Aces High Bulletin Board

General Forums => Wishlist => Topic started by: Tyrannis on July 08, 2011, 01:06:50 AM

Title: More variety of damage for the task group.
Post by: Tyrannis on July 08, 2011, 01:06:50 AM
as the name states, this is a wish for more ways to damage ships than the simple nock-out the ack/guns.

i believe the only things destructable on a CV is the guns, and the radar.

i'd like to have the ability to destroy the rudder/ tower/ and to cause hull breaches with torps. and each have there consequences.


If the rudder is destroyed, then the CV gets stuck on the course it was taking when its rudder was destroyed (can only be destroyed with a torp)

if the tower was destroyed, the CV would be slow to react to commands. meaning there would be a pause between when a cv path was set, and the cv reacted to said path. also, when the tower was destroyed the players would be sent to the O'club to wait. instead of being able to view the battle from the tower.(can be destroyed with bombs/rockets/guns.

when the hull was breached, it would cause the CV to sink a certain amount. depending on how it was torped. the cv could be at an uneven angle, or even leaning to a side. causing it to be a bit more difficult to take off.
(can only be caused by torps)


just thoughts, as always any add-ons/critisizm is welcome  :salute
Title: Re: More variety of damage for the task group.
Post by: GNucks on July 08, 2011, 01:20:40 AM
Sounds cool to me, but with how often I see torps hitting ships I don't know...
Title: Re: More variety of damage for the task group.
Post by: Raptor05121 on July 08, 2011, 02:19:50 AM
With so much % damage it slows down XX% or so?
Title: Re: More variety of damage for the task group.
Post by: Shiva on July 08, 2011, 09:27:25 PM
If the rudder is destroyed, then the CV gets stuck on the course it was taking when its rudder was destroyed (can only be destroyed with a torp)
If the rudder is destroyed, the turning control can come from differential throttle on the props, but that's going to reduce the speed of the ship. Equally viable as a damage effect is to have the rudder  jam, which would lock the ship into the maneuver it was currently making (not just going straight) -- if you hit it while it was turning, and jammed the rudder, it would keep turning, and if you jammed the rudder while it was going straight, it would continue straight.

There should also be some note that if you're going to have rudder damage, then if you let a damaged ship run aground, it's destroyed, but there should be an option to just stop the ship in that case... which makes it even more of a sitting duck.
Title: Re: More variety of damage for the task group.
Post by: DeadStik on July 09, 2011, 01:05:59 AM
but there should be an option to just stop the ship in that case... which makes it even more of a sitting duck.

And extremely difficult to take off.
Title: Re: More variety of damage for the task group.
Post by: DREDIOCK on July 09, 2011, 01:19:41 AM
fire and smoke at the very least for damaged support ships. Cruiser etc.

A trailing oil slick would be nice too
Title: Re: More variety of damage for the task group.
Post by: B-17 on July 09, 2011, 01:27:20 AM
+1 for listing :aok
Title: Re: More variety of damage for the task group.
Post by: Raptor05121 on July 09, 2011, 01:59:15 AM
fire and smoke at the very least for damaged support ships. Cruiser etc.

A trailing oil slick would be nice too

oh god yes. if that CV is lit, i have a hard time spotting them.

TBH, I fly around @ 10K until puffy ack starts showing up then I know where they are at. I cant spot them worth s%#&
Title: Re: More variety of damage for the task group.
Post by: iron650 on July 09, 2011, 10:16:46 AM
+1
Title: Re: More variety of damage for the task group.
Post by: Scotty55OEFVet on July 10, 2011, 12:30:26 AM
Not sure, but I believe this was brought up in another post awhile back and I cant even remember if it was me lol. But I agree and think it is a good idea. +1
Title: Re: More variety of damage for the task group.
Post by: B-17 on July 10, 2011, 12:53:21 AM
Yes, Scotty, you are correct. :aok Fullmetalbullet and I had this conversation a while back. About CVs and new transport ship/submarine ideas. I'm fairly sure the thread was started as a wish for different classes of battleships.
Title: Re: More variety of damage for the task group.
Post by: M0nkey_Man on July 10, 2011, 02:12:03 AM
+1 for more damage
Title: Re: More variety of damage for the task group.
Post by: B-17 on July 10, 2011, 02:15:53 AM
http://bbs.hitechcreations.com/smf/index.php/topic,307250.0.html

There's the link to the thread I was talking about.

And now...bed.
Title: Re: More variety of damage for the task group.
Post by: AKP on July 10, 2011, 04:46:46 AM
HTC has said over and over again that the object of the game is to promote combat... not prevent it.  By causing a carrier to list, run aground, or to even stop, it essentially making it unusable for air operations... and it simply becomes a floating target (and not for long either... it will quickly become a reef).  This is along the line of the runways not being able to be damaged... and for good reason.  

GV's can be tracked, turreted, hit in the engine, etc.  But CV's are more akin to a moving base... not an actual player controlled vehicle.  True... players have limited control of the task group and its guns...  but its simply not the same.

I dont see a way to implement progressive or additional damage to the CV without hindering or preventing its use as a platform to launch and recover aircraft.  Carriers in AH have short life spans as it is.  I dont think they need to be made shorter.

Dont get me wrong... I do like the idea... and I am all for realism.  But given the way the game is set up, the nature of how CV's are used, and the inability to have total control over one... I just dont see it working.  But maybe I am missing something.

I just think if it would even work... it would cause more problems than we already have.

EDIT: As an option... yes...  make the damaged escorts smoke and be able to be set ablaze.  But also give the destroyers the ability to "lay smoke" just as they really did... so yhey can screen the task group from incoming shells during a surface battle.  Laying smoke should be on a toggle, and a timer.  So once you turn it on, it will stay on for a set period of time, then turn off on its own.  

And that's my two cents... if anyone gives a rat's hairy hiney.