Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Saxman on December 12, 2008, 01:46:44 PM
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In the bombing range part of the training arena there's a series of targets on the ground between the launch and target bases. These are GREAT for practice because you can see from the bomb craters where your bombs are actually hitting. This can also be useful for games within squadrons or just in general between pilots by assigning point values to the various rings on the target and totalling up who would have the higher score based on the bomb craters.
What about something similar, but for gunnery?
For example, I've wanted to hold a gunnery competition in my squadron. I've tried manually estimating the hit percentage but this is very difficult to track because the hit sprites and audio doesn't always match up with the actual number of hits. The .target command doesn't really help too much because it's always at the same distance from your plane range really doesn't become a factor and as a result neither does deflection, etc. So as an idea, what about this:
You have a "gunnery range," consisting of drones flying a straight course. You begin a gunnery pass by doing a "Check Six" on the drone. Each time you fire your guns at the target the system tracks the number of rounds fired and the number of hits. After you release the trigger you get the following message in the Radio Buffer:
System: Hit Percentage X%
This ends the gunnery pass. To make another pass "Check Six" the drone again.
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Interesting idea, would depend on if it can be coad'd by HT
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I like it, how about they move the target bases a little closer on the dive bombing range too... thats always annoyed me.
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Ghost,
If you think about it, they already track hit percentage as it is. It's just a matter of adding the drones to the training arena, and coming up with some mechanism of reporting it.
One possibility is rather than "Checking" the drone to begin your gunnery pass, to report hit percentage after each trigger pull.
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Great idea. :aok
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I like it, how about they move the target bases a little closer on the dive bombing range too... thats always annoyed me.
There are airspawns out to the different target bases. The blue grids on the map indicates where the airspawns are at, and which field and runway spawn will take you there. There are also target tiles just north of the bombing zone airfields.
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In the bombing range part of the training arena there's a series of targets on the ground between the launch and target bases. These are GREAT for practice because you can see from the bomb craters where your bombs are actually hitting. This can also be useful for games within squadrons or just in general between pilots by assigning point values to the various rings on the target and totalling up who would have the higher score based on the bomb craters.
Indeed. I love it but it kind of sucks, because there is that green + sign.
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Spikes, you know sir that you can load that terrain, go into offline, and have complete controll of all settings?
So you can turn that green X on or off to suit yourself.
Or you can turn off "protect objects" so you can kill your own sides stuff. Handy for torp runs and all kinds of testing.
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I'd like to see it not be done via trigger pull due to the fact that I burst my shots instead of long pulls. Maybe there could be a dot command like .endrun and then a percentage would show?
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That's a nice idea. :aok
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Would've someone were to say, shot one connon round and hit in say a YAK, and they would get 100% and automatically win.