Aces High Bulletin Board

General Forums => Wishlist => Topic started by: lulu on March 13, 2011, 05:50:26 AM

Title: submarines solution
Post by: lulu on March 13, 2011, 05:50:26 AM
1.

Perk submariners  - less then b29; about 200 or 250.

2.

If a player jump into a submariner, put it around a cv as indicated by that player.


 :salute
Title: Re: submarines solution
Post by: DERK13 on March 13, 2011, 09:49:37 AM
no,just no
Title: Re: submarines solution
Post by: Tull on March 13, 2011, 01:27:52 PM
Gents,

   In World War II, submarines were only rarely targeted against capitol ships.  Combat Task Forces were just to dangerous a target for a submarine to tackle.  The large part of submarine operations were in logistics, anti-logistics, reconnaissance and other operations.  These operations do not fit into the focus of AHII.  On top of this point, AHII has no model built in the simulation for Antisubmarine warfare.  Therefore there is currently no place for submarines in AHII.   :headscratch:

Tull
Title: Re: submarines solution
Post by: gyrene81 on March 13, 2011, 02:20:51 PM
here lulu...ya want submarines...pick one

http://www.listal.com/pc/submarine (http://www.listal.com/pc/submarine)
Title: Re: submarines solution
Post by: M0nkey_Man on March 13, 2011, 03:28:46 PM
here lulu...ya want submarines...pick one

http://www.listal.com/pc/submarine (http://www.listal.com/pc/submarine)
lol i have like half of those games
Title: Re: submarines solution
Post by: Rino on March 13, 2011, 03:47:38 PM
Gents,

   In World War II, submarines were only rarely targeted against capitol ships.  Combat Task Forces were just to dangerous a target for a submarine to tackle.  The large part of submarine operations were in logistics, anti-logistics, reconnaissance and other operations.  These operations do not fit into the focus of AHII.  On top of this point, AHII has no model built in the simulation for Antisubmarine warfare.  Therefore there is currently no place for submarines in AHII.   :headscratch:

Tull

     The US subs did pretty well against cruisers and even some carriers.  Of course most of their value was reporting
positions and courses to other naval assets.  Think the Taiho was the major success of the US submarine force.
It was sunk on 19 June 1944 during the Battle of the Philippine Sea after suffering a single torpedo hit from the American submarine USS Albacore. <from Wiki>

     She was a rather large and supposedly well protected fleet carrier.
(http://padresteve.files.wordpress.com/2010/04/ijn-taiho.jpg)
Title: Re: submarines solution
Post by: Beefcake on March 13, 2011, 04:00:15 PM
This topic always amazes me. In Aces High people don't like flying more than 2 minutes to get to a fight yet some people think they'll enjoy commanding a sub that will take HOURS or DAYS to get into position to attack anything.
Title: Re: submarines solution
Post by: fullmetalbullet on March 13, 2011, 05:24:10 PM
First off like i said before. we need Merchant fleets that carry supplys for fields. if they come out of the strats, then you could do what the german U-Boat force did and wait in ambush close to, or half way out and sit and wait for the supply ships to come in. this would put more emphasis on escort ships that have sonars and depth charges. and would give a reason for the PBY Catalina to be added. maybe the FW200 aswell, but first off we need WATER. not the blue painted ground that only ships PT boats, and torpedo's can go through. and i ould much rather see the Battle ships added before the subs. not only that they would have to code in depth charges and sonar's.
Title: Re: submarines solution
Post by: Chilli on March 15, 2011, 02:02:15 PM
Gents,

   In World War II, submarines were only rarely targeted against capitol ships.  Combat Task Forces were just to dangerous a target for a submarine to tackle.  The large part of submarine operations were in logistics, anti-logistics, reconnaissance and other operations.  These operations do not fit into the focus of AHII.  On top of this point, AHII has no model built in the simulation for Antisubmarine warfare.  Therefore there is currently no place for submarines in AHII.   :headscratch:

Tull

Reconnaissance  :aok  Where were you during the huge discussion over players being squelched by none other than HiTech himself for switching sides to reveal hidden ships.  I say this operation fits extremely well in the focus of AHII. 
Title: Re: submarines solution
Post by: comet61 on March 15, 2011, 03:33:05 PM
I agree with most...subs in AHII just doesn't belong or they would call it Aces Low :eek:

If you want subs in real time then I would suggest Silent Hunter III or IV. With all the add-ons to that game, it beats AHII hands down as far as sub warefare is concerned. I play SHIII all the time to cut the monotony of AHII. If I want to fly...then I comeback to AH. No...subs in AHII just don't belong.  :rolleyes:
Title: Re: submarines solution
Post by: Vudu15 on March 15, 2011, 03:47:18 PM
another sub that hit a cv was the U.S.S Archerfish who sank the carrier "Shinano" on its maiden voyage from the Yokosuka Navel yard near Tokyo, although that was a lot of luck and some great seamanship. Hitech already said he would like to put subs in the game, just a matter of time as I see it. But NO to the two starting ideas.
Title: Re: submarines solution
Post by: AAJagerX on March 15, 2011, 04:13:38 PM
Here's a possibility...  When your cv group is in range (horizon distance) of an enemy task group a sub would appear in the friendly task group.  At that point, the sub would become useable.  That would solve the tedious work of hunting with one, and it'd also give an indicator that the friendly group is getting close to a not so friendly group.  

One thing to remember, the enemy group has a sub at that point as well, promoting sub vs sub combat.  If the cv is killed, or moves beyond a certain range of the enemy task group, the sub would warn the players driving the sub that the sub is going back to running quiet (de-spawning) and would disappear from the group as a manable ship.  

EDIT:  This would also solve the "why are there 30 subs running around doing nothing" problem that would happen if individual users can up a sub at any time.
Title: Re: submarines solution
Post by: Raphael on March 15, 2011, 06:05:55 PM
in order to make submarines in AH a whole under water enviroment would have to be built. also it would be a really over powered thing for a player. like if some player could take controll of one of the CV ships. I mean.. imagine ONE player underthe water firing torpedoes....
Title: Re: submarines solution
Post by: Raphael on March 15, 2011, 06:06:55 PM
Bug on website....
Title: Re: submarines solution
Post by: Raphael on March 15, 2011, 06:07:40 PM
Bug
Title: Re: submarines solution
Post by: Raphael on March 15, 2011, 06:11:08 PM
in order to make submarines in AH a whole under water enviroment would have to be built. also it would be a really over powered thing for a player. like if some player could take controll of one of the CV ships. I mean.. imagine ONE player underthe water firing torpedoes....
Title: Re: submarines solution
Post by: Raphael on March 15, 2011, 06:13:01 PM
in order to make submarines in AH a whole under water enviroment would have to be built. also it would be a really over powered thing for a player. like if some player could take controll of one of the CV ships. I mean.. imagine ONE player underthe water firing torpedoes....
Title: Re: submarines solution
Post by: Chilli on March 15, 2011, 06:30:22 PM
Not saying that it has to be cutting edge to start with.  All that I am really saying is that the ability to use sonar in stealth mode or periscope views, near enemy ports would help espionage in an immersion sense, instead of switching sides.

Title: Re: submarines solution
Post by: Chilli on March 15, 2011, 06:32:06 PM
Not saying that it has to be cutting edge to start with.  All that I am really saying is that the ability to use sonar in stealth mode or periscope views, near enemy ports would help espionage in an immersion sense, instead of switching sides.
Title: Re: submarines solution
Post by: AAJagerX on March 15, 2011, 06:51:20 PM
Wow, Raphael with the quintuple post!   :O
Title: Re: submarines solution
Post by: RoGenT on March 15, 2011, 07:32:18 PM
-1

Too bad we don't have thumbs down face
Title: Re: submarines solution
Post by: Raphael on March 15, 2011, 08:53:35 PM
I am REALLY sorry guys, for some reason the website bugged bad here and my replies were not registered.... next thing i know i connect here and see that more and more clone posts are beeing sent ._.
Title: Re: submarines solution
Post by: B-17 on March 16, 2011, 01:24:32 AM
in order to make submarines in AH a whole under water enviroment would have to be built. also it would be a really over powered thing for a player. like if some player could take controll of one of the CV ships. I mean.. imagine ONE player underthe water firing torpedoes....

actually, i dont think HTC would. they would only need like 100 feet or so-->test depth of most produced U-Boat in WWII, can't remember the name.

First off like i said before. we need Merchant fleets that carry supplys for fields. if they come out of the strats, then you could do what the german U-Boat force did and wait in ambush close to, or half way out and sit and wait for the supply ships to come in. this would put more emphasis on escort ships that have sonars and depth charges. and would give a reason for the PBY Catalina to be added. maybe the FW200 aswell, but first off we need WATER. not the blue painted ground that only ships PT boats, and torpedo's can go through. and i ould much rather see the Battle ships added before the subs. not only that they would have to code in depth charges and sonar's.

yes yes yes. actual convoys, not the tugboat and couple of barges we have resupplying our ports now.
Title: Re: submarines solution
Post by: Rob52240 on March 16, 2011, 01:38:45 AM
we don't need subs, we've got vNATEBO

besides, subs were used almost exclusively against merchant ships.
Title: Re: submarines solution
Post by: fullmetalbullet on March 16, 2011, 06:50:01 AM
we don't need subs, we've got vNATEBO

besides, subs were used almost exclusively against merchant ships.

your right. vNATEBO has that laser guided bombsight, he can drop the bomb down the stacks on the top of a destroyer from 30,000 ft up while the ships turning.
Title: Re: submarines solution
Post by: gyrene81 on March 16, 2011, 07:33:43 AM
Bug on website....
probably someone running a search on the forums...important thing to remember...only click post once

then go take a potty break
Title: Re: submarines solution
Post by: PJ_Godzilla on March 16, 2011, 07:46:55 AM
Gents,

   In World War II, submarines were only rarely targeted against capitol ships.  Combat Task Forces were just to dangerous a target for a submarine to tackle.  The large part of submarine operations were in logistics, anti-logistics, reconnaissance and other operations.  These operations do not fit into the focus of AHII.  On top of this point, AHII has no model built in the simulation for Antisubmarine warfare.  Therefore there is currently no place for submarines in AHII.   :headscratch:

Tull

Sure, all that is true. Submarines were almost of purely strategic operational value and were rarely used as tactical weapons - with exceptions as you note for things like recon. Thus, your argument is very sound.

Now picture what some acehole could do by jumping into one of the a-hole conveyances and blindly firing large salvos of torps at anything and evvathang. Hooowee. It'll put the arcade a-hole right into the driver's seat - and that's a good thing.

Right after they add the blind-firing indiscriminate Unterseeboot to Aces High, they should also add a BFG-9000 so that some total arscheklown can stand in the middle of an airfield and unleash an energy burst that'll cripple the approaching horde and score him 50 bazillion KILLZ, name in lights an' evvathang.

Empowering the juggalo buttklown should be the focus of future AH development. It's a pity they've stuck to things like immersion and historical accuracy when a good EMP weapon could bring down all those silly l'il junk planes. What a bunch of anachronists.
Title: Re: submarines solution
Post by: JUGgler on March 16, 2011, 10:34:17 AM
I had no idea there was a problem with the submarines, Hmm They seem to be recovering and launching aircraft quite consistentky these days!   :aok :bolt:



JUGgler
Title: Re: submarines solution
Post by: vafiii on March 16, 2011, 11:38:48 AM
If you bring in subs then you must bring in depth charges. And so on and so on...
Title: Re: submarines solution
Post by: Rob52240 on March 16, 2011, 11:23:43 PM
your right. vNATEBO has that laser guided bombsight, he can drop the bomb down the stacks on the top of a destroyer from 30,000 ft up while the ships turning.

He does it at a fairly low altitude, idk what the technique is but it involves a high speed and low altitude.
Title: Re: submarines solution
Post by: fullmetalbullet on March 17, 2011, 03:59:25 AM
He does it at a fairly low altitude, idk what the technique is but it involves a high speed and low altitude.

how do you know??? huh huh huh!!!!!!!! i tell ya the one you see at low alts is a ghost plane hes really and 40k in B-29s with 4 4000lbers, either that or JDAMs.
Title: Re: submarines solution
Post by: Rob52240 on March 17, 2011, 11:19:31 AM
how do you know??? huh huh huh!!!!!!!! i tell ya the one you see at low alts is a ghost plane hes really and 40k in B-29s with 4 4000lbers, either that or JDAMs.

Sometimes I gun for him, us vTARDS do stick together.
Title: Re: submarines solution
Post by: fullmetalbullet on March 17, 2011, 07:32:23 PM
Sometimes I gun for him, us vTARDS do stick together.


thats true. i can vouch for that. but back on subject. if and when they do add a proper merchent or resupply fleet to the game then subs dont have a place yet. and plus battle ships need to be added.
Title: Re: submarines solution
Post by: Rob52240 on March 17, 2011, 08:59:09 PM
thats true. i can vouch for that. but back on subject. if and when they do add a proper merchent or resupply fleet to the game then subs dont have a place yet. and plus battle ships need to be added.

Damn Straight, battleships should be added immediately if not sooner.  I would also like to see the occasional huge battle group consisting of more than one carrier.

(http://i972.photobucket.com/albums/ae209/thedevilsbrigade1/USSIowa2.jpg)(http://i972.photobucket.com/albums/ae209/thedevilsbrigade1/UssIowa1.jpg)
Title: Re: submarines solution
Post by: fullmetalbullet on March 17, 2011, 11:16:14 PM
Damn Straight, battleships should be added immediately if not sooner.  I would also like to see the occasional huge battle group consisting of more than one carrier.

(http://i972.photobucket.com/albums/ae209/thedevilsbrigade1/USSIowa2.jpg)(http://i972.photobucket.com/albums/ae209/thedevilsbrigade1/UssIowa1.jpg)

what you want 3 or 4 carriers? lol a large field in the middle of the ocean i like that. plus i would like my cruisers when fireing the cannons create the same effect on the water as the battle ship in pic 2.
Title: Re: submarines solution
Post by: Rob52240 on March 18, 2011, 01:12:20 AM
Lets go with 3 carriers, 1 escort carrier, some assault ships, all support ships. OK nevermind, this is getting out of hand now.

Although I will say I am not a fan of the sub standard task groups found on some maps.
Title: Re: submarines solution
Post by: bortas1 on March 18, 2011, 08:22:45 AM
heres a thought on all of this. at ports why not have avilible in the hanger different ships. i. e. battleships(different classes), crusiers, destroyers, s boats, and so on with different types of subs (uboats etc) all perked of course. that would help defend ports. just a thought.
bortas1
Title: Re: submarines solution
Post by: kvuo75 on March 18, 2011, 08:50:02 AM
 I would also like to see the occasional huge battle group consisting of more than one carrier.

can already do it, get 2+ like minded people with sufficient rank, and drive em in formation:

(http://img864.imageshack.us/img864/2051/ahss106.png) (http://img864.imageshack.us/i/ahss106.png/)


Title: Re: submarines solution
Post by: Rob52240 on March 18, 2011, 01:01:55 PM
I've tried that before with 2 task groups.

I've also witnessed a hot shot lanc pilot sink 2 carriers on one bombing run.