Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: sullie363 on April 14, 2005, 01:51:01 AM
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I argue that the current system of passing out multiple times isn't all that accurate. I'm not arguing that whole realism thing so don't even bring it up. What I'm talking about is I would imagine that if you were shot and passed out 15 seconds later you wouldn't be waking up. I would guess you'd be dead. So how about this instead.
Your pilot stays good for a little bit but you slowly get tunnel vision. Maybe keep that bobbing head effect but you don't pass out. Perhaps some sort of cumulative delay in controls after a certain point. Death will still result eventually.
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I'd like this very much...
Was flyin the ki84 in CT last night, and had several pile-it woonds & while this is a relatively small aspect of the game, it got me thinkin...
do all wounds have to be fatal ? there's a damage model on the planes, why not on the pile-its too ??
as "sullie" asked, if you pass out would you wake back up ?
the controls seem to respond until blackness takes over... it seems the opposite to me as in motor-control functions would be lost and then the blackout would follow...(like I've passed out from the pain of gunshots & bloodloss recently)...
just some thoughts...
WD
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ive passed out from alchol before...
btw i liek the slow tunnel vision idea...wobbley head
but I think we coukld do the..AHH shot in rigth leg..no rigth rudder..
or right arm hit...no adjusting throttel and stick at same time..ect....
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I agree.
I'm a Firefighter/Paramedic.
Physiologically speaking the odds of you regaining consciousness from hypovolemia due to trauma hemorrhage without any medical interventions (IV fluid volume replacement, supplemental oxygenation, positioning, etc.) are not good.
Things that are affected are mentation, voluntary control, core body temperature, visibility, etc. I think the slowly increasing graying tunnel vision with perhaps a blurried look, the headbob, and a slower response to your controller inputs would be more realistic.
I also agree with different damage modeling for pilot wounds. Not all were fatal. This could also affect the controls. (broken leg would make it difficult to use rudder or corresponding brake, etc.) Compared to the rest of the body, the head, while exposed in the canopy, is relatively small.
:aok
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Originally posted by MAC
I agree.
I think the slowly increasing graying tunnel vision with perhaps a blurried look, the headbob, and a slower response to your controller inputs would be more realistic.
:aok
I'd like to see this far more then the way it s currently modeled.
I dont think you should go into total blackout untill you are very close to death.
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the question is will it add "value",,imho HELL YA
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Outstanding suggestion. I think this is one of the best gameplay suggestions made in a long time. It would make those lucky canopy shots more random and not so always fatal. I like the multiple damage to the pilot.
WTG Sullie.
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Thanks guys. I just hope HT thinks the same as you do.
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Also model the copilot in planes have them, perhaps showing copilot on the crtl-d display and allowing 'bails' or switches to or between pilot's and co-'s.
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Now that would be interesting.
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Originally posted by MAC
I agree.
I'm a Firefighter/Paramedic.
Physiologically speaking the odds of you regaining consciousness from hypovolemia due to trauma hemorrhage without any medical interventions (IV fluid volume replacement, supplemental oxygenation, positioning, etc.) are not good.
Things that are affected are mentation, voluntary control, core body temperature, visibility, etc. I think the slowly increasing graying tunnel vision with perhaps a blurried look, the headbob, and a slower response to your controller inputs would be more realistic.
I also agree with different damage modeling for pilot wounds. Not all were fatal. This could also affect the controls. (broken leg would make it difficult to use rudder or corresponding brake, etc.) Compared to the rest of the body, the head, while exposed in the canopy, is relatively small.
:aok
So basically your saying, air goes in and out, blood goes round and round and any variation on this is bad. Gotcha. :lol
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I want brain matter on the instrument panel and entrails on the floor when I look down!
And most the sound of a SUCKING CHEST WOUND and screaming as the cockpit lights onfire and I'm burned alive.
Keep the ideas coming!
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Maybe pilot wounds could adjust the refresh rate and induce a barely visable flicker on the screen. If you time it right the flicker could cause severe headaches and possibly siezures. If you make em pass out in their chairs with siezure and fight through real splitting headaches their reactions will strongly resemble a real injured pilot.
-p.
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Originally posted by sullie363
I argue that the current system of passing out multiple times isn't all that accurate. I'm not arguing that whole realism thing so don't even bring it up. What I'm talking about is I would imagine that if you were shot and passed out 15 seconds later you wouldn't be waking up. I would guess you'd be dead. So how about this instead.
Your pilot stays good for a little bit but you slowly get tunnel vision. Maybe keep that bobbing head effect but you don't pass out. Perhaps some sort of cumulative delay in controls after a certain point. Death will still result eventually.
Yep. This almost exactly replicates the effects of gradual blood loss with resulting drop in blood pressure. Dizziness, overwhelming fatigue, and slower processing (with slower responses to SA and cockpit controls) are reasonably modelled as you describe.
The specific body zone damage might be realistic, but odds are strong in air combat that you'd be taken down by fragments and bleeding, or overwhelmingly fatal trauma. It might be simpler to just assign a "per hit" loss rate: for an arbitrary example, one 7.97 gives you 7.5 minutes, 2 give you 5 minutes, 3 gives you 2.5 minutes, 4 gives you the tower. You could double the rate for 0.50 cals -- 1 gives 2.5 minutes, two and you get to push daisies.