Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Krusty on March 04, 2011, 12:44:24 PM
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Had a thought... What if the V1 were included.... Not as a flyable thing, not as fire and forget... But what if it were a shore battery?
It would only be available at 1 or 2 fields. The actually battery would be 2/3 from the rear lines to the front (position fixed, so that if you capture fields you move closer to it).
The position is a "gun" so to speak, but looks more like a launcher rail. Once you "Join" the gun -- which would cost 100 bomber perks or whatever -- you get a fire control station, overlooking the launcher rail. Similar to a SB looking over the gun.
You click on the map to specify the strats where it will land. Just like land-mode in naval guns. You cannot get more precise than that. It will "fire" like a super long range shell out of a gun, only the trajectory is hard-coded to level flat at 10000 feet and whatever V1s flew at (400mph? Whatever), then start diving in as soon as it reaches the destination.
Like a SB or gun it would have a reload time. Set that to 10-15 minutes or so (down time on a hangar). This would be pulled off by destroying the gun as soon as you fire. Then you cannot enter the gun until it pops back up (i.e. "reloads").
The position is fixed and attackers can fly in and rocket it down for perks or for pre-emptive strat defense.
Pros:
Includes V-1, which a lot of folks have been asking about
Actually lends a bit of importance to taking out the V-1 sites,
Actually adds easy way to help the team by hitting mega strats
Kinda cool
Can run scenarios/FSO/missions around V-1 killing, or V-1 site destruction
Does NOT allow widespread porking of fields or the like, limits actual user interface
Cons:
Might be hard to intercept, but we have many speedy planes in game
Can not tell if the target you chose is already bombed, or if you mis-clicked and missed, or what.
Could be used against airfields, but without any precision (i.e. taking out hangars would be nearly impossible)
Waiting time would be annoying
Could have shades sit in the guns like SBs and "lock them out" for their other team's defense.
I'm not exactly pro-V1, but I had this idea come to me and like the way it came to mind. Not just some unstoppable missile, but an indirect fire to keep pressure up on strats. Not really useful for fields or even HQs, but just for strats.
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How would the perk cost work? A person has to use so many perks just to get in the gun, then can fire as many times as they want, or x number of perks per launch?
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per launch
You get booted out (the gun self destructs) upon firing.
Only problem I see is you go into the seat and don't fire (i.e. you leave it) you still lose the perks. HTC would have to solve that through some sort of code.
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I think I'm neutral as well on having a V1 in game, but I'm always pro-"more stuff to bomb". :aok
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per launch
You get booted out (the gun self destructs) upon firing.
Only problem I see is you go into the seat and don't fire (i.e. you leave it) you still lose the perks. HTC would have to solve that through some sort of code.
if your V1 dosent hit anything you lose your perks, on the other hand if you hit you keep your perks and add X amount of perks (or if you dont fire you keep your perks
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I think you pay for the chance to hit something across the map without wasting time. Regardless of if you hit or not. You pay, you take the gamble.
There's also the gamble that somebody will take the time to chase down the V1 (or listen to advance warnings and up ahead of it?) to shoot it down... In this case you would get a "xxx has intercepted you" message.
However, knowing average MA players that won't happen too often. It should explode like a large bomb so if somebody shoots it down too close they die (only historically accurate!). Blow it up too close and you go down with it.
The real gamble is whether you clicked on the right spot of the map or whether you chose a target already bombed, or whether you get intercepted before it reaches target, or what... You pay the perks just to take that chance.
This way there's a balance against spamming them, and they are NOT unstoppable weapons. It also means they have to fly across the map... but won't show up on radar since they are not a player.
(Maybe add a SB white gun trail behind it like it's smoking to cue what it is -- the better to spot it during intercepts? It won't have an icon though)
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I like this idea. :aok
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me too +1
Wurzel
Might be a problem with the re up and it disappears thing tho. Whoever launches wouldn't be able to up anything else until it impacts, which might pose a problem to the less patient of us (including me in that one!!)
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+1
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Code a trail behind the ME-163 and use it for the V-1 also.
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wurzel, in a shore battery you can exit and reup a new plane... You'll still get kill messages on things minutes later on climbout.
Same deal here. Naturally you'd be able to move on, if properly executd.
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were the German engineers able to program in a flight path for the rockets?
i.e. be able to plot a course around mountains or what not, kind of like a CV course
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.
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Such a radical idea, but :aok
This would add more variety/fun/strategic thinking to the game.
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My idea.
Some field has a of V1 platform near (but not too much near) the field but randomly located around.
When one of this field is attacked a countdown starts.
After the countdown V1 are fired against an enemy field as planned by an A.I. or by a player.
The platform has just four acks and a map room so that they can be taken and used against enemy target.
Each platform could be connected with a train that bring load to resupply if they are damaged.
:salute
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Using the V1 as a shore battery would not work because all the launch ramps were fixed in direction i.e. azimuth to London, and there was no way to pilot the V1 to a point target. The range was "programed" by way of a counter powered by a small propeller when the counter hit zero all controls were severed and dove at a steep angle. The engine shut down was a flaw that was fixed at the end of there use. Now the V1 site idea for attacking targets has Merit, but who would decide were the launch ramps were aimed since they were static sites and the V1 could not fly a complex course just an almost straight line. One aspect of the V1 they were launched at England fro He111s from over the north sea.
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In real life you built the ramps for a fixed target... To accomodate a game with moving targets it would be a simple compromise to allow it to turn, to reflect building different ramps for different targets.
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In real life you built the ramps for a fixed target... To accomodate a game with moving targets it would be a simple compromise to allow it to turn, to reflect building different ramps for different targets.
Just have a few pointed in a few different directions but still only be able to fire just "x" number of V1s...
Ex. if u wants to hit the target Northeast and Not Northwest use the ramp pointed to the Northeast and NOT the ramp pointed to the Northwest.
However the One time one use thing is questionable. 3 ramps with 3 rockets per purchase sound a little more practical. When u have fired all three you will be booted out much like you are when u are in a manned ack and shot.
My idea in conclusion.
- The operator will be in command of the entire base (or not, depends on size of base and number of operators desired)
-Kill the rotation idea, just have several ramps pointed at several different directions.
-3 ramps with 3 rockets come with every purchase
-The operator must first choose what direction he wants to fire like he does in what direction he want to take his plane off via tower clipboard.
This idea could work in shorter ranges with different artillery types.... Even rail guns
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Not bad, but 100 perks seems steep. I can up a 29 and do pinpoint damge for 100 perks.
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+1
+1