Aces High Bulletin Board

General Forums => Wishlist => Topic started by: USAF2010 on August 31, 2011, 01:05:52 PM

Title: Scoring Type Adjusts Ammo Type
Post by: USAF2010 on August 31, 2011, 01:05:52 PM
Since many aircraft had the capability to carry either HE or AP or w/e else for their cannons, and there are so many questions as to what ammunition type is currently loaded on AH aircraft, I propose that the ammunition for cannon loadout changes when either selecting fighter/attack. Fighter of course would have more HE rds when possible and attack AP. Now I don't know all of the different a/c or cannon capabilities when it comes to the different ammunition types, but I'm sure HTC and this awsome community does.  :salute  :aok

Title: Re: Scoring Type Adjusts Ammo Type
Post by: titanic3 on August 31, 2011, 01:28:11 PM
I can see it now....Yak9Ts killing Panzers while Il-2s are in furballs.
Title: Re: Scoring Type Adjusts Ammo Type
Post by: Karnak on August 31, 2011, 01:45:23 PM
I know of no instance in which this was done.
Title: Re: Scoring Type Adjusts Ammo Type
Post by: Krusty on August 31, 2011, 04:47:40 PM
AP rounds were not anti-tank rounds. Common beltings had AP rounds so that the rounds punched through pilot armor to kill the pilot.

It has nothing to do with scoring, nothing to do with mission role. They simply were mixed for best results.

Allowing the changing of belting allows for gaming the game. In TargetWare you had this option and all you saw were pilots customizing 100% of the strongest most powerful HE round, removing all weaker rounds.

It was not realistic in any way.

EDIT: I also meant to include: This is already taken into consideration. Hispano rounds, for example, have armor piercing capabilities as well as HE capabilities. They are not all AP, not all tracer, nto all HE.

The problem is already taken care of. HTC models the ammo as "averaged" penetration and "averaged" HE based on the standard beltings. Individual rounds in real life may have been weaker or stronger but in AH they average over the 5-round (or 10-round, or whatever) belting pattern and apply that average to all rounds equally for in-game purposes.
Title: Re: Scoring Type Adjusts Ammo Type
Post by: Karnak on August 31, 2011, 05:38:51 PM
I wouldn't mind if HTC modeled individual round types in a belt, but for the reason Krusty stated I am not a fan of the idea of allowing players to customize their belts.  At the most liberal it should simply be a choice of several common belt sequences, though even that would likely simply degenerate into "pick the best one." only.
Title: Re: Scoring Type Adjusts Ammo Type
Post by: FLS on September 01, 2011, 07:12:39 AM
We have a hybrid ammo round for coding efficiency which simulates a mixed belt.
Title: Re: Scoring Type Adjusts Ammo Type
Post by: Scotty55OEFVet on September 01, 2011, 08:05:01 AM
I can see it now....Yak9Ts killing Panzers while Il-2s are in furballs.

 :noid :noid :bhead :bolt: