

Then why have puffy at all?  Is it there to dissuade fighters only from getting too close?

Quote
Puffy ack has never killed a bomber or do you mean it's not effective in stopping players from bombing the CV?
What would be the correct percentage of kills?

I'd say you should have about a 30% chance of losing at least 1 on the way in, maybe 1 in 10 all 3 get hit.  Edit: IF you're flying straight and level.

Quote
Why should the puffy ack be more effective against bombers?  It's a preference to suit a group of players.

Because as it stands now, a bomber in on a carrier group has a negligible chance of sustaining damage.  It's a free shot.  By logic and history, that's silly.

Wiley.
Title: Re: ten random changes
Post by: Spikes on April 02, 2019, 03:17:08 PM
I agree that puffy is rarely an issue, but I don't see why it should be extremely potent. If someone can't get in a 5" for 30 seconds and left click, the boat deserves to go down.
Title: Re: ten random changes
Post by: bustr on April 02, 2019, 03:19:45 PM
Here is a 2.5 sector arc centered from an uncapturable airfield. A bomber airspawn could randomize all along the red line at 10,000-15,000ft. This would keep large bomber missions to normal take off and advertising the whole way, while individual players don't spend all night climbing. That arc is a gamble but at least it's paid off with alt while you are closer to the fronts on some side. It's random enough on that arc to not be gamey for anyone including fighters loitering for easy kills. I suspect if this was used frequently a few players would loiter all night with alt in traditional bomber killers for the chance of that kind of a duel. How much time does it take a box of B17 to climb to 15,000 while covering 2.5 sectors? In some ways having them closer to combat at bombing alts gets the bomber player involved sooner than later with the short USA prime time window while playing with friends and not spending large parts of that window climbing. This might be a reason if implemented to make laser guided bombing from 20k up less laser guided. This does not have the capability of turning the game into bombers are us like traditional air spawns in the FSO launches whole missions into the same airspace at alt.


(https://i.postimg.cc/HshqWcY8/Bomber-Asp.jpg)
Title: Re: ten random changes
Post by: Devil 505 on April 02, 2019, 03:21:56 PM
but puffy ack doesn't need to be changed.  it's the fighters that that don't defend the CV.  if there's fighters nearby they're busy attacking a base to bother with bombers.

If the fight is over the base, why would any player waste time capping the CV when all the fun is at the base? Sure, there's a good chance that a set of bombers will show up eventually, but it's not guaranteed.

Furthermore, launching from the CV once a set of bombers is seen on dar is a moot point of the bombers are 10K or higher. There simply is not enough time to climb that high and attack before the bombs are out. That's tough enough a prospect with a K-4 from a land base, and near impossible for a carrier fighter.
Title: Re: ten random changes
Post by: puller on April 02, 2019, 03:40:57 PM
10 perks for 10K airspawn  :aok
Title: Re: ten random changes
Post by: bustr on April 02, 2019, 04:05:31 PM
CV's have always been short windows of close range force expression that get mistaken for mobile airfields and allowed to be easily sunk due to being much more fragile than an airfield. Airfields have much higher durability so players ignore them while focusing on their narrow needs of the moment. A bad habit they exercise becasue the CV has a runway and a bit of auto ack. A wish of the same species of desire always gets thrown out for Hitech to implement some kind of automation that will keep the home field impenetrable and safe so everyone can pursue their own interests without being tied to the coitus interrupt-us of base or CV defense. Might as well make all feilds and CV uncapturable so no one has to expend any effort, otherwise, their vulnerabilities are what generates combat over them.

Randomized bomber air spawns remove the necessity for punishing people to take advantage of them and incentivize new players to use bombers. And I hope the comment was only for bombers. Fighters in the MA have the fastest ability to project force in groups. Air spawns for them would destabilize the game. Fighter sweeps by squads in the MA have a sudden impact on large fights over a field which from POTW years of experience, move the fight somewhere else and even puts an end to that evenings large scale activities. Coordinated groups of fighters with alt have a depressing effect on game play more often then in the past with hundreds in the MA acting as a dinner bell back then. It's probably why POTW doesn't spend the evening doing it as much anymore becasue it chases away a fight if another squad is not operating with numbers on the opposite side.
Title: Re: ten random changes
Post by: Devil 505 on April 02, 2019, 04:26:32 PM
CV's have always been short windows of close range force expression that get mistaken for mobile airfields and allowed to be easily sunk due to being much more fragile than an airfield. Airfields have much higher durability so players ignore them while focusing on their narrow needs of the moment. A bad habit they exercise becasue the CV has a runway and a bit of auto ack. 

I don't suppose you are so altruistic as to spend your playtime capping the CV while the fighters are furballing over the beach and attacking the base?
Title: Re: ten random changes
Post by: Lusche on April 02, 2019, 04:53:08 PM
I don't suppose you are so altruistic as to spend your playtime capping the CV while the fighters are furballing over the beach and attacking the base?

Most of the time when airborne in CV battles, I found myself doing exactly that (if the CV was ours, of course).
Usually, only when there were enough other defenders, the CV clearly not in danger anymoreor some final hard push was needed for the capture, I went towards the base.
Carriers are way too fragile to be left unattended ;)
Title: Re: ten random changes
Post by: FLS on April 02, 2019, 06:32:03 PM
Good discussion. We have timed fuse AAA which is about 25% as effective as the later war proximity fuses.
Title: Re: ten random changes
Post by: guncrasher on April 02, 2019, 06:40:23 PM
I don't suppose you are so altruistic as to spend your playtime capping the CV while the fighters are furballing over the beach and attacking the base?

we have done this many times.  it's either defend the CV and keep the furball going it come here and complain that CV are sunk too easy.

semp
Title: Re: ten random changes
Post by: FLS on April 02, 2019, 06:54:43 PM

I have kept logs on all my bomber flights since 2012. I made 326 naval bombing runs in bombers (generally attacking from 8-10k). In all of these missions, I lost 7 planes to auto puffy, that's a loss ratio of 0.7%
As someone said before, it's just ambience, even if you are the only target around.

I'm glad somebody takes notes. I read somewhere the US lost 5 aircraft to AAA at Midway and that's from all types.
Title: Re: ten random changes
Post by: Chris79 on April 02, 2019, 07:01:56 PM
Look up the HMS Illustrious, hit by 3 waves of Stukas only 3 were shot down by AA
Title: Re: ten random changes
Post by: Ciaphas on April 02, 2019, 07:02:17 PM
It kind of goes with out saying that if there is a furball near a CV, you can expect bombers to come break you naval toys.


Sent from my iPhone using Tapatalk
Title: Re: ten random changes
Post by: FLS on April 02, 2019, 07:22:48 PM
That's poor manners. The furball should be killed last.
Title: Re: ten random changes
Post by: Ciaphas on April 02, 2019, 07:23:31 PM
It can be defended against, just have to apply SA and be proactive


Sent from my iPhone using Tapatalk
Title: Re: ten random changes
Post by: The Fugitive on April 02, 2019, 09:15:51 PM
It kind of goes with out saying that if there is a furball near a CV, you can expect bombers to come break you naval toys.


Sent from my iPhone using Tapatalk

The point is that a relatively slower, large plane, or group of large planes flying in a rather strait line..... looking to line up a bombing run..... Should be far easier to hit than a jinking small fighter!

In buffs, I just report where the CVs are and fly right on through the puffy..... like stated before, "ambiance". In a fighter I have to keep moving jinking, diving, climbing, or Im going to lose parts. Im 50% faster and jinking around, why should it be so much easier for the puffy to hit me in a fighter? LOL!!! Heaven forbid you fly into puffy in a perked ride, POOF! tower!
Title: Re: ten random changes
Post by: FLS on April 02, 2019, 09:45:00 PM
The point is that a relatively slower, large plane, or group of large planes flying in a rather strait line..... looking to line up a bombing run..... Should be far easier to hit than a jinking small fighter!

In buffs, I just report where the CVs are and fly right on through the puffy..... like stated before, "ambiance". In a fighter I have to keep moving jinking, diving, climbing, or Im going to lose parts. Im 50% faster and jinking around, why should it be so much easier for the puffy to hit me in a fighter? LOL!!! Heaven forbid you fly into puffy in a perked ride, POOF! tower!

Why should the bomber be easier to hit? AAA was often fired into a 'box', just like it does in the game.

Your statement that perk planes are always destroyed is clearly false.  Why make stuff up? It doesn't help the discussion.
Title: Re: ten random changes
Post by: bozon on April 03, 2019, 01:53:40 AM
Why should the bomber be easier to hit? AAA was often fired into a 'box', just like it does in the game.

Heavy acks were often and most effectively fired ahead of the incoming bombers and kept firing into this volume until the bombers flew through it. It was not easy to get the altitude right. This completely does not work against a maneuvering fighter whose path is unpredictable and especially if he is changing altitudes. Puffy could not follow a diving fighter unless it had proximity fuses or scored a direct hit.

Our AH puffy does not simulate a projectile. The explosions box is always centered on the target both horizontally and vertically. The box is supposed to get bigger the faster you go and the more G you are pulling (I think) to make a hit less likely. It seems that this effect is minor and does not differentiate enough between a bomber on a straight and level bombing run and a diving and jinking fighter.

Player experience wise, the bombers can simply soak up the damage and it is very unlikely to down even 1 bomber out of the 3 that the player controls. The bombers get through no matter what and the bomber player completely ignores puffy. A fighter player has only 1 fragile plane - any random damage will ruin his day.
Title: Re: ten random changes
Post by: save on April 03, 2019, 02:33:06 AM
I like most suggestions, but add/ delete  :

Make the Yak3 vulnerable to a believable level, it's not a flying tank, Its a plane plane comparable to the LA-7 in damage IRL, and it should be in AH.
Kill Buzzaw, or make it a separate tank arena map - compare online numbers when Buzzaw is running against other maps.
As someone suggested - remove range icon for the AAA vehicles used against planes, ie no computer aided gunsight in 1940's.
Remove F3 bombing, it's just stupid, unrealistic, and have nothing to do in a realistic arena.
Kill engine / start engine in-flight should be penalized with long restart-up time. It's a gaming-the-game situation we must get rid of.

Perks can be good to store if you want a month of  perk plane flying for whatever reason. Personally I use my perks once or twice every year.


Title: Re: ten random changes
Post by: lunatic1 on April 07, 2019, 01:54:40 PM
i still think lowering side switch time will promote spying. i have .05 cents on my desk <---that's my 2 cents.
Title: Re: ten random changes
Post by: Arlo on April 07, 2019, 02:09:53 PM

Remove F3 bombing, it's just stupid, unrealistic, and have nothing to do in a realistic arena.


If anyone is actually level bombing while in F3 then good luck with that. F3 is for seeing incoming bandits and it's the closest thing in AH to simulating multiple pairs of eyeballs scanning all around.
Title: Re: ten random changes
Post by: Shuffler on April 07, 2019, 02:13:21 PM
i still think lowering side switch time will promote spying. i have .05 cents on my desk <---that's my 2 cents.

If people want to spy all they have to do is send their contact to the other side and talk to him. He can pass info for as long as he is over there.

Time has nothing to do with it.
Title: Re: ten random changes
Post by: Arlo on April 07, 2019, 02:19:59 PM
i still think lowering side switch time will promote spying. i have .05 cents on my desk <---that's my 2 cents.

If people want to spy all they have to do is send their contact to the other side and talk to him. He can pass info for as long as he is over there.

Time has nothing to do with it.

(https://pbs.twimg.com/profile_images/1075902021826301953/scAUT6UW_400x400.jpg)
 :aok :cheers:
Title: Re: ten random changes
Post by: bustr on April 07, 2019, 03:54:59 PM
A lot of spying has turned out to be CV radar.
Title: Re: ten random changes
Post by: Devil 505 on April 07, 2019, 08:33:18 PM
i still think lowering side switch time will promote spying. i have .05 cents on my desk <---that's my 2 cents.

The aggressive accusations of spying towards those who change sides is far more detrimental to the game than actual spying.

Title: Re: ten random changes
Post by: ACE on April 07, 2019, 08:44:41 PM
I’d rather let a guy spy then be bound for more than 30 mins on a country.
Title: Re: ten random changes
Post by: Oldman731 on April 07, 2019, 10:23:07 PM
i still think lowering side switch time will promote spying. i have .05 cents on my desk <---that's my 2 cents.


Suppose it does.  So what?  In this day and age, how many Clever Secret Missions do we actually see?

- oldman
Title: Re: ten random changes
Post by: Arlo on April 07, 2019, 11:13:33 PM

Suppose it does.  So what?  In this day and age, how many Clever Secret Missions do we actually see?

- oldman

How many missions, clever, secret or not, do we actually see?
Title: Re: ten random changes
Post by: Wiley on April 08, 2019, 11:20:20 AM
I’d rather let a guy spy then be bound for more than 30 mins on a country.

If your mission depends on a lack of enemy response, your mission sucks.

Unfortunately by what HT has said, spiez has nothing to do with why it's as long as it is.

Wiley.
Title: Re: ten random changes
Post by: BBP on April 08, 2019, 11:50:51 AM
What Flppz said! :aok