Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Sikboy on July 19, 2004, 01:06:55 PM
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While in a perfect world, with unlimited time and capital, I'd love to see a hi-fidelity damage model added to ships in AH, I was wondering if perhaps at the least we could have ships slow down when damaged? Also, it would be nice to have some kind of variable to how much explosive it takes to sink a CV.
I don't know if this would be a good idea for the MA, but in Events I think it would add an extra touch of immersion.
-Sik
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I'd second that, Sik.
Still, it's pretty cool the amount of damage we have now compared to AH1. I was watching a smoking, burning fleet... through the zoomed sights of a Shore Battery ;-)... on the Slot last night. It was fairly impressive.
Now add some listing, some speed variation, you'd have a perfect combination. :)
While we're on the subject... I was just noticing (with pleasure) that the ships turn by swinging their sterns out to the opposite direction of the turn, the way they're supposed to. Did they do this in AH1 and I never noticed, or is this a new improvement?
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"They're never happy" - hitech when he reads this :D
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Originally posted by BenDover
"They're never happy" - hitech when he reads this :D
Of course I'm happy. I just thought this was where you post gameplay suggestions.
I'll see if I can find the right forum.
-Sik
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Be carefull what you wish for.
We depend on the constant speed of the ships to aim our bombs and trops. Do you really want people to straff the ships to kill them or do you only wish to further encourage divebombing Lancs? j/k but this is a bad idea.
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Like I said, I don't know how it would work in the MA, but I'd like it for events.
Make it a setup feature like killshooter and friendly collisions.
As for torps lol, that's one of the reasons I'd like a slower target.
-Sik
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Like I said, I don't know how it would work in the MA, but I'd like it for events.
Make it a setup feature like killshooter and friendly collisions.
As for torps lol, that's one of the reasons I'd like a slower target.
-Sik
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I have NEVER hit an enemy ship with a torp as it is... Torps are nearly impossible to land, as they move just barely as fast as the fleet itself. A slight variation in angles and you've just wasted a flight, and if you're in a PT, well kiss your bellybutton goodbye, you never get close enough to launch in the first place.
I think the whole torpedo idea needs to be revamped... As it is now, it's totally worthless. If people have the option of taking a torpedo or a 1000lb bomb, what do they take? the bomb, of course!!!
I'd like to see bombs do more SURFACE damage, knock out guns, etc... maybe make craters in the cv deck, prevent take-off, so that your torpedos can actually sink the damn thing. Or make torps faster, so they actually have a freakin' chance.
On a side note, I'd love to see some early-war re-creations like the RAF raids on moored battleships and whatnot... What are the chances of making a special scenario-only verion of the battleship? One that can be placed in a map with no speed, but has highly increased ack?
Then all we'd need is the right RAF bombers, heh heh heh :P
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Originally posted by Krusty
I have NEVER hit an enemy ship with a torp as it is... course!!!...
On a side note, I'd love to see some early-war re-creations like the RAF raids on moored battleships and whatnot... What are the chances of making a special scenario-only verion of the battleship? One that can be placed in a map with no speed, but has highly increased ack?
You're right about one thing Krusty, Torpedo attacks are as much about art as they are about science. Getting a "feel" for where the ship is going to be when your torpedo gets there is a big step. There are some great posts on torpedo attacks here on the BBS.
There have been maps in the past with Ships placed as objects. Festers OzKansas had a bunch of little CA's lined up in Pearl Harbor. In fact, I made a map once for practicing torpedo attacks that had two CAs and some DDs in a Port, as well as 4 moving CV fleets and 20k air starts.
Special Events are where Torpedo attacks come into their own, especially for the Japanese. In the early war, the Japanese don't have a 1,000 pound bomb. They either take a 500 pounder or a 2,000 pound (well 800 kg) torpedo. Of course, since torpedos are so hard to hit with, you really need to work together, but it's a lot of fun.
Once, on the old Philippines Terrain I sank 2 CVs with a single formation of Ju-88s lol (I believe this was only possible since the 2 CVs were in the same fleet, so only one of them was an 8,000 pound ship but I really don't know).
Anyhow, we have the CAP event running this Saturday with Early War Carriers dueling. The IJN can always use more torpedo planes.
-Sik
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Weren't there some torps that had a limited homing ability?
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Not likely til after the war. They DID, however, have magnetic detectors, so that if they were "close" they'd blow anyways.
This only worked if they were below the hull, however, and in AH they run on the surface. So it's a moot point.
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Here's an in-depth (the only) guide to using torps in AH.
This guy has put in a LOT of work explaining torp usage.
A MUST read if you want to know how to employ torps in Aces High!
From the site:
Miscellaneous advice on using various torpedoes and PT rockets against marine targets in Aces High
Preface:
Sea is vast. Ships are small. You can not expect to hit a ship by simply throwing your weapons in the general direction of the enemy. Anything but about one vector will give you a miss. Below is advice on finding that vector.
Written by: zxs a.k.a. -oklok
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Content:
Aces High torpedo sight
Aiming PT's torpedoes
Air attacks
Range finding
Aiming PT's rockets
Some tricks&advice
Some figures
Aces High torpedo sight
Download Aces High torpedo sight with online guide: Click here to download
Help on use and installation inside zip package. ....
http://www.virtualpilots.fi/feature/lento_ohjeet/ah_torpedoguide/
Sun
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whooops
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arlo made a good post on his though about why ships get such bad fps. to many objects in to small an area. I think a hi-fid would just cause fps to drop more. something we dont right now.
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Originally posted by B17Skull12
arlo made a good post on his though about why ships get such bad fps. to many objects in to small an area. I think a hi-fid would just cause fps to drop more. something we dont right now.
You may be right, but what I was talking about by with a hi-fi damage model would be something totally different than the object oriented system we use now, so that ships would act and react more like planes and less like buildings. There would only be one "object" with lots of pieces.
But as I said, that's for a perfect world, where time and resources are unlimited.
Since we don't live there, I proposed something different.
-Sik
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I'd like bonus damage for bombs hitting ship with armed, fueled planes on deck a la` Midway. Perhaps a randomized 0-100% of all the ordinance sitting on the deck at the time of bomb impact, plus some conversion of fuel on board into explosive impact and/or deck unusability Could even add in planes in the process of being selected in the hangar, as hangar deck secondary explosions were common on carriers with unarmored wooden decks.
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Originally posted by Rasker
I'd like bonus damage for bombs hitting ship with armed, fueled planes on deck a la` Midway. Perhaps a randomized 0-100% of all the ordinance sitting on the deck at the time of bomb impact, plus some conversion of fuel on board into explosive impact and/or deck unusability Could even add in planes in the process of being selected in the hangar, as hangar deck secondary explosions were common on carriers with unarmored wooden decks.
Funny, on a cross country flight I was working on an event idea that would incorperate something along these lines. Essentially, we would just lower the ship hardness for a period of time preceeding a major attack, simulating the ship's vulnerability.
-Sik