Aces High Bulletin Board
General Forums => Wishlist => Topic started by: fullmetalbullet on January 04, 2012, 04:20:34 PM
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I've been reading topics on infantry, and one idea that i liked was one player controling a squad. Now i was playing a game called "Brothers in Arms" and i got the idea of one player controling a platoon. and insted of bombing towns to oblivion to capture them, but make attackers literally fight for that town.
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ya, i like that idea, but the thing is... :noid.. the hole point of AH in the view of its creators is to keep it vehical based and not stray into humans and all that stuff
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ya, i like that idea, but the thing is... :noid.. the hole point of AH in the view of its creators is to keep it vehical based and not stray into humans and all that stuff
HiTech said he would love to make infantry combat apart of AH.
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damn, really,.. wow. ok then never mind qhat i said,, things r startin to look better for the ground boys then.. can't wait to see wear this goes :cheers:
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they wouldn't serve any purpose right now. We'd need a complete overhaul of the base capture system, the role aircraft and vehicles serve, our troop haulers (SdKfz 251/22, M3, Jeep, C-47, LVT), probably the strats, and perhaps even the 'map win' system. Our enviornment would need to be updated as well, with the inside of buildings modeled, and a pelethora of new objects added.
And thats on top of all the modeling they would have to do for each individual infintry weapon, and the troops themselves.
All in all, its a MASSIVE project, and one we probably won't see any time soon, if at all. It really would have worked better if HTC had started with infintry as the core of the game.
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Take notice at how the troops/paras act currently in AH. When used, they do 1 of 2 things: they either run towards a specified target, or they are destroyed when deployed due to various factors (auto ack up in town, buildings up in town, enemy gun/ordnance, etc). In other words, infantry is currently not player controlled once deployed.
If HTC wanted to implement further usage of infantry in to the AH game, the easiest route would be to code a specific type of infantry to perform a specific kind of job. HTC could have 3 types of infantry for 3 different types of duties. Suggestions could be:
HQ section for a map room captures.
Commando section for auto-ack destruction (immune to auto ack fire)
Engineer section for ordnance bunker, fuel tank, barrack, or radar destruction (and shore battery?)
Etc etc etc. The ideas could go on and on. The K.I.S.S principle applies here. Small steps. Dont expect a BF3 or CoD type FPS, instead think "macro", think of using the infantry just like we currently to: release them and let them run to the map room for a base capture but instead the specialized troops arrive at the target and upon the contact with the target it gets destroyed.
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Infantry, of some type :aok
Realistic Artillery :aok
Bridge crossings :aok
Bailey bridges :aok
Separate invasion Fleets :aok
Better Shore Batteries :aok
Player Spawnable Destroyers :aok
PT boats carry troops :aok
Landing Craft Tank (LCT) :aok
Shore defenses at seaside towns :aok
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HiTech said he would love to make infantry combat apart of AH.
He said he would like to, some day.
Some day I'd like my own private airforce.
Doesn't mean it will happen.
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LAAGGGGGGGGGG
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No, Does not need it.
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Take notice at how the troops/paras act currently in AH. When used, they do 1 of 2 things: they either run towards a specified target, or they are destroyed when deployed due to various factors (auto ack up in town, buildings up in town, enemy gun/ordnance, etc). In other words, infantry is currently not player controlled once deployed.
If HTC wanted to implement further usage of infantry in to the AH game, the easiest route would be to code a specific type of infantry to perform a specific kind of job. HTC could have 3 types of infantry for 3 different types of duties. Suggestions could be:
HQ section for a map room captures.
Commando section for auto-ack destruction (immune to auto ack fire)
Engineer section for ordnance bunker, fuel tank, barrack, or radar destruction (and shore battery?)
Etc etc etc. The ideas could go on and on. The K.I.S.S principle applies here. Small steps. Dont expect a BF3 or CoD type FPS, instead think "macro", think of using the infantry just like we currently to: release them and let them run to the map room for a base capture but instead the specialized troops arrive at the target and upon the contact with the target it gets destroyed.
I quite like this idea. :salute
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This could come into more use of the Coaxial Machine Gun.
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This could come into more use of the Coaxial Machine Gun.
Exactly. If infantry was immune to auto ack, and hitting infantry with AP rounds from a tank is near impossible, the MG's on a tank would be utilized that much more. Speaking of tanks, I just thought of another infantry unit that could be deployed: anti-tank infantry. If a certain number of AT infantry make contact with a tank then BOOM. Hehe. :aok
Having a number of M3's running for the town to release commandos for some auto-ack destruction would change the scope of the battlefield a bit, yes? Seeing troops running around town while the auto ack is still up, buildings still up, etc, would had a completely new realm to AH.
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I just thought of another infantry unit that could be deployed: anti-tank infantry. If a certain number of AT infantry make contact with a tank then BOOM. - Having a number of M3's running for the town to release commandos for some auto-ack destruction would change the scope of the battlefield a bit, yes? Seeing troops running around town while the auto ack is still up, buildings still up, etc, would had a completely new realm to AH.
I like these 2 ideas and I do think it would add another dimension to attacking a town and dealing with those pesky GVs. If the attackers get the Ack killing engineer troops, how about adding some defensive .50 machine gun nests too? For balance.
:D
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Hmm... some stationary mannable quad .50's to support the 8.8's would be interestings.
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Lol, GV's are only pesky if you can't GV yourself. Infact, they're so easy to play that any tanker worth his account should be able to knock out a Panther out beyond 1000yds using a Panzer IV with little trouble.
Less "I'm too lazy to do it myself, so can you make the system do it for me?" and more "the game is too easy, can we make it harder to defend against small groups?".
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e last
Lol, GV's are only pesky if you can't GV yourself.
In this game, strategically, tanks and most other GVs ... (I except the troop and supply carriers) are primarily a NUISANCE weapon. They aren't particularly effective for assault due to their vulnerability and the length of time it takes for them to transit and complete an attack. But, they DO represent a threat that must be countered before it EVENTUALLY becomes a problem, and THAT distracts and diverts enemy resources ... That CAN be a valuable tactic. I think PESKY sums it up well. It also applys to the AAA platforms that roll out of the VH just as you're polishing off the last Ack on a base.
Not sure? WHY you seem to think PESKY is a derogatory reference? GVs can be VERY annoying, and an ANNOYED enemy makes mistakes.
:t
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Au contraire. GV's can arguably be the most effective (to say nothing of efficient) assult weapons depending on the circumstances.
If you have a v-base with a spawn to an isolated port, the GV's would be a better choice than dragging a CV over to the port and using aircraft.
1) transit time of the CV
2) vulnerability of the CV, and massive setback if the ship is sunk
3) digression if a port is flashing, but no darbar or radar blip is visible, few defenders will up.
4) equally effective if correctly used
Also, a single panzer out ahead of the troops can eliminate any GV's in town if he is sufficiently skilled. He can also do clean up on the town, letting the aircraft focus on maintaining a cap.
The use of GV's also allows the group of attackers to be smaller and still keep the base mostly intact. instead of two groups of planes, 1 to cap 1 to kill town, you only need 1 group of planes to cap, and a smaller group of GV's to kill the town. 80 HE shells will kill more buildings than 2 500lb bombs and a couple rockets would anyway.
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Will never work well unless it's FPS.....and yes, Laaaaaaaag
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effective (to say nothing of efficient) assult weapons depending on the circumstances. - If you have a v-base with a spawn to an isolated port
It's always possible that a situation is encountered in which a particular weapon can be exploited. But that's not HOW you measure a weapons capabilities. Mobile Flak is capable of SPOILING a well executed assault. Tanks were developed as a force multiplyer for infantry (which we don't have). They're fun in this game and they do serve a function ... but in GENERAL - "Pesky" seems to me a quite literal description for GVs.
;)
The presence of an 88 with AP ammo in towns may soon change the dynamic of armored assault, don'tchathink ?
:cool:
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That was merely one example, and not even the most common. But regardless of whether tanks are superior to aircraft at certian times, both groups always benefit from working together.
GV's are much more efficent at killing enemy vehicles and small field structures.
Oh, and the 88's will be on the field there, buddy. Might wanna look before you leap next time.