Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Black Sheep on January 24, 2004, 02:39:45 PM
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1. Lockable tailwheels for the planes that had them? I'm not sure which ones did...
2. Ground wreckage of the planes just shot down? If only for 5-10 minutes as a burnt, smoking mass smoldering down to char...
3. Better simulation of ejection. Popping the canopy and jumping was not instantaneous. Perhaps a timed delay based on the pilot's situation (wounded), G forces that are holding him back, or even not able to eject at all.
4. Bombing effects that crater the ground and actually affect the ground (airstrip cratering, making pilots maneuver around these obstacles.
5. Repair of minor airframe damage. We now get unlimited fuel and ammo from rearm pads. What if our FE can remember the last plane and damage we took and offer repairs at perk costs? Everything from flaps, ailerons, elevators, props, tire replacement, cockpit glass, oil leaks etc...
6. A mobile flak or artillery installation for extra perimeter defense of a valuable target. Also the ability to time the detonation of flak to altitude for high flyboys.
I'm just trying to think of ways to spark some ideas to progress the game further...
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I like most of your suggestions, but I do see some potential problems with one of them:
2) having planes that were shot down stay on the screen for any length of time is going to give people a hit on their system. Just imagine those furballs/vulch situations where you have a LOT of guys shot down in a short amount of time, and all of the extra goodies (smoke and fire come into mind) that you are going to model to show them as such. I would imagine this would impact a significant hit to frame rates, particularly to those people who will be playing with the bare minimum requirements
What I would personally like to see included in the future are mannable Anti-tank guns located at bases. Having AT guns could do away with the Tiger/Panzer killing manned ack while still imparting some AT capabilities to the fields. IF HTC did impliment this, it would be better if there were a couple of batteries, each located in a tree line and covering the areas of approach that GVs would take from their remote spawn points (WITHOUT being able to take the remote spawn points under fire). Having AT assets in the trees would make it more difficult for the enemy to spot and/or bomb them.
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how bout planes that only stay for 30 seconds?
that should work.
as for bailouts, I know square man is getting replaced by the texture files...they will probably improve bailouts.
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regarding the wreckage - couldnt the hit to FE systems be controlled by detail? if overall performance to graphics is controllable to some extent - then I don't see why this would factor a big concern.
I thought of another I'd like to see...
1. Right now I can SEE the flak, HEAR the flak, even be DESTROYED by it. But in a close proximity, it doesn't shake the airplane at all. Imagine flying through that soup while your plane shakes so hard, yer fillins fall out and you just about lose your lunch.
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Sounds great. AH2 would be more enjoyable if those ideas are put into place. Especially cratered runways. It would add a much more realistic view of bombing.
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I recall cratering the runway was implemented in WarBirds with mixed emotions - but lets hope we get some more realism in this game...