Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Chilli on October 04, 2011, 02:50:41 PM
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This made me wonder if there is anything that can be done to improve the ground aspect. Specifically, a few areas that could use a facelift. There have been some great additions to the ground vehicles. Yet, there are still some issues that prevent me from dedicating the time to become a decent commander. We all know these issues exist, and yes, we are willing to overlook them and still enjoy the great platform they are included in. I wonder how much consideration / feasability for improvements is a priority.
- Driving inside of another vehicle to secure a kill; don't know how this is achieved by a jeep but maybe a killshoot could be awarded for firing inside (seems reasonable)
- High Speed flips on a cartoon terrain; maybe loose a track, or stall the engine instead of launching heavy equipment airborne when bumping a bush
- Hiden icons inside of structures; if the vehicle is not in line of sight, why should the icon be?
- Advance spawn points and add realism to spawn camping; the factories for countries move from one point to another, why shouldn't spawns?
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- Driving inside of another vehicle to secure a kill; don't know how this is achieved by a jeep but maybe a killshoot could be awarded for firing inside (seems reasonable)
- High Speed flips on a cartoon terrain; maybe loose a track, or stall the engine instead of launching heavy equipment airborne when bumping a bush
- Hiden icons inside of structures; if the vehicle is not in line of sight, why should the icon be?
- Advance spawn points and add realism to spawn camping; the factories for countries move from one point to another, why shouldn't spawns?
1. I overheard a gver conversation the other day. Saying they fixed this sometime back, maybe it unfixed itself.
2. What, you don't like roll rate of a cardboard box on rollerskates?
3.Revamping the gv spawn points would be nice. As for the factories I enjoyed zone bases what was the big deal for that change?
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- Driving inside of another vehicle to secure a kill; don't know how this is achieved by a jeep but maybe a killshoot could be awarded for firing inside (seems reasonable)
- High Speed flips on a cartoon terrain; maybe loose a track, or stall the engine instead of launching heavy equipment airborne when bumping a bush
- Hiden icons inside of structures; if the vehicle is not in line of sight, why should the icon be?
- Advance spawn points and add realism to spawn camping; the factories for countries move from one point to another, why shouldn't spawns?
might wanna put this in the wishlist forum, other than that, i think this is a good idea.
spawn camping and steel wall bushes flipping 40 ton tanks just doesnt seem right. same with 1000 pound or less trees flipping a 70-ish ton king tiger, well what the hell? :headscratch:
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That will be initiated in the new game..... Aces Low.
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1. and 2. are both collision model issues. The issues are such that there are no collisions between moving ground objects and the collisions with fixed ground objects are "interesting".
Don't drive into trees.
I have yet to find an instance IRL where GV's routinely drove through forests knocking down trees.
3. It is like that now. You only see icons through the openings in a barn or trees. Maybe I'm wrong and the icon sticks out sometimes but it has been my experience that you cannot see them through a solid object.
I have managed to hide an M-3 in trees outside of a town once. I couldn't see out of the trees either.
4. Spawns do move around and seem much bigger to me than they used to be. It also seems to be a product of where the enemy is parked inside the spawn area also.
wrongway
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I have yet to find an instance IRL where GV's routinely drove through forests knocking down trees.
IIRC in the vietnam war light tanks would drive in circles knocking down trees to clear openings for helicopters that would pick up wounded/drop off reinforcments.
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IIRC in the vietnam war light tanks would drive in circles knocking down trees to clear openings for helicopters that would pick up wounded/drop off reinforcments.
Keep in mind they are not driving into them at full speed.
I imagine it would look more like this:
http://www.youtube.com/watch?v=uIwW4qEYH2M
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Keep in mind they are not driving into them at full speed.
I imagine it would look more like this:
http://www.youtube.com/watch?v=uIwW4qEYH2M
it was somewhat like that. and no, they would never go head on into a tree at full speed, that could possibly put a large dent in the tank and damage it.
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IIRC in the vietnam war light tanks would drive in circles knocking down trees to clear openings for helicopters that would pick up wounded/drop off reinforcments.
you know i heard of a single instance of that happening, but the story i heard was an m60 medium tank at a forward firebase that was getting over run. bedtime stories.
running into trees with a tank can cause injuries. anything over 4 inches thick is bad, and speed does not always guarantee positive results. large palm trees can cause different problems, but it's fun to watch them fall over. leave the trees to the combat engineers, they have the equipment.
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That will be initiated in the new game..... Aces Low.
When is that coming out...2 weeks or so? :lol
:salute
BigRat
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When is that coming out...2 weeks or so? :lol
:salute
BigRat
Everything you ever wished for ALWAYS comes out in 2 weeks... :rock
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Everything you ever wished for ALWAYS comes out in 2 weeks... :rock
not always. sometimes it's 14 days :noid
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1. and 2. are both collision model issues. The issues are such that there are no collisions between moving ground objects and the collisions with fixed ground objects are "interesting".
Don't drive into trees.
I have yet to find an instance IRL where GV's routinely drove through forests knocking down trees.
3. It is like that now. You only see icons through the openings in a barn or trees. Maybe I'm wrong and the icon sticks out sometimes but it has been my experience that you cannot see them through a solid object.
I have managed to hide an M-3 in trees outside of a town once. I couldn't see out of the trees either.
4. Spawns do move around and seem much bigger to me than they used to be. It also seems to be a product of where the enemy is parked inside the spawn area also.
wrongway
I understand these areas may not be cost efficient to deal with right away, but I wonder if (as I stated) anyone had thought to look at it as not a collision model problem, but a "what happens after the collision" problem.
1. Vehicles don't collide so firing while inside of another vehicle could be made to signal a "killshoot" or whatever code used to tell you that you hit an improper target.
2. I don't have to run into a tree to flip, simply hit an invisible bump. Why not make the track come off, still annoying, but more immersive and you are not looking out your perked Tiger, standing on your head and unable to use your turret for defense.
3. Not sure how it was done, but was inside an enclosed barn in a wooded area, and planes continully strafed my tank. Finally a plane dropped a bomb through the roof of the barn and killed me. This is very unlikely, given it was the newer longer covered bridge looking stable, that the bomb could have been placed with that accuracy or strafing through the building unless I was somehow visible from directly above through the roof.
4. Yes, vehicles do not spawn in the same spot all the time and it is much larger than they used to be. My suggestion was (again trying to think out of the box, using things that are already coded in the game) to advance the spawn points or retreat them like the factories move. Start with spawns being reasonably close to the fields / towns. Given some determining trigger, say town constant flashes for more than 10 minutes, the spawn point advances much closer to town. The defending spawn camp is busted, because the campers' constant camping moves the attackers spawn further back. Kill all the attackers and as soon as town stops flashing it retreats to original placement.
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HTC, just put BLU 52 in.
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I understand these areas may not be cost efficient to deal with right away, but I wonder if (as I stated) anyone had thought to look at it as not a collision model problem, but a "what happens after the collision" problem.
1. Vehicles don't collide so firing while inside of another vehicle could be made to signal a "killshoot" or whatever code used to tell you that you hit an improper target.
Well I tried going inside a Sherman the other day in my chute. System said I collided :rolleyes: maybe jeeps can have something similar.
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Let's just get in our 'Way Back Machine' and go back to using the old spawn style for a few months, then when HTC re-reverts back to what we are currently using, everyone will be happy again.
No one is ever happy.
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I understand these areas may not be cost efficient to deal with right away, but I wonder if (as I stated) anyone had thought to look at it as not a collision model problem, but a "what happens after the collision" problem.
3. Not sure how it was done, but was inside an enclosed barn in a wooded area, and planes continully strafed my tank. Finally a plane dropped a bomb through the roof of the barn and killed me. This is very unlikely, given it was the newer longer covered bridge looking stable, that the bomb could have been placed with that accuracy or strafing through the building unless I was somehow visible from directly above through the roof.
Once they know where you are it's not like you can re-hide.
An example: GV in the indestructible. You can't see it from the air but once someone tells you it's there you know where it is.
We need more amnesiacs in game.
I searched and found this:
The question becomes what do you wish to happen when 2 vehicles collide?
Gets kinda dicey.....momentum moving of two moving vehicles versus one moving the other not, angle of impacts and weights.....physical properties of various materials involved in ther actual colliding......metal thicknesses, rubber elasticity.......just to mention a few variables.....
Obviously do not need to get that complicated......I rather imagine in the game when one vehicle collides with another the collider should be stopped. If the collided vehicle was moving it too should be stopped. Keep it simple.
Think how lag factors into this, when you detect a collision you stop like with a tree. So does other guy, except you both saw each other after the fact, so you stop inside each other. Now what happens since you are still colliding.
Think about speeds lags and such, and then you will start to see the essence of the problem. And hence why it is not the same as colliding with an object that does not move.
HiTech
I've noticed lately in an M-3 I will hit a tree and be through it completely before I come to a stop.
Not only would you have the above issues, two tanks essentially stuck inside each other, but you would also have the "normal" collision issues. He looks 60 yards away on your front end but he is inside your tank on his front end.
Well I tried going inside a Sherman the other day in my chute. System said I collided :rolleyes: maybe jeeps can have something similar.
You're still in a plane in a chute, not the infantry.
wrongway
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So, you would argue that it would cause more lag to loose a track and come to a stand still, than to flip and roll for the same amount of time?
Or it would become stuck inside of the tree or hill?
I hadn't thought about getting stuck inside, but I do remember flipping of cilos and launching m3s across the top of a barn. Seems to me quite a bit of time drawing that action as well. Anyhow, like I was saying again. If we stop looking at the collision and start looking at what the response to it or shooting while inside of another item could be.
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There are too many trees on a map for the servers to track a damage state for each as well as reporting the destroyed trees to each relevant front end.
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Again, the misconception is that I am other than curious about the difference between flipping my tiger or tracking it. Or the difference between damage from a vehicle inside of another vehicle from killshoot (maybe even deflecting ricochet bullets causing the same effect as a killshoot).
Someone else may have asked to run over trees, but not me, not here. Bump into or bounce off and come to a stand still okay, but sling it around like the mighty Hulk lived in that tree, and slamming it a foot into the turf upside down is NOT. Bust a track or damage the engine, much more immersive.
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I noticed if you roll your vehicle, if you pull back on stick as you are rolling,( no your gv won't lift off)
seems to make it more likely to land upright.
Has been this way forever.
Maybe it's just coincidence, maybe not.
Somebody else try it.
:cheers: Oz
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This made me wonder if there is anything that can be done to improve the ground aspect. Specifically, a few areas that could use a facelift. There have been some great additions to the ground vehicles. Yet, there are still some issues that prevent me from dedicating the time to become a decent commander. We all know these issues exist, and yes, we are willing to overlook them and still enjoy the great platform they are included in. I wonder how much consideration / feasability for improvements is a priority.
- Driving inside of another vehicle to secure a kill; don't know how this is achieved by a jeep but maybe a killshoot could be awarded for firing inside (seems reasonable)
- High Speed flips on a cartoon terrain; maybe loose a track, or stall the engine instead of launching heavy equipment airborne when bumping a bush
.the little bushes can't flip u anymore just the trees and the hedge rows
- Hiden icons inside of structures; if the vehicle is not in line of sight, why should the icon be?
- Advance spawn points and add realism to spawn camping; the factories for countries move from one point to another, why shouldn't spawns?
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the little bushes cant flip u anymore just the trees and hedge rows.which I still find annoying
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Anyone ever notice that even today those massive tanks simply do not plow over 8in diameter trees? They can and will damage the tank armor, tracks, main gun, optics, MG's, antennas, etc. Not to mention broke off tree trunks could very easily high center the tank as well.
I just happen to have a veteran tanker of the First Gulf War and Operation Iraqi Freedom as a fellow member of my squad. The amount of first hand knowledge at a simple question away is quite nice. FYI: The even the M1A1 MBT avoided trees if possible, and if they had to be pathfinders through the forest, jungle, or underbrush they drove at walking speeds. Case in point: plowing in to and over trees at 25mph is NOT good for a tank regardless. Avoid the trees. Be happy they only stop you and not damage your track or hang you up.
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Good points Smokin. IIRC, one big problem, besides the bad guys in the Gulf War, was that the tanks drove distances on the hot paved roads and tracks they were not designed for, causing them to be replaced much more often.
I get it. At what point does a vehicle versus a solid object, stop the momentum of that vehicle. Since they could actually get stuck inside one another, a force field of some type acts on the vehicle, to prevent this. Which brings up another point, why is a hedge row a solid object?
In any case, I would guess that for the argument of immersion one found many more tracked tanks, than they did flipped ones. Jeeps and half-tracks maybe were more vulnerable to being "high centered" and rolled.
I don't know if anyone noticed that in the original post, I made no reference to any trees. So, by all means avoid trees. Also Oz, that used to help, but I think I have my gears / accelerator / breaks keyed now instead of associated with the up and down motion of the joystick.