Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: Werewolf on October 19, 1999, 08:45:00 AM

Title: Buff gunnery & other buff questions
Post by: Werewolf on October 19, 1999, 08:45:00 AM
I think we all can't wait until we can download the new update with buff gunnery in it. For me there are some questions left open:

1. When will the human gunner get killed? He can control several gun positions at one time and I wonder if he will be killed if one of the positions is hit or just the on he is sitting in at the moment of destruction.

2. Will the model include historic damage like a non turnable ball turret which prevents gunner to change position if he stayed in ball turret?

3. Will bomb bay hits will be modelled which lead to explosion of bombs, unusability of a number of bombs or damage to the bomb bay doors. (Hehe! alas your bomb bay doors are jammed, you just have to turn and run home without dropping ordnance!)

Check six

Werewo
JG 301 "Heimatverteidigung"

Title: Buff gunnery & other buff questions
Post by: Downtown on October 19, 1999, 01:03:00 PM
Pyro
Administrator   posted 10-16-1999 09:33 PM              
--------------------------------------------------------------------------------
HT has been writing gunners for the next version and we've been experimenting with them in the arena. We've decided to take
a new approach with gunners in AH and so far we like it and think most people will too.
 
The AH gunner system allows either the pilot or his gunner to control multiple positions simultaneously.
As you man a particular position and point your weapon, all other weapons that share that field of fire will automatically
slew to that direction. You then have the option to fire only the weapon you are manning or all weapons that are pointed at

your target. For example, if you're in the nose of a B-17G and you have a target at 1 o'clock low and were to fire all available
weapons, the target would receive fire from the ball turret, the chin turret, and the right cheek gun.

The pilot can man his own guns or he can take a single gunner to man those positions. The pilot cannot jump to a gunner position

if he takes another player to man his guns. There are no automatic gunners and only one gunner can crew an aircraft at one time. The
 gunner can jump between various gun positions at will.

We like this system because it doesn't rely on AI, it provides good defense, and it makes gunning a lot of fun.

This new system should be in the next release out sometime this week. Other things in the release will be a more accurate
 damage ratings on the planes, the latest terrain, perhaps the N1K2, and numerous other bug fixes.


------------------
Doug "Pyro" Balmos
HiTech Creations
********************************************
Ahem,

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Cut and paste sure helps

Bout time something new was tried.
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"I could feel the 20MM Cannon impacting behind me so I made myself small behind the pilot armor" Charlie Bond AVG


[This message has been edited by Downtown (edited 10-19-1999).]
Title: Buff gunnery & other buff questions
Post by: Werewolf on October 19, 1999, 01:16:00 PM
Hey Downtown,

any problem with my try to get out some more info on the new buff gunnery model? Maybe my english is too bad so I should write in German.

Check 6

werewo
Title: Buff gunnery & other buff questions
Post by: Zanth on October 19, 1999, 03:52:00 PM
anxciously awaiting gunned buffs with crew, should be fun - it is on Air Warrior 6 gunners plus a pilot makes a b17 into a deathstar.  Always wished pilot could jump to guns AW dont let ya do that - so this should be fun!
Title: Buff gunnery & other buff questions
Post by: Minotaur on October 20, 1999, 01:32:00 AM
Wonder if you will be able to kill the pilot and not the gunner(s) or vice versa?
Title: Buff gunnery & other buff questions
Post by: Minotaur on October 20, 1999, 01:33:00 AM
LOL and not kill the whole plane...

woofed on the last one sorry

Mino